_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
&&& &&&&&&&&&&&             &&&
&&&&&&&&  &&&&&&            &&&    &&&&                             &
&&&&&&     &&&&&            &&&     &&&&                            &
&&&&&      &&&&&            &&&       &&&                           &
&&&&&      &&&&&  &&&&&& &  &&&     &&&&&&   &&&&&&  &&& &&  &&&&       &&&&&&
&&&&&     &&&&&& &&&  &&&&  &&&   &&&& &&&&   &&&    &&  &&&&  &&&&   &&&  &&&
&&&&     &&&&&  &&&    &&&  &&&  &&&     &&& &&&     &&  &&&    &&&   &&
&&&&&& &&&&&   &&&&    &&&  &&&  &&&     &&& &&&     &&  &&&    &&    &&&
&&&&&&&&&&&&   &&&     &&&  &&&  &&&     &&& &&      &&  &&    &&&     &&&&&&
&&&&     &&&&& &&&&   &&&&  &&&  &&&     &&  &&&    &&&  &&  &&&            &&
&&&&      &&&&& &&&   &&&&  &&&   &&&   &&&  &&&   &&&&  && &&&&&     &&   &&&
&&&&      &&&&&  &&&&&& &&  &&&&&  &&&&&&     &&&&& &&&  &&    &&&&   &&&&&&&
&&&&      &&&&&
&&&&&    &&&&&
&&&&&&&&&&&&&&        &&&&&&&&&&&&&&
&&&&&&&&&&&          &&&&&     &&&&&               &&&&
                  &&&&&         &&               &&&&
                  &&&&                           &&&        &&&&&
                 &&&&                 &&&&&&& & &&&&&&&&  &&&  &&&&
                 &&&&                &&&   &&&&  &&&     &&&    &&&&
                &&&&      &&&&&&&    &&     &&&  &&&     &&&&&&&&&&&
                &&&&      &&&&&&&&  &&&     &&&  &&&     &&&
                &&&&     &    &&&&& &&&    &&&&  &&&     &&&      &&
                &&&&          &&&&&  &&&  &&&&&  &&&&  & &&&     &&
                &&&&&          &&&&   &&&&&& &&   &&&&&&  &&&&&&&&&
                 &&&&&        &&&&&
                  &&&&&      &&&&&
                   &&&&&   &&&&&&
                      &&&&&&&&&
_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

                 Baldur's Gate & The Tales of the Sword Coast
                               FAQ/Walkthrough

                              February 27, 2010
                                Version  3.4

                       Written by:  Dan Simpson
                            Email:  [email protected]

  When emailing, use this subject:  Baldur's Gate v 3.4



                                Email Policy: (read before emailing me!)
                                ¯¯¯¯¯¯¯¯¯¯¯¯¯
         If you see any mistakes, or have anything that you want to add
         please email me!  I will, of course, give you full credit for
         your addition, and be eternally grateful to you.  Email addresses
         are NOT posted in the FAQ, unless you specifically state that
         you want it to be.

                 I don't check this email address that often, but do go through it
                 every few weeks.



                                     Notes
-------------------------------------------------------------------------------
The most recent version of this FAQ can be found at:

  http://www.gamefaqs.com/
  http://www.supercheats.com/
  http://www.neoseeker.com/

This is mostly a sequential walkthrough, which means that it will go in
the order that I think is a good one (not necessarily the best way to do
things, but one that worked well for me).  Since a lot of elements in
Baldur's Gate can be done at any time, this presents a few problems.  So
currently I have all the Major Plot points listed as Main Sections, with the
smaller areas as Sub-Sections.  This works, but I'm not sure that it is the
best way to go about this.

Credits:

 Dave, Orlandu, Ultradraco, Alex Malano, Gabriel N. J. Sheets, Andy Miller,
 Stephen Ashton, Peter Cheong Choon Wah, Jones, NCPFLJohn, KyleEChu,
 Starlight, Preston Lloid, Mer. Pike, Andrey Moujikov, Jesse LaCroix,
 Matt Canfield, D Sanders, Kelvin Groves, The Real FXD, edwardalacey,
 Operador de Sala, Patrick, Douglas D., Dark Angel ([email protected]),
 Duncan Clay, Jon WolF, Terry deBoer, LrdGrifter, Juha Alm, ArtAllison,
 Scott Werner, Scott Slonaker, MartectX, Rolf Zehb, Silviu, CJayC, The Bruce,
 Tonton Fred, GRiM, John Lucas, Aaron McConnell, Dennis Matheson, Ghostly,
 Gonzalo Jéldrez, Thomas de Roode, Robert Coutinho, Sir Erik Esoteric, John
 Van De Graaf, Yamian, Josh Clue, Master.SoR, Brad McClintock, Dr. Gummipress,
 danecobain, Sergio D. Morozov ([email protected])

 Anyone who emails me with nice things to say, you are appreciated!
 Bioware for making such a great little game!

This FAQ looks best in Courier New at about 9 points.

This Document is Copyright 1999-2010 by Dan Simpson
Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware

I am not affiliated with Bioware, Interplay, or anyone who had anything to
do with the creation of this game.  This FAQ may be posted on any site so
long as NOTHING IS CHANGED and you EMAIL ME telling me that you are posting
it.  You may not charge for, or in any way profit from this FAQ.
_______________________________________________________________________________

__________________
What's New in 3.4:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Rewrote the Tweaking Section and renamed it to "The Modern Baldur's Gate
   Install." Added a new FAQ about getting the cheats to work. Added another
   killing of Firebead from Josh Clue. Added some information from Sergio D.
   Morozov about Officer Vai, Gullykin and the Firewine Ruins.

 For a complete Version History, check out the Final Words Section at the end
 of the FAQ.



-------------------------------------------------------------------------------
Table of Contents:
-------------------------------------------------------------------------------

   To navigate quickly, double click the code, press CTRL-C, then CTRL-F,
   CTRL-V and ENTER!

   i.     [IINTRD] Introduction
   ii.    [ITWKNG] The Modern Baldur's Gate Installation
   iii.   [IIICRT] Creating a Character
   iv.    [IVTMSS] Items
   v.     [VSPLLS] Spells
   vi.    [VINPCS] Companions
   vii.   [VIIGNR] Basic Strategies

          [FRQNTL] Frequently Asked Questions

          [WLKTHR] Walkthrough

   1.     [1CNDLK] Candlekeep
       a. [ATHCRS] The Crossroads
   2.     [2FRNDL] Friendly Arm Inn
   3.     [3BRGST] Beregost
       a. [AHGHHD] High Hedge
       b. [BRSWFB] Area SW of Beregost
       c. [CRSSWF] Area S-SW of Beregost
       d. [RSFBRG] Area S of Beregost
       e. [RNFNSH] Area N of Nashkel
       f. [FTMPLL] Temple
   4.     [4NSHKL] Nashkel
       a. [ACRNVL] Carnival
       b. [BRWFNS] Area W of Nashkel
       c. [CRNFGN] Area N of Gnollish Stronghold
       d. [DGNLLS] Gnollish Stronghold
       e. [ERSWFN] Area SW of Nashkel
       f. [FRSFNS] Area S of Nashkel
   5.     [5NSHKL] Nashkel Mines (Exterior)
       a. [ANSHMI] Nashkel Mines (Interior)
       b. [BRNFNM] Area NE of Nashkel Mines
       c. [CRFNSM] Area E of Nashkel Mines
   6.     [6NSHKR] Nashkel Revisited
   7.     [7BRGTR] Beregost Revisited
       a. [ARFTMP] Area E of Temple
       b. [BLCSTR] Ulcaster (Area S of Temple)
       c. [CLCSRD] Ulcaster Dungeon
       d. [DRSFLR] Area S of Ulcaster
       e. [ARNRTH] Area North of Friendly Arm Inn
   8.     [8NTHTR] On the Trail of Bandits (Area N of Beregost Revisited)
       a. [ALRSWD] Larswood
       b. [BPLDVL] Peldvale
   9.     [9BNDTC] Bandit Camp
       a. [ARFLRS] Area E of Larswood
   10.    [10B2BR] Back to Beregost
       a. [ARWFHH] Area W of High Hedge
       b. [BLGHTH] Lighthouse
       c. [CRSFLS] Area S of Lighthouse
   11.    [11CLKD] Cloakwood Forest
       a. [ACLKWD] Cloakwood Forest Two
       b. [BCKFT3] Cloakwood Forest Three
       c. [CCLKF4] Cloakwood Forest Four
   12.    [12CKMX] Cloakwood Mines (Exterior)
       a. [ACLKMI] Cloakwood Mines (Interior)
   13.    [13GLLY] Gullykin
       a. [AFRWNB] Firewine Bridge
       b. [BFRNRS] Firewine Ruins
   14.    [14BDGB] Baldur's Gate Bridge
       a. [AFRMNB] Farm N of Baldur's Gate Bridge
   15.    [15BDLR] Baldur's Gate
       a. [ABLDNE] Baldur's Gate NE Section
       b. [BBLDSE] Baldur's Gate SE Section
       c. [CBGTHS] The Harbor, Baldur's Gate S Section
       d. [DBLDSW] Baldur's Gate SW Section
       e. [EBLDCS] Baldur's Gate Central Section
       f. [FBLDGW] Baldur's Gate W Section
       g. [GBLDNW] Baldur's Gate NW Section
       h. [HBLDNS] Baldur's Gate N Section
       i. [ISWRSB] Sewers Beneath Baldur's Gate
   16.    [16CNDL] Candlekeep Revisited
   17.    [17CNDC] Candlekeep Catacombs
       a. [ACNLC2] Candlekeep Catacombs 2
       b. [BCNDC3] Candlekeep Catacombs 3
   18.    [18BLDG] Baldur's Gate Revisited
   19.    [19THDC] The Ducal Palace
   20.    [20NTHT] On the Trail of Sarevok
   21.    [21THHD] The Hidden City

          [TLSFTH] Tales of the Sword Coast

   1.     [1TSLGT] Ulgoth's Beard
       a. [ATSCDG] The Ice Dungeon
   2.     [2TSDRL] Durlag's Tower (exterior)
       a. [ATSDTI] Durlag's Tower (interior, above ground)
       b. [BTSIND] Durlag's Tower (interior, underground)
       c. [CUBRSA] Ulgoth's Beard Revisited
   3.     [3TSWWI] Werewolves' Island
       a. [ATSWIN] Werewolves' Island North
       b. [BSHPWR] Shipwreck
       c. [CTSRTT] Return to the Village
       d. [DTSNDR] Underground Passage
       e. [ELGBFL] Ulgoth's Beard Finale

          [PPNDCS] Appendices

   A.     [AAMMNS] Monsters & Monster Strategies
   B.     [ABMSCI] Miscellaneous Information
   C.     [ACTGOR] The Gods of the Realm
   D.     [DGDTNC] Guide to Naming Characters
   E.     [ECHRCT] Character Sounds
   F.     [FTLTSE] Utilities & Editors
   G.     [GNNDTR] Non Editor Cheats
   H.     [HNLNRS] Online Resources
   I.     [ISTRNG] Strange Things
   J.     [JMMDSS] The Dark Side of the Sword Coast

          [FNLWRD] Final Words...
                   Credits
                   Version History
                   Stinger


-------------------------------------------------------------------------------
i. Introduction                                                      [IINTRD]
-------------------------------------------------------------------------------

 Strange things are happening in the Sword Coast.  The iron has gone bad,
 every weapon forged with it is completely worthless.  Bandits plague the
 Coast stealing everything else that already isn't ruined.  And people are
 muttering that it is all the work of an outside interest bent on domination.
 Some say that it is the Zhentarim, some say that it is the Amnish, although
 they have troubles of their own.

 Amidst all of this you have grown up in seclusion in the Candlekeep fortress,
 a keep of knowledge.  You have never known your parents, instead you were
 raised by the Sage Gorion.  You might have remained in this sheltered life
 forever, had not fate played its hand.  Because of the growing threat of evil
 in the world, Gorion feels compelled to remove you from Candlekeep, and take
 you to another hiding place where he will "explain everything".

 And so it began...

 Baldur's Gate is the latest in a long string of games set in the Forgotten
 Realms.  The game uses (for the most part) the AD&D rules to set the
 gameplay.  It also endeavors to create the sense that you are on an AD&D
 quest yourself, and not just playing the game, but rather are in the game.


 I orignally omitted information that I felt duplicated entries found in the
 game manual. Since most people buying the game now won't get a manual, I
 am attempting to add in more of this information.


 Some jargon...

 PC    = Player Character
 NPC   = Non-Player Character, everyone who isn't you
 BG    = Baldur's Gate
 TotSC = Tales of the Sword Coast

 "Force-Talk" is when you initiate dialogue rather than wait for a character
         to speak to you. When the person is in your party, you have to use
         the button on the toolbar (default key: F1) to do so.
 "Force-Attack" is when you attack a non-hostile NPC or creature. This is
         done with the button on the toolbar (default key: F2) or by clicking
         on your equipped weapon on the toolbar, then clicking the NPC /
         creature.

 x,y   = I use a coordinate system in the walkthrough. It is listed in pixels
         on the terrain map. x 0, y 0 is the very top left. So, x 1000, y 1000
         is 1000 pixels to the "east" (or right) and 1000 pixels to the south
         (or down). You can find the coordinates by pressing the L key. This
         will tell you what the x,y values are at your mouse.


-------------------------------------------------------------------------------
ii. The Modern Baldur's Gate Installation                            [ITWKNG]
-------------------------------------------------------------------------------

 This section covers both unofficial patches, and even more unofficial
 "tweaks."  It has been a long, long time since Bioware has released anything
 official for BG1.  Which has left the door wide open for some fan
 modifications (mods)!

 There are three general categories of mods:

   1. Unofficial patches. This merely tries to fix what was broken before.
      Maybe a quest was bugged, or an item didn't work the way its description
      was written. But the patch keeps things basically as the developers
      intended.
   2. Gameplay tweaks and restorations. In the second category, something is
      altered. The best example of this is the Baldur's Gate II tweak that
      restores the Grandmastery specialization perk to how it was in Baldur's
      Gate I.
   3. New content. And finally, there is new content. Could be new monsters,
      a new quest, some new travelling buddies, or even a new talking sword.

 You can find a great assortment of all of these here:

   http://modlist.pocketplane.net/

 And a lot of new content mods here:

   http://www.spellholdstudios.net/

 I have long enjoyed the Baldurdash unofficial patch for Baldur's Gate (as
 well as his later work on Oblivion). Further work has been done on the
 tweak front, and I'm currently using the BG1 Tweak pack from Gibberlings 3.

   http://www.gibberlings3.net/

 A Modern Installation:
 ----------------------
   So, when I was installing BG on my new computer, I knew for sure that I
   didn't want to play in 640x480. My current monitor is widescreen, for
   starters, and native in 1680x1050. Now, the Baldur's Gate II engine has
   support for 800x600 and “support” for even higher resolutions than that.
   Essentially what we are going to be doing is playing Baldur's Gate I in the
   Baldur's Gate II engine. So, obviously both games must be installed for any
   of this to work.

   What we are using today is called Baldur's Gate Trilogy (WeiDU version).
   Instead of creating a new BG1 game that uses the BG2 engine, BGT
   adds the BG1 data to BG2. That means you start a new game in Candlekeep
   and play continuously through all of BG1, BG2 and into Throne of Bhaal.
   This eliminates the need to transfer your character. You can find "BGT" at
   the Spellhold Studios link above.

   Also from pocketplane I grab the BG1 Unfinished Business tweak pack. This
   restores some of the “cut content” that Bioware had worked on but removed
   before release.

   Then from Gibberlings 3, I install the BG1 Tweak pack, the Widescreen
   mod, eScript (for updated AI behavior for my companions), and the BG1 NPC
   Project (for vastly better companion interactions), and the Oversight mod.
   With the Widescreen mod, I can set my game resolution to whatever I want,
   so I first tried full-screen at 1680x1050! I found that made my characters
   too small on the screen, so I changed it to 1280x800.

   I mostly went for things from the bugfix and tweak categories, leaving out
   many mods that add new content.

   The installation has a few minor quirks, so here is the installation order
   that I used:

     1. Install BG1 & TotSC
          Note: To avoid any problems with Windows, I always install in a non-
                standard place, such as C:\games\Baldur's Gate\
     2. Patch TotSC
     3. Install BG2 & ToB
     4. Patch ToB
     5. Install Oversight
     6. Install BG2 Fixpack (MUST be installed before BGT)
     7. Install Ascension (MUST be installed before BGT)
     8. Install Turnabout
     9. Install BGT
     10. Install bg1npc
     11. Install BG1UB
     12. Install Unfinished Business
     13. Install BG2 Tweaks (do not install faster cutscenes and dreams)
     14. Install Widescreen

   Note: Both Baldur's Gate Trilogy and TuTu have a rather nasty bug
         when you leave Beregost. On occasion it will crash your game and
         corrupt your save-game. It is vital that you create a save before you
         enter Beregost (I just keep one, and call it “Pre-Beregost Save”),
         and another test save for when you leave Beregost (“Post-Beregost
         Save”). Once you have left Beregost and saved it, immediately reload
         that save. If it loads then congratulations you didn't get the bug!

   When you have finished BG1 using Trilogy, you just talk to Duke Eltan again
   and he sends you on a mission that starts BG2.

 Baldur's Gate TuTu (EasyTutu)
 -----------------------------
   Alternatively there is “EasyTutu”. From the pocketplane link above, this
   program melds together the Baldur's Gate 1 data with the Baldur's Gate 2
   engine. This gets you the advanced classes, kits, spells, etc. from the
   sequel, right within the first game. Requires both games installed on
   your computer already. EasyTutu already includes the unofficial patches.

   It still creates a separate game program from Baldur's Gate II. So once
   you are done playing in Baldur's Gate I, you still export your game to
   Baldur's Gate II as normal.

   Note: If you want to use “3d accelerating” you will want to install the
         green water fix immediately after installing EasyTutu.

 The Big Picture
 ---------------
   Found at Spellhold Studios, TBP is designed around BGT and getting every
   mod included and compatible. It adds a lot of new, fan-created content.

 Note: If you use either Tutu or BGT, you will need to use the x key to find
       the x,y coordinates instead of the L key.


-------------------------------------------------------------------------------
iii. Creating a Character                                            [IIICRT]
-------------------------------------------------------------------------------

 Creating a Character is the most important thing that you do in the game.
 Period.  This has an effect on everything else in the game.  If you do it
 well, you will succeed and easily, if you do it poorly, you will have a much
 harder time of it, and possibly even fail.

 So let's run down the basics of creating a character:

   Gender:  This doesn't matter, except as a personal choice.

   Race:  I usually take a Human here as they are good all around.  It should
          be noted that there are considerable benefits to taking other races,
          such as Elves getting a bonus to Dexterity (a Max of 19) and Dwarves
          getting a bonus to Constitution (a Max of 19), but they also have
          drawbacks; such as Elves having a Max Constituion of 17 and Dwarves
          having a Max Dexterity of 17.

          Also if you want to be a Multi-Class character, you should probably
          take Half-Elf.  Personally, I would avoid Multi-Class characters, as
          they take longer to level up, and are usually weaker to start with.

          So, I'd take a human.

   Class:  Here, I'd take Fighter.  They level up well, and have good all
           around fighting abilities.  If you take a Ranger or a Paladin, you
           get a couple bonus abilities, but it takes longer to level up,
           which just isn't worth it to me.  And since you get Special
           Abilities anyway (see General Strategies below), you don't really
           need to be a Cleric.  Imoen is a good thief, and she pretty much
           starts with you, so you don't need to be a thief.

           So, I'd be a Fighter.

           Note:  Even if you start out as a Fighter, as long as you are
                  human, you don't have to stay a fighter! You can "dual
                  class" and pick up some other skills. Once you are level
                  2 you click on "dual class", pick a new class and you will
                  then switch over. Once your new class level is higher than
                  your old class level, you regain your old skills as well.

   Alignment:  Go with Lawful Good.  This starts your reputation at 12, and
               reputation is a good thing to have in abundance. (it makes
               items purchased in shops cheaper) You can find your reputation
               in your character record screen (default key: R).

               Alternatively, you could go with an evil party, but keep the
               reputation above 6 or the guards will start to attack you
               wherever you go. You can also run an evil party at high
               reputations, but if you go past 18 rep, evil companions will
               hit the road. Conversely, at very low reputations (2 or below)
               good companions will leave you.

   Abilities:  This is the most important part of character creation!  You
               have to try to get the best stats that you can possibly get,
               and the only way to do that is to re-roll constantly.  How good
               your stats get mostly depends on how patient you are in
               re-rolling.  You can customize your stats, if you want.  Simply
               decrease the amount in one stat, and use those points to
               increase another stat.

               First, decide what you want your main character to do. Front-
               line fighter or backline ranged. You will get a party of 6
               (5 others and yourself) eventually, and for balance, you will
               want at least 3 up front and 3 in the back. Since I think there
               are very good NPC archers already, and not as good options at
               front-line, I play a melee fighter.

               If you are a fighter here are some recommended minimum stats to
               try for:

                 STR:  18/51  -- affects melee ability to hit and damage
                 DEX:  11*    -- affects armor class, and ranged hit & damage
                 CON:  18**   -- affects HP
                 INT:  10     -- used for spells and lore (mage)
                 WIS:  10     -- used for spells and lore (cleric, druid)
                 CHA:  18     -- affects quest rewards and store prices

                 *  DEX can be low because of the Gauntlets of Dexterity, see
                    General Strategies below. However, this uses your bracers
                    slot so you wouldn't be able to use the Gauntlets of
                    Weapon Focus / Specialization. You can also try dropping
                    INT and WIS more to boost DEX.

                 ** CON adds a certain amount of HP per level gained. If you
                    gain enough CON you will not only gain more HP next level,
                    but you will also gain all the HP you would have gained
                    retroactively as well. e.g. I'm level 5 and use the manual
                    of bodily health to increase my CON from 18 to 19. I
                    instantly gain 5 HP. You cannot use a potion on level up
                    to trick the game into giving you more HP, once the potion
                    wears off, the HP are lost.

                 A Fighter who doesn't want to use the Gauntlets of Dexterity
                 might look like this:

                 STR:  18/00***
                 DEX:  18
                 CON:  18
                 INT:   7
                 WIS:   8
                 CHA:   9 (18 if you can get it)

                 *** The strength score comes in many flavors of "18." Non-
                     fighters will cap at just 18. Then there are the 18/01
                     to 18/00 scores. Think of 18/00 as 18 and 100, as it is
                     the highest, and 18/01 is the lowest.

                 Make sure not to neglect Charisma!  It's more important than
                 you might think (stores sell things cheaper, and people may
                 treat you better).  Of course, you can just cast Friends on
                 yourself to become more... Charismatic. If you don't care
                 about that, just give yourself max Dex and drop Charisma.
                 That's why they call it a "dump stat."

                 Once set, your stats will remain the same throughout the
                 entire game.

                 Tip: There are several books in the game that raise your
                      attributes. The physical books are called Manuals (like
                      the Manual of Bodily Health that raises CON by +1), and
                      the mental books are called Tomes. These are the only
                      ways to increase your stats. If you are going to export
                      your character to BG2, you should use the books only on
                      yourself.

               If you aren't a Fighter, then drop STR and improve the stat
               most associated with your ability.  INT for mages, WIS for
               clerics and druids, DEX for thieves and archers (rangers).

   Skills:  These are your proficiency points.  Think of it as which weapons
            your character is skilled in.  Based on which class you are, set
            two points to that characters likely primary weapon:

              Fighter, Paladin -- Large Sword
              Thief            -- Small Sword
              Ranger           -- Bow
              Mage             -- Missile Weapons (for slings)

            Then give the other points to either Bow or Missile Weapons.

            Note:  If you are a Ranger, then you also have to select your
                   Racial Enemy here.  I'd take Spider, as they seem to be
                   most prolific.

   Appearance:  Whatever you think looks good.

   Name:  Whatever you think sounds good.  Check out Appendix D. Guide to
          Naming Characters if you need some ideas.

 Tip: Still lost about what all these numbers and stats mean? Try out my
      AD&D Rules FAQ, also found at www.gamefaqs.com.


-------------------------------------------------------------------------------
iv. Items                                                            [IVTMSS]
-------------------------------------------------------------------------------

Note:  Prices are all based on an average reputation, where they neither give
      you the "Hero's Discount" or the "Villain's Markup".  These prices were
      also based on a "Super Charisma", that is, two over 18.  To get a Super
      Charisma start by having 18, and then wear Algernon's Cloak.  And if you
      find a Tome of Leadership and Influence (Charisma +1), you can get up to
      21 Charisma.  The worse your Charisma, the higher these prices will be!

Note:  Prices are also dependent on supply. If a store already has an item that
      you are selling, they will give you a lesser price than they would if it
      was the first of that item that they saw. So, if you have 3 Plate Mails,
      sell them all at once to maximize the profit. The exception to this are
      gems, which keep their value.

Note:  Mage Scrolls are listed in section iv. Spells, wheras Cleric Scrolls are
      listed here. (this is because you can Write Magic from a Mage Scroll but
      cannot from a Cleric)

Note:  Although Inns are open 24 hours a day, many shops close during the
      night.

Note:  Your alignment affects how expensive Raise Dead is going to cost for
      you, depending on the temple that you are in.  If you are an Evil
      character in a Good Temple, it will be quite expensive (10000 gp).

 _____
 Shops (a * indicates that this item is only found in the Expansion Pack)
 ¯¯¯¯¯
   There are four types of business (or "shop")

     - Store (Buy and Sell)
     - Tavern (Drink)
     - Inn
       - *Inn (Drink and Peasant rooms)
       - **Inn (Drink, Peasant and Merchant rooms)
       - ***Inn (Drink, Peasant, Merchant and Noble rooms)
       - ****Inn (Drink, Peasant, Merchant, Noble and Royal rooms)
     - Temple (Healing, Donate, Buy and Sell, Identify)

   All temple priests will identify items and so will some store owners.
   There are some stores you can steal from.  Stolen (fenced) items cannot be
   sold.

 CANDLEKEEP:
   - Candlekeep Inn (AR2616) ****INN + STORE - Winthrop (can steal)

       Battle Axe               5gp         Quarter Staff               1gp
       Throwing Axe (5)         5           Bastard Sword              28
       Club                     1           Long Sword                 16
       Flail                   16           Short Sword                11
       Mace                     8           2-Hnd Sword                56
       Morningstar             11           Scimitar*                  61
       Composite Long Bow     112           Bullet (20)                 1
       Long Bow                84           Heavy Crossbow             56
       Short Bow               33           Light Crossbow             39
       Dagger                   2           Bolt (20)                   1
       Throwing Dagger (5)      5           Arrows (20)                 1
       Darts (10)               1           Chain Mail                 84
       Halberd                 11           Splint Mail                89
       War Hammer               2           Leather Armor               5
       Sling                    1           Studded Leather            22
       Spear                    1           Small Shield                3
       Buckler                  1           Medium Shield               7
       Large Shield            11           Helmet                      1

   - Temple of Oghma (x 4048 y 547) TEMPLE - Priest of Oghma

     Cures:
       Cure Light Wounds       50gp         Cure Serious Wounds       100gp
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead               2000
     Sells:
       Potion of Healing       84gp         Antidote                  112gp
       Elixer of Health       560           Stone to Flesh Scroll     168

 FRIENDLY ARM INN:
   - The Friendly Arm (AR2301) ****INN + STORE - Bentley Mirrorshade

       Battle Axe               6gp         Long Sword                 19gp
       Throwing Axe (5)         6           Short Sword                12
       Club                     1           2-Hnd Sword                63
       Flail                   19           Heavy Crossbow             63
       Mace                    10           Light Crossbow             44
       Morningstar             12           Arrows (20)                 1
       Composite Long Bow     127           Bolts (20)                  1
       Long Bow                95           Bullet (20)                 1
       Short Bow               38           Chain Mail                 95
       Dagger                   2           Splint Mail               101
       Dart (10)                1           Leather Armor               6
       Halberd                 12           Plate Mail                762
       War Hammer               2           Small Shield                6
       Sling                    1           Medium Shield               8
       Spear                    1           Large Shield + 1         2540
       Quarter Staff            1           History/Fateful Coin        2
       Bastard Sword           31           History/Unicorn Run         2

   - Temple of Wisdom (AR2304) TEMPLE - Gellana Mirrorshare

       Cures:

       Cure Light Wounds       50gp         Cure Serious Wounds       100gp
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead               2000

       Items:

       Potion of Healing       84gp         Antidote                  112gp
       .. of Genius           336           Elixer of Health          280
       .. of Mind Focusing    560           Stone to Flesh Scroll     168
       .. of Insight          336

 BEREGOST:
   - Feldepost's Inn (AR3351) ****INN + STORE

       History/Fateful Coin     2gp         Bracers AC8              3360gp
       Amulet + 1            3360           Bullet + 1                 17
       Arrow + 2 (2)           40           Chainmail + 1            1792
       Battle Axe + 1        1680           Medium Shield + 1        1680
       Flail                   16           Bastard Sword + 1        2800
       Comp. Long Bow + 1    2800           Two Handed Sword           56

   - Jovial Juggler (AR3304) ****INN

   - Red Sheaf (AR3357) **INN

   - Burning Wizard (AR3307) ****INN

   - Thunderhammer Smithy (AR3301) STORE - Taerom Fuiruim (will identify)

       Weapons:

       Battle Axe               5gp         Spear                       1gp
       Throwing Axe (5)         5           Quarter Staff               1
       Club                     1           Quarter Staff +1          560
       Flail                   16           Bastard Sword              28
       Mace                     8           Long Sword                 16
       Mace +1               1680           Long Sword +1            1600
       Morningstar             11           Short Sword                11
       Composite Long Bow     112           Short Sword +1            896
       Long Bow                84           Heavy Crossbow             56
       Short Bow               33           Light Crossbow             39
       Short Bow +1          1680           Arrows (20)                 1
       Dagger                   2           Arrows +1 (10)            112
       Dagger +1              336           Arrows of Ice (10)        336
       Throwing Dagger (10)    11           Arrows of Biting (10)     560
       Dart (20)                1           Arrows +2 (10)            201
       Dart +1 (10)            89           Bolt (20)                   1
       Halberd                 11           Bolt +1 (10)              112
       War Hammer               2           Bullet (20)                 1
       Sling                    1           Bullet +1 (10)             89
       Sling +1               112           Light Crossbow/Speed     8960
       Dagger of Venom      11200

       Armors:

       Chainmail               84gp         Medium Shield               7gp
       Splint Mail             89           Medium Shield +1         1680
       Helmet                   1           Large Shield               11
       Leather Armor            5           Buckler                     1
       Leather Armor +1      1120           Full Plate               6720
       Studded Leather         22           Shadow Armor            11760
       Small Shield             3           Plate Mail                672
       Small Shield +1       1120

 HIGH HEDGE
   - High Hedge (AR3202) STORE - Thalantyr (will identify)

       Items:

       Dart +1 (5)             44gp         Potion of Perception      392gp
       Arrows +1 (5)           56           .. of Regeneration        560
       Acid Arrows (5)        280           Potion of Insight         336
       Bolt +1 (5)             56           Potion of Strength        392
       Bolt of Lightning (5)  168           Potion of Freedom         280
       Bolt of Biting (5)     420           .. of Magic Blocking     1680
       Bullet +1 (5)           44           .. of Mirrored Eyes       448
       Potion of Fire Resist  448           Wand of Sleep            1680
       Potion of Healing       84           Wand of Fear             2240
       Elixer of Health       280           Horn of Kazgaroth       10080
       Potion of Cold Resist  280           Claw of Kazgaroth       11200
       Potion of Explosions   504           Robe Good Archmagi      22960
       Potion of Infravision  112           Robe Neutral Archmagi   22960
       Potion of Insulation   190

       Protection Scrolls:

       Protection from Acid           840gp
       Protection from Cold           840
       Protection from Electricity    840
       Protection from Fire           840
       Protection from Magic         2240
       Protection from Poison         840
       Protection from Undead         840

       Spells: The spells can be found in the spells section below.

 NASHKEL
   - Temple of Helm (AR4802) TEMPLE - Nalin

       Cures:

       Cure Light Wounds       50gp         Cure Serious Wounds       100gp
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead*           600-10000

       Items:

       Potion of Healing       84gp         Antidote                  112gp
       Elixer of Health       280           Stone to Flesh            168

       * - Raise Dead costs differently depending on the person's alignment

   - Nashkel Store (AR4803) STORE (will identify and can steal)

       Battle Axe               5gp         Long Sword                 16gp
       Throwing Axe (5)         5           Short Sword                11
       Club                     1           2-hnd Sword                56
       Flail                   16           Heavy Crossbow             56
       Mace                     8           Light Crossbow             39
       Morningstar             11           Arrows (20)                 1
       Composite Long Bow     112           Bolts (20)                  1
       Long Bow                84           Bullets (20)                1
       Short Bow               33           Chainmail                  84
       Dagger                   2           Splint Mail                89
       Dart (10)                1           Leather Armor               5
       Halberd                 11           Plate Mail                672
       War Hammer               2           Small Shield                3
       Sling                    1           Medium Shield               7
       Spear                    1           Large Shield +1          2240
       Quarter Staff            1           History/Fateful Coin        2
       Bastard Sword           28

   - Belching Dragon Tavern (aka The Northern Light) (AR4809) TAVERN

   - Nashkel Inn (AR4801) ***INN

 NASHKEL CARNIVAL
   - Merchant Tent (x 2523 y 2837) STORE (will identify)

       Necklace of Missiles  2240gp         Protection/Acid           840gp
       Amulet/Protection +1  3360           Protection/Cold           840
       Shield Amulet          560           Protection/Fire           840
       Ring of Infravision    840           Protection/Electricity    840
                                            Protection/Petrification  840

   - Carnival Shop (x 2827 y 3008) STORE (will identify and can steal)

       Battle Axe               5gp         War Hammer                  2gp
       Throwing Axe (5)         5           Spear                       1
       Club                     1           Quarter Staff               1
       Flail                   16           Bastard Sword              28
       Mace                     8           Long Sword                 16
       Morningstar             11           Short Sword                11
       Dagger                   2

   - Carnival Shop (x 3194 y 3282) STORE (will identify and can steal)

       Throwing Axe (5)         5gp         Heavy Crossbow             56gp
       Composite Long Bow     112           Light Crossbow             39
       Long Bow                84           Arrows (20)                 1
       Short Bow               33           Arrows/Piercing (2)       112
       Throwing Dagger (5)      5           Bolt (20)                   1
       Dart (10)                1           Bullet (20)                 1
       Sling                    1

   - Carnival Shop (x 3246 y 2618) STORE (will identify and can steal)

       Chain Mail              84gp         Small Shield                3gp
       Splint Mail             89           Medium Shield               7
       Leather                  5           Large Shield               11
       Studded Leather         22

 TEMPLE

   - Song of the Morning Temple (AR3402) TEMPLE - Keldath Ormlyr

 GULLYKIN
   - Temple of Yondalla (aka Temple of Helm) (AR4003) TEMPLE - Alvanhendar

       Cures:

       Cure Light Wounds       50gp         Cure Serious              100
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead            600-10000

       Items:

       Potion of Healing       84           Antidote                  112
       Elixer of Health       280           Stone to Flesh Scroll     168

 BALDUR'S GATE
   - Lucky Aello's Discount Store (AR 0800, x 3123 y 1011)
       Oil of Speed           168gp (cursed)
       Potion of Healing      168
       Antidote                56   (cursed)
       Potion of Perception   392
       Various Cursed Scrolls   1

   - Bar (AR 0800, x 3400 y 1700) -- Rest, Drinks

   - Elfsong Tavern (AR 0800, x 1800 y 2370) -- Rest, Drinks

   - Elfsong Tavern Second Floor -- Buys/Sells, Identifies
       Necklace of Missiles  2240gp         Protection/Cold           840gp
       Amulet/Protection +1  3360           Protection/Electricity    840
       Shield Amulet          560           Protection/Fire           840
       Ring of Infravision    840           Protection/Petrification  672
       Protection/Acid        840

   - Silence Shop (AR 0800, x 3360 y 2000) -- Rest, Buys/Sells
       Dagger                   2gp         Cloak of Protection +1   5600gp
       Leather Armor            5           Dart +1 (5)                44
       Sling                    1           Dart of Stunning (5)      560
       Bastard Sword           28           Sling +1                  112
       Long Sword              16           Potion of Master Thief    448
       Short Sword             11           Potion of Agility         336
       Studded Leather         22           Bullet (20)                 1
       Studded Leather +1    1680           Bullet +1 (20)            179
       Leather Armor +1      1120           Bullet +2 (20)            336

   - Sorcerous Sundries (AR 0800, x 1025 y 1950) -- Buys/Sells 77, Identifies
       Hide Armor               7gp         Antidote                  112gp
       Battle Axe +1         1680           Potion of Clarity         784
       Dart +1 (5)             44           Potion of Cold Resist     280
       Dart of Stunning (5)   560           Potion of Defense         784
       Dart of Wounding (5)   280           Potion of Explosions      504
       Bastard Sword +1      2800           Potion of Firebreath      280
       Long Sword +1         1400           Potion of Fortitude       560
       Arrows +1 (5)           56           Potion of Genius          336
       Arrow of Slaying (1)  2800           Potion of Infravision     112
       Acid Arrows (5)        280           Potion of Insulation      190
       Arrows of Biting (5)   280           Potion of Magic Blocking 1680
       Arrows/Detonation (5) 1680           Potion of Magic Protect  1120
       Arrows/Dispelling (5) 1680           Potion of Magic Shield   1400
       Arrows of Fire (5)     140           Potion of Master Thief    448
       Arrows of Ice (5)      168           Potion of Mind Focusing   560
       Arrows of Piercing (5) 280           Potion of Mirrored Eyes   448
       Arrows +2 (5)          100           Potion of Perception      392
       Bolt +1 (5)             56           Potion of Regeneration    560
       Bolt of Lightning (5)  168           Potion of Insight         336
       Bolt of Biting (5)     420           Potion of Strength        392
       Bolt +2 (5)             84           Potion of Freedom         280
       Bullet +1 (5)           44           Potion of Stone Form      560
       Bullet +2 (5)           84           Protection from Acid      840
       Potion of Fire Resist  448           Protection from Cold      840
       .. of Hill Giant Str   336           Protection/Electricity    840
       .. of Frost Giant Str  840           Protection from Fire      840
       .. of Fire Giant Str  1120           Protection from Magic    2240
       .. of Cloud Giant Str 1400           Protection from Poison    840
       .. of Storm Giant Str 1680           Protection from Undead    840
       Potion of Healing       84           Wand of Fear             2240
       Potion of Heroism      896           Wand of Magic Missiles    560
       Potion of Invisibility 280           Wand of Paralyzation     2800
       .. of Invulnerability 1344           Wand of Fire             9856
       .. of Stone Giant Str  560           Wand of Frost            3360
       Oil of Fiery Burning   560           Wand of Lightning        4480
       Oil of Speed           560           Wand of Sleep            1680
       Elixer of Health       280           Wand/Monster Summoning   5600
       Potion of Absorb       672           Wand of the Heavens      3360
       Potion of Agility      336

   - Maltz's Weapon Shop (AR 0800, x 1111 y 2935) -- Buys/Sells, Ident, Steals
       Battle Axe               5gp         Short Sword                11gp
       Throwing Axe (5)         5           Two Handed Sword           56
       Club                     1           Arrows (20)                 1
       Flail                   16           Bolts (20)                  1
       Mace                     8           Bullets (20)                1
       Morningstar             11           Chainmail                  84
       Dagger                   2           Splint Mail                89
       Halberd                 11           Leather Armor               5
       War Hammer               2           Studded Leather Armor      22</pre><pre id="faqspan-2">
       Sling                    1           Plate Mail                672
       Spear                    1           Small Shield                3
       Quarter Staff            1           Medium Shield               7
       Bastard Sword           28           Large Shield +1          2240
       Long Sword              16

   - Thieves' Guild, Black Lily (only available in Chapter 7!) -- Buys/Sells,
                                                                  Identifies
       Dagger                   3gp         Studded Leather +1       2250gp
       Dart +1 (5)             60           Leather +1               1500
       Dart of Stunning (5)   750           Cloak of Protection +1   7500
       Sling                    1           Potion of Master Thief    600
       Sling +1               150           Potion of Agility         450
       Bastard Sword           37           Potion of Heroism        1200
       Long Sword              22           Potion of Fire Giant STR 1500
       Short Sword             15           .. of Frost Giant (2)    2250
       Bullet (20)              1           Oil of Speed              750
       Bullet +1 (10)         120           Antidote                  150
       Bullet +2 (10)         225           Potion of Magic Blocking 2250
       Arrows of Dispel (5)  2250           Potion of Magic Protect  1500
       Arrows +2 (5)          135           Potion of Magic Shield   1875
       Arrows +1 (10)         150           Potion of Healing         112
       Arrows of Biting (5)   375           Potion of Power          2550
       Leather Armor            7           .. of Cloud Giant STR    1875
       Studded Leather         30

 BALDUR'S GATE SE SECTION
   - Potion Shop (AR 1300, x 2150 y 415) -- Buys/Sells, Identifies, Steals
       Potion of Regeneration 540gp         Antidote                  112gp
       Potion of Insight      336           Potion of Cold Resist     280
       Potion of Freedom      280           Oil of Speed              168
       Potion of Fire Resist  448           Potion of Defense         784
       .. of Hill Giant STR   336           Potion of Healing         168
       Potion of Healing       84           Potion of Infravision     112
       Potion of Invisibility 280           Potion of Insulation      190
       Oil of Fiery Burning   560           Antidote                   56
       Oil of Speed           560           Potion of Magic Protect  1120
       Elixer of Health       280           Potion of Magic Shield   1400
       Potion of Absorbtion   672           Potion of Master Thief    448
       Potion of Agility      336           Potion of Stone Form      560

   - Potion Shop 2 (AR 1300, 825 y 2563) -- Buys/Sells, Identifies, Steals
       Potion of Regeneration 540gp         Antidote                  112gp
       Potion of Insight      336           Potion of Cold Resist     280
       Potion of Freedom      280           Oil of Speed              168
       Potion of Fire Resist  448           Potion of Defense         784
       .. of Hill Giant STR   336           Potion of Healing         168
       Potion of Healing       84           Potion of Infravision     112
       Potion of Invisibility 280           Potion of Insulation      190
       Oil of Fiery Burning   560           Antidote                   56
       Oil of Speed           560           Potion of Magic Protect  1120
       Elixer of Health       280           Potion of Magic Shield   1400
       Potion of Absorbtion   672           Potion of Master Thief    448
       Potion of Agility      336           Potion of Stone Form      560


   - Blade and Stars Inn (AR 1300, x 200 y 666) -- Rests, Drinks

   - Anonymous Inn (AR 1300, x 1700 y 2300) -- Rests, Drinks

 BALDUR'S GATE HARBOR
   - Low Lantern (AR 1200, x 3420 y 3090) -- Rests, Drinks

   - Jopalin's Tavern (AR 1200, x 2675 y 550) -- Rests, Drinks

 BALDUR'S GATE SW SECTION
   - Potion Shop (AR 1100, x 3120 y 600) -- Buys/Sells, Identifies, Steals
       Potion of Regeneration 540gp         Antidote                  112gp
       Potion of Insight      336           Potion of Cold Resist     280
       Potion of Freedom      280           Oil of Speed              168
       Potion of Fire Resist  448           Potion of Defense         784
       .. of Hill Giant STR   336           Potion of Healing         168
       Potion of Healing       84           Potion of Infravision     112
       Potion of Invisibility 280           Potion of Insulation      190
       Oil of Fiery Burning   560           Antidote                   56
       Oil of Speed           560           Potion of Magic Protect  1120
       Elixer of Health       280           Potion of Magic Shield   1400
       Potion of Absorbtion   672           Potion of Master Thief    448
       Potion of Agility      336           Potion of Stone Form      560

   - Potion Shop 2 (AR 1100, x 2535 y 2317) -- Buys/Sells, Identifies, Steals
       Potion of Regeneration 540gp         Antidote                  112gp
       Potion of Insight      336           Potion of Cold Resist     280
       Potion of Freedom      280           Oil of Speed              168
       Potion of Fire Resist  448           Potion of Defense         784
       .. of Hill Giant STR   336           Potion of Healing         168
       Potion of Healing       84           Potion of Infravision     112
       Potion of Invisibility 280           Potion of Insulation      190
       Oil of Fiery Burning   560           Antidote                   56
       Oil of Speed           560           Potion of Magic Protect  1120
       Elixer of Health       280           Potion of Magic Shield   1400
       Potion of Absorbtion   672           Potion of Master Thief    448
       Potion of Agility      336           Potion of Stone Form      560


   - General Store (AR 1100, x  y ) -- Buys/Sells, Identifies, Steals
       Battle Axe               5gp         Short Sword                11gp
       Throwing Axe (5)         5           Two Handed Sword           56
       Club                     1           Arrows (20)                 1
       Flail                   16           Bolts (20)                  1
       Mace                     8           Bullets (20)                1
       Morningstar             11           Chainmail                  84
       Dagger                   2           Splint Mail                89
       Halberd                 11           Leather Armor               5
       War Hammer               2           Studded Leather            22
       Sling                    1           Plate Mail                672
       Spear                    1           Small Shield                3
       Quarter Staff            1           Medium Shield               7
       Bastard Sword           28           Large Shield +1          2240
       Long Sword              16

   - Inn (AR 1100, x 1100 y 2200) -- Rest, Drinks

 BALDUR'S GATE CENTRAL SECTION
   - Drakon Tavern (AR 0700, x 1560 y 1360) -- Rest, Drinks

 BALDUR'S GATE NE SECTION
   - General Store (AR 0300, x 2180 y 2515) -- Buys/Sells, Identifies, Steals
       Battle Axe               5gp         Short Sword                11gp
       Throwing Axe (5)         5           Two Handed Sword           56
       Club                     1           Arrows (20)                 1
       Flail                   16           Bolts (20)                  1
       Mace                     8           Bullets (20)                1
       Morningstar             11           Chainmail                  84
       Dagger                   2           Splint Mail                89
       Halberd                 11           Leather Armor               5
       War Hammer               2           Studded Leather            22
       Sling                    1           Plate Mail                672
       Spear                    1           Small Shield                3
       Quarter Staff            1           Medium Shield               7
       Bastard Sword           28           Large Shield +1          2240
       Long Sword              16

   - Splurging Surgeon (AR 0300, x 411 y 2885) -- Rest, Drinks

   - Blushing Mermaid (AR 0300, x 200 y 1750) -- Rest, Drinks

 BALDUR'S GATE W SECTION
   - High Hall of Wonders (AR 0600, x 3800 y 940) -- Cures, Donate, Buys/Sells
                                                     Identifies
       Cures:

       Cure Light Wounds       50gp         Cure Serious Wounds       100gp
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead              600-10000

       Items:

       Potion of Healing       78           Elixer of Health          262
       Oil of Speed           525           Stone to Flesh Scroll     157
       Antidote               105

 BALDUR'S GATE NW SECTION
   - Helm and Cloak Inn (AR 0100, x 3550 y 2900) -- Rest, Drinks

   - Inn (AR 0100, x 3025 y 1670) -- Rest, Drinks

 BALDUR'S GATE N SECTION
   - Temple of Helm (AR 0200, x 1550 y 1090) -- Cure, Donate, Buy/Sell, Ident.

       Cures:

       Cure Light Wounds       50gp         Cure Serious Wounds       100gp
       Dispel Magic           200           Slow Poison               150
       Remove Curse           500           Raise Dead              600-10000

       Items:

       Potion of Healing       84           Stone to Flesh Scroll     168
       Antidote               112           Elixer of Health          280

   - Three Old Kegs (AR 0200, x 3700 y 2370) -- Drinks, Rest

 ULGOTH'S BEARD (Tales of the Sword Coast)
   - Ulgoth's Beard Inn (x 2360 y 535) -- Buys/Sells, Rest
       Battle Axe               7gp         Arrows (20)                 1gp
       Throwing Axe (5)         7           Acid Arrows (10)          710
       Club                     1           Arrows +2 (10)            255
       Flail                   21           Bolt (20)                   1
       Mace                    11           Bolt +1 (10)              142
       Morningstar             14           Bolt of Lightning (10)    426
       Composite Long Bow     142           Bullet (20)                 1
       Long Bow               106           Bullet +2 (10)            213
       Short Bow               42           Chainmail                 106
       Dagger                   2           Splint Mail               113
       Dart (10)                1           Hide Armor                  9
       Dart +1 (10)           113           Leather Armor               7
       Dart of Stunning (10) 1420           Plate Mail Armor          852
       Halberd                 14           Small Shield                4
       War Hammer               2           Medium Shield               9
       Sling                    1           Large Shield +1          2840
       Spear                    1           Potion of Healing         106
       Quarter Staff            1           Antidote                  142
       Bastard Sword           36           Potion of Mirrored Eyes   568
       Long Sword              21           Cloak of Displacement    4970
       Short Sword             15           Quarter Staff +3         7810
       Two Handed Sword        71           Greagan's Harp           8378
       Scimitar                78           Wand of the Heavens      5325
       Heavy Crossbow          71           Wand of Frost            6177
       Light Crossbow          49           Ring of Invisibility    24850
                                            Greenstone Amulet        4260

 DURLAG'S TOWER (Tales of the Sword Coast)
   - Erdane (x  y )-- Buys/Sells
       Hide Armor               7gp         Bolt +1 (10)              112gp
       Dagger                   2           Bolt of Lightning (10)    336
       Dart (10)                1           Bullet (20)                 1
       Dart +1 (10)            89           Bullet +1 (10)             89
       Dart of Stunning (10) 1120           Bullet +2 (1)              16
       Scimitar                60           Potion of Healing          84
       Arrows (20)              1           Potion of Master Thief    448
       Acid Arrows (10)       560           Potion of Agility         336
       Arrows +1 (10)         112           Potion of Hill Giant      336
       Arrows of Fire (10)    280           Antidote                  112
       Bolt (20)                1           Potion of Perception      392
       Wand of Fire          4928

 _____
 Wands
 ¯¯¯¯¯
   Wands last for 20 uses, and then fizzle away.  Although no way exists to
   directly check how many charges are left in a wand, you can try to sell
   it at a shop.  The more the shopkeeper will pay, the more charges you have
   left.  You can also use the shopkeeper to recharge the wand, simply sell it
   to him, and then buy it back. The cost of the wand is dependent on the
   number of charges left, so this is a situation where you sell low and buy
   high.

 _________________________________
 Jewels, Gems, and Other Valuables
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   I've listed the selling prices here so that you can prioritize what to keep
   and what to toss if your inventory gets too cluttered.  Never keep anything
   silver, they are far too common and almost worthless. Unless you get a
   quest for a gem, just sell them. You can't make items out of gems, or
   upgrade items.

     Gems:            selling price
       Andar              15gp
       Aquamarine         75
       Black Opal        150
       Bloodstone         25
       Chrysoberyl        35
       Diamond           500
       Emerald           750
       Fire Agate          5
       Garnet            175
       Horn Coral         62
       Iol                20
       Jaspar             17
       King's Tears     2000
       Lynx Eye            7
       Moonbar           187
       Moonstone          25
       Pearl             100
       Rogue Stone      2500
       Shandon            45
       Skydrop            20
       Sphene            112
       Star Diopside      47
       Star Sapphire    1000
       Sunstone           12
       Tchazar            17
       Turquoise           2
       Water Opal        175
       Waterstar          40
       Ziose              30
       Zircon             45

     Necklaces:
       Agni Mani          20gp
       Bloodstone        150
       Bluestone          15
       Gold               30
       Laeral's Tear    3000
       Pearl             500
       Rainbow Obsidian   25
       Silver              5
       Studded w/Zios     75
       Tiger Cowrie       27

     Rings:
       Angel Skin         50gp
       Bloodstone         30
       Fire Opal         250
       Flamedance         62
       Gold               20
       Greenstone          5
       Jade               40
       Onyx               25
       Ring (plain)        5
       Silver              2

 __________
 Misc Items
 ¯¯¯¯¯¯¯¯¯¯

   Ankheg Shells -- can be made into an armor (AC 1), which costs 4000gp
     (Thunderhammer Smithy, Beregost).  Or you could sell them for 500gp.

     Note:  You can only sell shells once!  After that you can't even get him
            to make you an armor!  Sell the shells one at a time (by dropping
            the others) to get 500GP each.  You can even go back and get some
            more but Thunderhammer will stop buying shells and refuse to make
            the armor 10 days after he first offered to buy the shells or as
            soon as you get him to make the armor. (info from Duncan Clay)

     Tip:  There are 9 shells in the Akheg nest, turn up with these and the
           armor won't cost you anything.

   Wyvern Heads -- give the first to Keldath Ormlyr (priest at temple) for
     2000 gp, then sell any others to Thalantyr (mage at high hedge, or
     elsewhere) for 500 gp each, and drops down to 200 gp.  Officer Vai will
     buy heads for 1000 gp each, however this lasts only as long as she is
     still in Beregost.

   Winter Wolf Pelts -- sell these in the shop in Nashkel for 500gp each, no
     limit to how many you can sell.  You can also sell these to Officer Vai
     (at least as long as she is accepting Scalps) After she has gone you can
     sell them at Feldpost Inn for 25GP which will drop to 10GP.


-------------------------------------------------------------------------------
v. Spells                                                            [VSPLLS]
-------------------------------------------------------------------------------

This section tells you where you can buy spells, and for how much.  Spells have
all been sorted Alphabetically, so the list you see here won't match the order
that the seller has.

HIGH HEDGE
 - Thalantyr
     Armor                          112
     Blindness                      112
     Burning Hands                  112
     Charm Person                   112
     Chill Touch                    112
     Chromatic Orb                  112
     Color Spray                    112
     Detect Invisibility            224
     Flame Arrow                    336
     Friends                        112
     Grease                         112
     Hold Person                    336
     Horror                         224
     Identify                       112
     Infravision                    112
     Invisibility                   224
     Larloch's Minor Drain          112
     Luck                           224
     Magic Missile                  112
     Mirror Image                   224
     Protection from Evil           112
     Protection from Petrification  112
     Resist Fear                    224
     Shield                         112
     Shocking Grasp                 112
     Skull Trap                     336
     Sleep                          112
     Strength                       224
     Vampiric Touch                 336

BALDUR'S GATE
 - Sorcerous Sundries
     Agannazar's Scorcher           224gp
     Armor                          112
     Blindness                      112
     Blur                           224
     Burning Hands                  112
     Chaos                          560
     Charm Person                   112
     Chill Touch                    112
     Chromatic Orb                  112
     Clairvoyence                   336
     Color Spray                    112
     Confusion                     1344
     Detect Evil                    224
     Detect Invisibility            224
     Dimension Door                1344
     Dire Charm                     336
     Dispel Magic                   336
     Fireball                      1008
     Flame Arrow                    336
     Friends                        112
     Ghost Armor                    336
     Ghoul Touch                    224
     Grease                         112
     Greater Malison                448
     Haste                         1008
     Hold Person                    336
     Horror                         224
     Identify                       112
     Infravision                    112
     Invisibility                   224
     Knock                          224
     Know Alignment                 224
     Larloch's Minor Drain          112
     Lightning Bolt                1008
     Luck                           224
     Magic Missile                  112
     Melf's Acid Arrow              224
     Minor Globe/Invulnerability   1344
     Mirror Image                   224
     Monster Summoning I            336
     Monster Summoning II          1344
     Non-Detection                  336
     Otiluke's Resilient Sphere     448
     Polymorph Self                 448
     Protection from Evil           112
     Protection from Petrification  112
     Protection/Normal Missiles    1008
     Remove Curse                   448
     Resist Fear                    224
     Shield                         112
     Shocking Grasp                 112
     Skull Trap                     336
     Sleep                          112
     Slow                           336
     Spirit Armor                   448
     Stinking Cloud                 224
     Strength                       224
     Vampiric Touch                 336
     Web                            224

ULGOTH'S BEARD
 - Ulgoth's Beard Inn
     Defensive Harmony              568
     Emotion                        568
     Greater Malaison               568
     Improved Invisibility         1704
     Mental Domination              568
     Protection from Lightning      568
     Remove Curse                   568


-------------------------------------------------------------------------------
vi. Companions                                                       [VINPCS]
-------------------------------------------------------------------------------

Unless it is otherwise mentioned, any NPC you say "no" to (or remove later)
will stay put wherever you put them.  To see the X,Y coordinate of where you
are, press "L".  The top left of any map is (x 0 y 0). (If you are using Tutu
or Baldur's Gate Trilogy, use the X key to find the coordinates)

Special Abilities are those abilities that that character intrinsicly has.
Some of them they have before they join you, others they gain later.

Note: If you turn both Khalid and Jaheira down in the FAI, you can't ever get
     them to join.

Pairs: (you can't have one without the other)
   Khalid --  Jaheira
   Xzar   --  Montaron
   Minsc  --  Dynaheir
   Eldoth --  Skie

 Note: To get one of these in the pair without the other, simply send the
       other person into a building (the person you want to get rid of), and
       then reform the party to kick them out.  This way they can't come up to
       you and talk to you.

Here's the party I like:

 You      -- as a Lawful Good Fighter
 Kivan    -- give him a Composite Long Bow +1, or the Long Bow of
             Marksmanship, and the Bracers of Archery; and you have a really
             effective sniper.
 Minsc    -- a very good warrior, and amusing too!
 Dynaheir -- a good mage, plus if you get her at the right level, she starts
             with Fireball.  Edwin is a better mage (higher Int, and better
             special ability), however, he is Evil which complicates things.
 Viconia  -- or sub in Branwen if you don't want to worry about your rep.
 Imoen    -- you need a thief, and you start with her. If you want a better
             archer, sub in Coran. Alternatively, you can dual-class Imoen to
             mage around level 5 or 6, drop Dynaheir and pick up Coran that
             way.

And here are some interesting party combinations:

 Have Minsc, Dynaheir and Edwin in the same party.  Since Edwin wants to kill
 Dynaheir, Minsc gets all surly and protective.

 Viconia and Kivan have a love-hate relationship, and also Viconia is very
 dimissive about Xan.

 Put Yeslick and Kagain together to see just how different two Dwarves can be.
 Yeslick DESPISES Kagain.

 Safana and Coran.  Coran will flirt shamelessly with Safana, and she will
 rebuff his every attempt, quite humorously.

 Quayle and Tiax.  These two really don't like each other.  Plus they're
 fairly amusing on their own.

 Faldorn and Jaheira don't like each other either, as they belong to opposing
 druidic groups.

 Put Eldoth, Skie, and Garrick together for a wild Love Triangle.  Heh.

And now the BIG LIST of every NPC complete with a description, and where they
are.  This list is sorted by alignment, Good first, then Neutral, then Evil
last.

GOOD:          S  D  C  I  W  Ch       Race        Class           Alignment
¯¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯      ¯¯¯¯¯¯¯         ¯¯¯¯¯¯¯¯¯¯¯
 Ajantis      17 13 16 12 13 17      Human       Paladin         Lawful Good

     Ajantis is a simple person, all he wants to do is vanquish evil.
     Special Abilities: Lay on Hands, Detect Evil, Protection from Evil
     Where he is:  Farm N of Friendly Arm Inn (x 1572 y 3139)

 Dynaheir     11 13 16 17 15 12      Human       Invoker         Lawful Good

     Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in
     your party.  She is also linked to Minsc and if one leaves, the other
     does too.  She makes a good mage because she already knows such spells as
     Fireball. (depending on the level you get her)
     Dynaheir will disappear if you reject her offer to join.
     Special Abilities: Slow Poison
     Where she is:  Gnollish Stronghold (x 2529 y 1440)

 Yeslick      15 12 17 7  16 10      Dwarf      Fighter/Cleric   Lawful Good

     You find Yeslick in the Cloakwood Mines, and all he wants to do is help.
     How noble.  If you reject him he will leave forever.
     Special Abilities:  Dispel Magic
     Where he is:  Cloakwood Mines, Level 2 (x 851 y 1727)

 Imoen        9  18 16 17 11 16      Human        Thief         Neutral Good

     Imoen automatically will join you immediately after Gorion's death.
     Unless you run away, that is.  Sometimes she comes with a Wand of Magic
     Missiles, now who did she steal that from?

 Khalid       15 16 17 12 10 9      Half-Elf      Fighter       Neutral Good

     See Jaheira below for a description.
     Where he is:  Friendly Arm Inn, Ground Floor (x 329 y 685)

 Minsc     18/93 15 15 8  6  9       Human        Ranger        Neutral Good

     Minsc's bonded witch, Dynaheir, was kidnapped by Gnolls, and he wants
     your help to get her back!  If you don't rescue her in a timely fashion,
     Minsc will leave.
     Special Abilities: Berserk, Charm Animal
     Where he is: Nashkel (x 3387 y 1957)

 Alora        8  19 12 14 7  10     Halfling       Thief        Chaotic Good

     You'll find Alora burglarizing the Hall of Wonders at night.  Agree to
     stand watch for her, then talk to her twice more and she'll offer to
     join.
     Where she is: Baldur's Gate W Section (AR 0600, x 1600 y 2200)

 Coran        14 20 12 14 9  16     Half-Elf    Fighter/Thief   Chaotic Good

     Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do
     that immediately or he will leave.  After you beat the wyverns, he will
     stay forever.
     Where he is:  Cloakwood 1, On a Bridge (x 1515 y 691)

 Kivan     18/12 17 14 10 14 8        Elf        Ranger         Chaotic Good

     Kivan wants to hunt some bandits.  If you kick him out of the party, he
     stays gone for good!
     Special Abilities: Charm Animal
     Where he is:  High Hedge (x 3652 y 1472)


NEUTRAL:       S  D  C  I  W  Ch       Race        Class           Alignment
¯¯¯¯¯¯¯¯       ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯     ¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Xan          13 16 7  17 14 16       Elf       Enchanter      Lawful Neutral

     Xan is a depressing person, but he is a capable mage (although he has the
     very large flaw of not being able to cast such spells as Magic Missile
     and Fireball!) and he has a Moonblade.  If you're overly rude to him
     he'll leave and never return.
     Where he is:  Nashkel Mines Interior (Fourth Level, Cave  x 793 y 588)

 Branwen      13 16 15 9  16 13      Human       Cleric         True Neutral

     To get Branwen in your party all you have to do is to free her from the
     Petrification enchantment that was placed on her by the Mage Tranzig.
     Free her using a Stone to Flesh spell (you can buy them in Nashkel for
     168gp or from Zeke at the Carnival for 500gp).  If you reject her, she
     will leave forever.
     Special Abilities:  Spiritual Hammer
     Where she is:  Nashkel Carnival (x 3253 y 2882)

 Faldorn      12 15 11 10 16 15      Human        Druid         True Neutral

     Faldorn wants to free the forest from the evils of the Iron Throne, which
     has taken up residence in the Cloakwood Mine.
     Special Abilities:  Summon Dread Wolf
     Where she is:  Cloakwood 3, In the Druid Shrine (x 639 y 2885)

 Jaheira      15 14 17 10 14 15    Half-Elf   Fighter/Druid     True Neutral

     Jaheira and Khalid were good friends of Gorion, and will go with you
     everywhere.  However, if you say "No" to them the first time they want
     to join, you won't be able to get them.  Ever.
     Where she is:  Friendly Arm Inn, Ground Floor (x 329 y 685)

 Skie         11 18 15 15 8  13     Human         Thief         True Neutral

     When you first enter the NW Area in Baldur's Gate Eldoth (if he is with
     you) will offer to take you up to Skie's father's estate.  Go inside the
     estate and you will find Skie.  She will only join you if Eldoth is with
     you, otherwise she thinks that you are thieves come to kill her.
     Where she is:  NW Section (AR 0100, x 1170 y 1625)

 Garrick      14 16 9  13 14 15      Human         Bard        Chaotic Neutral

     Garrick will join you only after you finish the Silke subquest in
     Beregost. If you reject Garrick, he will leave, but he'll be back later.
     Where he is:  Beregost, by the Burning Wizard Inn (x 2564 y 2284)

 Quayle       8  15 11 17 10 6       Gnome  Cleric/Illusionist Chaotic Neutral
     Quayle is an insulting little person, who will join up for no apparant
     reason.  No matter which direction you say that you are going, he is
     going that way too.  Can't get him until the Cloakwood mines are clear.
     Special Abilities:  Invisibility
     Where he is:  Baldur's Gate Bridge (x 486 y 797)

 Safana       13 17 10 16 9  17      Human        Thief        Chaotic Neutral

     Safana wants to find some treasure in the Flesh Golem cave, and afterwords
     she will stay with you forever.
     Special Abilities: Charm Animal
     Where she is:  Lighthouse (x 3750 y 2390)

EVIL:          S  D  C  I  W  Ch       Race        Class           Alignment
¯¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯      ¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯        ¯¯¯¯¯¯¯¯¯¯¯
 Edwin        9  10 16 18 9  10      Human       Conjurer        Lawful Evil

     Edwin wants your help in hunting down and killing Dynaheir.  If you talk
     to Edwin with Dynaheir in your party you would think that he would
     attack, or at the least wouldn't want to join, but he will.  Although he
     has some bad things to say about Dynaheir.  If you refuse him with
     Dynaheir in your party he leaves forever.
     Special Abilities:  Extra Spells, 1st and 2nd Levels
     Where he is:  Nashkel (x 2883 y 2959)

 Kagain       16 12 20 15 11 8       Dwarf       Fighter         Lawful Evil

     Kagain runs a Mercenary business, and one of his caravans has
     disappeared. Help him recover it, and you get to keep what you find.
     Goodie.  Take him to the Area S of the Friendly Arm Inn and he will get
     disgusted with looking for Caravans, but will still stay in your party.
     Where he is:  Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)

 Eldoth       16 12 15 13 10 16      Human         Bard         Neutral Evil

     Eldoth wants to join you so that he can "rescue" his lover Skie from her
     father in Baldur's Gate.
     Special Ability:  Create Poison Arrows
     Where he is:  Cloakwood 3 (x 3181 y 3492) (in the forest)

 Montaron     16 17 15 12 13 9      Halfling  Fighter/Thief     Neutral Evil

     Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
     If you reject him, he leaves forever.
     Where he is:  Crossroads (E of Candlekeep) (x 4515 y 2707)

 Viconia      10 19 8  16 15 14     Drow Elf     Cleric         Neutral Evil

     When you first encounter Viconia she asks you to help her with a small
     matter of the Flaming Fist trying to kill her.  Help her out and she
     offers to join.  However, if you turn Viconia down when she asks to join,
     she vanishes forever.  Once she joins your reputation goes down 2.
     Special Abilities:  50% Magic Resistance
     Where she is:  Peldvale (x 447 y 731)

 Shar-Teel 18/58 17 9  14 7  11      Human       Fighter        Chaotic Evil

     When you first meet up with Shar-Teel she challenges your "Best Male
     Fighter" (this seems to be randomly chosen) to a duel.  If you don't have
     a male in your party, you can't get her.  If you turn her down, she
     leaves forever.
     Where she is:  Area E of Temple (x 273 y 303)

 Tiax        9  16 16 10 13 9        Gnome      Cleric/Thief    Chaotic Evil

     Tiax is a very bizarre fellow who believes that he will one day "ascend"
     to become the ruler of the Realms.  He thinks that that is his "destiny"
     as foretold to him by Cyric. Tiax rules all!!
     Special Abilities:  Summon Ghast
     Where he is:  Baldur's Gate SW Section (AR 1100, x 1440 y 1610)

 Xzar         14 16 10 17 16 10      Human     Necromancer      Chaotic Evil

     Xzar and Montaron will join you on the crossroads right out of
     Candlekeep, and they want to go investigate the Nashkel mines (who
     doesn't).  He's also extraordinarily insane.  If you reject him, he
     leaves forever.
     Where he is:  Crossroads (E of Candlekeep) (x 4577 y 2693)


NPC Resetting: (from Sergio D. Morozov, [email protected])
--------------

 Anywhere in the game. I have encountered the following feature during
 playing:

  * IF party recruits an NPC
  * AND does not get sufficient XP after that
  * AND leaves that NPC somewhere
  * AND does not visit that place for some time
  * AND gets sufficient XP during absence from the area in which NPC was left
  * THEN that NPC may (or may not) “refresh” to one of the predefined .cre
    entities (of higher level than NPC was when left alone), thus robbing
    the party of any items left on him/her and giving default items instead.
    NPCs dialogue will also be reset or moved to some unpredictable point
    during this (Such as Kivan will accuse you of not helping him find Bandit
    Camp even if you never spoke about “Camp”, only of “Bandits”).

 I have experienced this with Kivan left in Nashkel and Khalid left in Nashkel
 Barracks (Khalid robbed me of Short Sword +1 which he stole from a chest in
 that very place before retirement.) Also if party turns Branwen from stone to
 flesh, but does not speak to her, next time she might be petrified again
 (possibly went to find Tranzig on her own and succeeded, he-he-he).

 Of course this may not be considered a bug, because NPCs must not stay put
 and may adventure, and get XP, and sell items, and spend GP on their own. But
 this is a nasty “realistic” feature, which should be taken into
 consideration.

 Also I had Montaron and Xzar staying in Beregost for a LONG time and they did
 not change levels or equipment, although my party received six levels while
 they (M & X) enjoyed Beregost's luxury.


-------------------------------------------------------------------------------
vii. Basic Strategies                                              [VIIGNR]
-------------------------------------------------------------------------------

___________________________________
Play as Multiplayer, even if Alone:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 It is quite beneficial to play every game as a multiplayer (although it does
 create a bit of a hassle).  It gives you the benefit of being able to create
 all 6 players in your party rather than depending on NPC's, and you can also
 Export and Import characters in and out at any time.  To create a Multiplayer
 game just click the Multi Player button.  At the next menu click "Connect".
 Now you have to set the type of Multi Player (the top button), using Serial
 is fairly easy (although it requires that you have some Networking
 installed...) Now click "Create Game" (whenever you are playing by yourself
 in the Multiplayer always use "Create Game", never use "Join Game"!).  Name
 the session to whatever you want, and enter in your own name.  Finally click
 "New Game".  Now you can create as many characters as you want.  Then once
 they are all created, click the little skull icon by each created characters,
 and then click the "Done" button.  Voila!

 Note:  Another good effect of playing in the Multiplayer is that you can look
        at your inventory while paused!

________________________
Charisma is your friend:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 So what does Charisma really get you?  Well if you have a low charisma you
 may not be able to get NPC's to join you, if you pass a quest, the treasure
 may not be as good as it normally would be, (or there may be no treasure at
 all!) and shops WILL charge you more.  So don't skimp out on the charisma.

__________________________
Low Dexterity, Not So Bad?
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 If your stats just aren't turning out so good, consider skimping on
 Dexterity.  Why?  There are Gaunlets of Dexterity out there that bring you up
 to a full 18!  Don't skimp out too much since as you still have to fight to
 get those gauntlets.  You can find the Gauntlets at the entrance to the
 Gnollish Stronghold (see the Nashkel and Gnollish Stronghold sections for
 more information).  And if you skimp out on a LOT of Dexterity you will want
 to get down there as soon as possible!  The downside of this strategy is if
 you find a Book that increases your Dexterity, it will increase your old
 Dexterity.  So if you had a 3 before, and an 18 with the Gauntlets, you'll
 get a 4 base and still have 18.

 On the other hand...

 Don't skimp out on dexterity since it gives two things:  First, a character
 with a high dexterity starts with a lower AC (which is better). The extra
 points of AC that early in the game are very helpful. Second, you burn your
 gauntlets slot on your character which you can use to wear the Gauntlets of
 Weapon Specialization which gives a bonus to hit and damage.

 Note: Contrary to what most people believe, DEX has no effect on your melee
       ability to hit. It only affects AC, thieving skills and ranged attacks.

________________________________________
Duncan Clay's Party Recruitment Strategy
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Straight away I recommend recruiting anyone you bump in to until your
 group reaches six members as this keeps your XP low! - Yes, low!  You
 should try and pick up all your party members before you have more than
 1000XP (don't kill anything unless absolutely necessary).  This allows
 you to shape their development (particularly thieves and fighters) but
 rules out any NPCs you can't meet until after Cloakwood.

 My party is made up of
 2 tough fighters for the front lines
 2 archers for support
 2 thieves - 1 to specialise in traps and locks and 1 for pickpocket
 (stealth is done with clothing)
 1 cleric for first aid
 1 mage to use all those scrolls
 1 charismatic person with Algernon's Cloak for group leader

 That's 9 people, so how is it done.
      Me - Fighter
  Khalid - Fighter (no choice since he is the only non-evil fighter you
           can give 5 proficiency points to)
   Kivan - Stealthy Archer
 Branwen - Cleric (because you can get her early)
  Safana - Charismatic Thief and Archer (since thieves have high DEX it
           makes them good archers)
   Imoen - Thief

 So where's the Mage?  Well there are no NPC Mages, only specialist
 mages.

 This is the clever bit.  There are only two NPCs in the whole game that
 can Dual-Class, Imoen and Shar-Teel.

 ( Dual-Class reminder                                             )
 ( You must be human and not a Paladin or Bard                     )
 ( You must have 15 in you first class and 17 in your second class )

 Most people say Imoen is rubbish because she has a strength of 9 (not
 much good as a stealthy backstabbing assassin).
 However her total point of 87 is one of the highest in the game and she
 also has an INT of 17 (which I believe was no coincidence by the game
 designers - why else would a thief need a high INT?).

 With an XP limit of 89,000 (in BG) you must dual-class Imoen by level 6
 if she is to become a level 7 Mage/Thief.  I dual-classed her at level 5
 (10,000XP) as by then she had 3x backstab and 100% pickpocket and her skills
 as a Mage/Thief would be available earlier in the game (at a total of
 50,000XP).  Don't forget to assign proficiency points to different weapons
 as a Mage because the Thief ones will become available once she reaches
 level 6 (i.e. they are not cumulative so if you give 1 to missile as a
 thief and 1 to missile as a mage you will only have 1 for missile as a mage
 thief whereas you could have had 1 for bow AND 1 for missile).

_________________
Fighting Battles:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Let them come to you.  When you first see an enemy, your first instinct may
 be to run over to it and slaughter it.  Well don't.  Let it come to you, and
 attack it there.  This way if there are 50 more of these creatures, they
 won't see you and won't attack.  You can then pick off each creature one at a
 time.  This is especially useful in dungeons where the enemies may be more
 difficult.  So when you first see an enemy (let's say that it's a Battle
 Horror), turn off the AI (it's the left button in the bottom right corner of
 the screen), and let him come up to you.  You should also have your
 archers/mages hit the enemy with everything they can, but don't move any
 closer to the enemy!  The last thing that you want is to fight TWO Battle
 Horrors at the same time!

 Also realize that some monsters (like Vampiric Wolves) require that you hit
 them with Magic Weapons.  You should never use Magic Arrows on a normal
 creature; you should save the arrows for enemies that need them, such as
 Battle Horrors, Demonknights, etc.

 Area spells can take out a lot of enemies without them even knowing that you
 are there.  Suppose for a moment, that you are walking along, and a Gnoll
 comes to attack you.  You immediately stop, wait for him to come to you and
 kill him.  Well, where there is one Gnoll there are probably more, so you
 launch a fireball in the direction that the Gnoll came from, and immediately
 hear the screams of dying Gnolls.  This is a great way to cut enemies down
 quickly, but you probably want to save your fireballs for bigger enemies than
 the common Gnoll. (fry the Dryads instead!)  Another good example is if you
 are attacked by an NPC assassin of some sort.  If you are out in the wild,
 it's likely that there is a party of them, so you launch a Fireball (or a
 Cloudkill) and kill them before they even know you exist.

________________________________________________
Fighting Sirines (and other "Charm"ing monsters)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 (from Gonzalo Jéldrez)

 I had some trouble fighting the three sirines (Sil) in the Lighthouse, but I
 casually discovered a good technique: I sent Minsc alone to the combat with
 Berserk activated, and when the Dryads charmed him, he continued attacking
 them! He killed the three of them, but of course lost the 15 hp for
 berserking.  I don't know if the rest of the party needs to be far away from
 the combat, anyway.

 Editor's Note: I use a variation of this strategy a fair amount. Sirines are
                deadly because they can cast Dire Charm, and turn one of your
                party against you. Nothing worse than watching your best
                fighter mow down your mage in a round. So, I just send in my
                best fighter all alone. If she does get Dire Charmed, the
                Sirines will stop attacking, so she remains completely safe.

__________________________________
Monsters are constantly respawning
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 In some areas, monsters will keep respawning even if you kill them all.
 Sometimes, you can actually determine that monsters are respawning in the
 same general area in a map.  Let's use an example:  The Gnoll Fortress.
 Here, Gnolls keep respawning and always in the same spot; and, when
 respawned, they do not move or wander around aimlessly.  So, once you have
 determined an area where they respawn, get rid of them and leave a character
 there.  Monsters do not respawn if there is a character within eyesight
 (if a character is in the area and could immediately see the respawned
 monster).  So, you can leave a couple of weak characters in those areas while
 the others handle the beating.

 There are some areas where this strategy will not work, though.  In Werewolf
 Island, Werewolves will keep respawning even within eyesight of your
 character (it is not a good idea to leave a low level mage where 4 Werewolves
 will be respawned when you will load a game).  Another example is the
 Firewine Bridge Ruins.  Although the Kobolds Commandos do not respawn when
 you can see them, there are a lot of places where they actually
 respawn and because when respawned, they wander around aimlessly so you can't
 leave a character behind -- unless he's prepared to fight some Kobolds
 Commandos every now and then.

____________________________
Useful spells and tough NPCs
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 When fighting 2 or more difficult NPCs (assassination attempts come to
 mind), use the Charm spell to quickly turn the odds in your favor.  If you
 have two magic users who can cast charm in the first round of a fight, not
 only does the enemy lose two characters, you gain them temporarily (so the
 odds can change from 10 enemies vs. 6 of you to 8 enemies and 8 of you).
 Once they are charmed, pull back your big bruisers from the front lines and
 replace them by the newly acquired members while continually pelting the
 remaining enemies with ranged weapons.  If any charmed characters survive the
 encounter, simply force-attack them to get rid of them.  If you have Dire
 Charm, use that instead of the regular Charm.

 Also, the spell Entangle (or Web) is pretty useful to stop those annoying
 fighters with melee weapons from closing in on your party.  Once entangled,
 they can't move and you can get rid of them easily and safely with ranged
 weapons.  The spell Web is also good since a webbed creature can't even
 attack with a ranged weapon, but the spell can last for several rounds and
 could eventually web some of your own party members from round to round if
 they get in the affected area.

 Lightning Bolt, however, is a pretty crappy spell.  Although it deals a lot
 of damage, it will usually hit a wall and come right back at the person who
 cast it.  I've gotten rid of some enemy mages that way (the mage in
 Firewine, and Davaeorn and Rieltar come to mind).  They cast Lightning Bolt
 at my characters, I'm hit once, but move out of the way while they get hit
 repeatedly by his own lightning bolt reflecting off the walls, as well as my
 characters. Unless you are outdoors, don't use or memorize lightning bolt.

 Monsters summoning is a great spell.  Although the summoned monsters do not
 do a lot of damage, they make great cannon fodder. Charge!  While they keep
 the enemy busy, you can pick them off one by one with ranged weapons or
 spells (saving all your potions, and more potent spells for later more
 powerful enemies).  When fightings werewolves in Balduran's Shipwreck or
 the Aec'Letec are great examples of where to use this spell.

 Fireballs and those other major area effect spells should be used only to
 weaken the enemy or for luring them to you and thus, do not memorize a lot
 of these (memorize others instead).  These major area effect spells, when
 not cast at the right place, can literally damage your whole party so unless
 you know exactly where to cast them, don't use them.  Keep them instead for
 when an area is completely filled with a group of weaker enemies to get rid
 of them quickly and with minimal damage (happens when you quickloads or loads
 a lot of times in the same map).  The Crypts below Candlekeep is a good
 example of this (I once had 40+ skeletons archers pounding my fighter). Two
 fireballs got all of them.  Fighting them any other way would have caused
 unnecessary damage to almost all my party members.

 Memorize a lot of Dispel Magic spells.  Dispel Magic negates any magic
 affecting your party (fear, horror, paralysis, entangle, slow, etc...) while
 it can also be used to dispel the enemy magics that they use (haste, minor
 globe of invulnerability, protection from normal missiles, etc...).  Never
 forget that casting dispel magic will negates both magics affecting your
 party and the enemy so knowing when to cast what spell when is crucial in an
 important battle.  Usually, though, it is preferable to dispel everyones
 magic's than having one or more of your party members being paralysed,
 charmed, running in fear, etc...

________________________________________
Lure the enemy to you (especially NPC's)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 This is a good tactic to use in battles with enemy NPC's.  Keep your party
 away from the future battle ground and move only one of your character near
 the enemy's NPCs.  When one of them see your character, quickly pull him back
 toward your main group then let the poor little dude get it.  This way, you
 can chunk out some annoying NPCs before you tackle the rest (the group of
 mercenaries in the Eldercity and the last battle with Sarevok and friends
 come to mind).
</pre><pre id="faqspan-3">
______________________________
Skeletons and Stinking Clouds:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 (from John Van De Graaf)

 A very effective strategy is to have your cleric summon a group of skeletons
 to accompany the party around an area since the skeletons last 8 hours,
 which is a lot more time than other summoned critters.  In an encounter with
 a group of foes, have your mage cast the under-appreciated Stinking Cloud
 spell on the enemy group and send your skeletons in to fight.  Your party
 can stand back and kill everyone with missile fire.  The skeletons aren't
 affected by stinking cloud, charm, confusion, or any of the annoying mental
 spells that enemies tend to use.  This tactic is particularly good against
 mental attack creatures like Sirines and mindflayers, stone-gaze creatures
 like medusae and basilisks, and against enemy mages who expend their spell
 on your undead minions.  The stinking cloud makes it nearly impossible for
 enemy mages to cast spells anyway.  Enemy fighters can beat up the skeletons
 pretty handily, whenever they're not passed out from the stinking cloud, but
 even then, you get to do a lot of damage with missile fire before the enemy
 fighters close in to any of your party.  The best part is, both Stinking
 Cloud and Summon Skeleton are very low level spells and so are available
 very early in the game, when you most need such advantages.

___________
Save a Lot:
¯¯¯¯¯¯¯¯¯¯¯
 There are 3 times when you should definately save the game.  When you win a
 battle, before you go to sleep, and everywhere else.  You never know when you
 will go to a new area, have your best warrior charmed, and have half your
 party killed.  So save often.  Also don't just save over the same slot over
 and over, use at least 10 slots.  This is especially necessary in Durlag's
 tower.  This also means you should probably avoid the Quick Save.  Well...
 not avoid, just don't use it exclusively.

 What I would do is to create an "Archive Save" whenever you enter a new major
 area.  So when you start Durlag's Tower create a "Durlag's Beginning Save" so
 if you screw up, you can start over from the start of the tower.

________
Resting:
¯¯¯¯¯¯¯¯
 No matter where you rest, you won't get very many HP from resting.  In fact,
 for an 8 hour rest, everyone will get exactly 1 HP (unless they have 19 CON).
 So before you rest make sure to (after you save it, if you are not in an inn)
 heal everyone with spells.  You get all magic memorized during the night, you
 do not, however, get all your HP's.  In fact you only get 1 hp during a
 normal rest (you get more in an inn if you pay for the more expensive
 rooms).

__________
The Guard:
¯¯¯¯¯¯¯¯¯¯
 When you rob someone, they might summon the guard.  Keep that in mind (you
 will want to save the game before you rob someone).  Also bear in mind that
 the guard is strangely NOT summoned if you kill someone, like in an inn.  To
 be more precise, the Guard is only summoned if you steal something with
 someone in the room who is able to summon the Guard.  I'm not saying that you
 should kill people so that you can rob their room, it's just that you can
 kill SOME people without the Guard caring.  How do they know that that person
 attacked you?

 In any case, if the Guard is summoned they will try to talk to you.  If you
 can get away without them talking to you, you have gotten off scot free (not
 as easy as it sounds).  You can't bribe them (at least you can't do it more
 than once), so tell them that you'll cleave them limb from limb, then simply
 leave the room.  Don't attack them!  Once you're out of the room you're fine,
 you can even come back later and they'll vanish.  This way you lose only 1
 reputation rather than the 5 or so you get by killing a Flaming Fist.

 edwardalacey sent me this:

   "Whether you can bribe guards depends on who exactly they are. If you steal
   in Beregost or Baldur's Gate the Flaming Fist will arrive, and they cannot
   be bribed. In Nashkel or the Carnival you get Amnish soldiers, who can be
   bribed with 200 gold. In Candlekeep a watcher will arrive and demand that
   you donate all your money to the library, and you are let off if you do
   this."

___________
Reputation:
¯¯¯¯¯¯¯¯¯¯¯
 You really want a high reputation.  The higher the better.  Even if you have
 an evil party you want a high reputation.  If you have a good or neutral
 party, try for a reputation of 20, if you have an evil party, you still want
 a reputation of 18 (the highest you can go before all the evil people start
 leaving).  Because of these various things, I would not recommend having a
 mixed alignment party.  By mixed I mean good and evil combined.  The best
 part about a good reputation is that everything is given the "hero discount",
 up to 50% off of items in stores! You can see your reputation in your
 character record screen, default key: R.

____________________________________
Stealing without Loss of Reputation:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 So you want to steal something from a house without losing reputation.  It
 is actually quite an easy thing to accomplish.  Simply de-equip your weapon,
 and whack all the people in the room until they are unconscious (be careful
 to not KILL the people, so turn off the AI, or de-equip everyone's weapons).
 Now you can steal anything you want.  Since they aren't awake to complain
 about it, you can't lose reputation.

 Use the games possibilities! Just IMMEDIATELY stop the game after you opened
 a chest or something, because the guard needs some time to show up. You can
 transfer all the stuff into your inventory while still being in PAUSE-mode.
 Then save it. Reload agan, and the announced guards will never appear. But
 the gained stuff is of course still of yours. (From Dr. Gummipress)

_________________________
Cursed Protection scrolls
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 To give you an idea if the Protection from XXXXXX Scroll that you just found
 is cursed, give it to a character with a high Lore Ability (they can normally
 identify these scrolls without any magical means) and right click on it.
 If the scroll is still not identified at that point (you still do not know
 what that scroll does) then it probably is a cursed scroll.  Another strategy
 is to keep one Identify spell memorized.  Simply save before you identify the
 scroll, identify it (so you know if it is cursed or not and if it is worth
 keeping) then reload.

______________
Cursed Potions
¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 You may already have noticed this, but there are cursed potions in the game,
 which all have the same names as normal potions.  There are hints in their
 descriptions, but they are all clearly recognisable by their colours:  cursed
 healing potions are dark pink, antidotes are purple, and oils of speed are
 multi-coloured (as opposed to blue, green and white respectively).  The
 antidote in the pile of corpses in Ulcaster is cursed, as are all the potions
 Lucky Aello sells except the potion of perception. (from edwardalacey)

 Editor's Note: The one potion that looks cursed, but isn't, is the multi-
                colored Potion of Invulnerability.

______________________
MartectX's strategies:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 - Stealing without Loss of Reputation: I got on this while trying to steal
   the Rogue Stone from the Hall of Wonders: Just charm all people around!
   They won't call any wardens.

 - If a NPC who is supposed to give you an important information or quest was
   threatened by you and turned "red" - charm him using Nymph's cloak (or
   Algernon's of course...) and force-talk to him. (default key: F1)

 - So you are fighting mighty NPMages? Like I described above do the
   following: Enter the room and the mage should begin casting a spell.
   Quickly run out and get straight back in. The mage will cast another spell
   and so you should get out again. Once the mage is out of his spells he'll
   direct you in hand-to-hand combat (where he should be a real dog-biscuit).
   This surely only functions if there's a "real" door, not only a hole in the
   wall - the game has to load another level, you get it?

   Editor's Note: This doesn't work with all mages. The ones in TotSC areas
                  particularly have scripts to prevent this. For instance,
                  they will have several spells that they never run out of,
                  and always recast when you enter the area (like globe
                  of invulnerability).

__________________
Special Abilities:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Your main character will gain new special abilities as you sleep.  The first
 couple are "Cure Light Wounds" (assuming that you have a good reputation).
 They come in the form of strange dreams, which usually occur at the beginning
 of new chapters (whether you sleep in an inn or not).  You are not guaranteed
 to gain an ability just because it's a new chapter and you are sleeping in an
 inn, however, it will happen eventually.

 So which of the two will your character gain, good or evil?  That depends on
 your Reputation (not your alignment).  If it is 10 or above, you get the good
 abilities, if it is less than 10 you get the evil abilities.  Reputation is
 checked at the time you have the "dream", not at the beginning of the
 chapter.                                                 (from Kelvin Groves)

            Good Abilities:                Evil Abilities:
            ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯                ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
            1. Cure Light Wounds           1. Larloch's Minor Drain
            2. Cure Light Wounds           2. Larloch's Minor Drain
            3. Slow Poison                 3. Ghoul Touch
            4. Slow Poison                 4. Ghoul Touch
            5. Draw Upon Holy Might        5. Vampiric Touch
            6. Draw Upon Holy Might        6. Vampiric Touch


===============================================================================
                  Frequently Asked Questions    [FRQNTL]
===============================================================================

General:
--------

 Q:  Why aren't cheats working for me?

 A:  My guess is that it is something to do with Windows Vista / 7. I don't
     know this for sure as the cheats have always worked for me and I use
     Windows 7.

     I would recommend installing your game to a non-standard location. For my
     game I installed it to C:\Games\Baldur's Gate\.

     Then you activate cheats in the normal way by opening Baldur.ini (found
     in that same folder), find [Game Options] and beneath that adding the
     line:

       Cheats=1

     Save the Baldur.ini file and start your game. Cheats should work. See
     that section below for more information.

     Or, if you are using Tutu or Baldur's Gate Trilogy, you open the same
     Baldur.ini file and find [Program Options]. Then add beneath that:

       Debug Mode=1

     Save and exit the text editor and fire up the game as normal.

 Q:  How do I read the coordinates you use? (x 100 y 200)

 A:  This is probably my most asked question, so I have placed the
     instructions for it in several other places throughout the guide. To
     display the x,y position at your mouse cursor press the L button.


 Q:  How do I use magic scrolls?

 A:  There are 3 types of magical scrolls: the Protection Scrolls (they have
     the green icons), mage spells and divine spells. Anyone can use
     protection scrolls. Only mages and bards can use mage scrolls, and only
     clerics, druids, paladins and rangers can use divine scrolls. To cast
     directly from the scroll, place it in your "Quick Item" slot on your
     inventory screen. Then select your character, and click on the toolbar
     button with the spell. With mage spells, if you right click on the spell,
     you can write the spell to your spellbook.


 Q:  I had enough experience to level up, I clicked the button, but now in
     the level-up screen, the "Accept" button is grayed out. How do I get past
     this?

 A:  You have to assign all available weapon proficiencies and theiving skill
     points before you can level up.


 Q:  Where are the stat improving tomes and manuals?

 A:  There are 8 stat improving books in the game.  One for each stat, except
     WISDOM which has 3. This is the only permanent way to improve your stats
     in the game. You can only get 3 of them before entering Baldur's Gate
     in chapter 5.

     Manual of Bodily Health +1 Con          - Lighthouse cave
     Manual of Gainful Exercise +1 Str       - Candlekeep Catacombs*
     Manual of Quickness of Action +1 Dex    - Thieves Guild, Baldur's Gate
     Tome of Clear Thought +1 Int            - Ramazith's Tower, Baldur's Gate
     Tome of Leadership and Influence +1 Chr - Cave south of Gnoll Fort
     Tome of Understanding +1 Wis            - Priest of Tymora, Baldur's Gate
                                             - Candlekeep Catacombs*
                                             - Durlag's Tower**

     *  SPOILER
        only reachable after you've been to Baldur's Gate and returned to
        Candlekeep for the Flaming Fist.
        /SPOILER
     ** Tales of the Sword Coast


 Q:  Why do my weapons keep breaking?

 A:  This is due to the "iron shortage." All non-magical weapons in the game
     have a chance to break. So, until you get your first "+1" weapon, keep
     some spares around.


Baldur's Gate:
--------------

 Q:  I was poisoned by Lothander and Marek, but both are now dead and I'm
     still poisoned. How do I get cured?

 A:  The cure is built into the quest, so you have to complete it properly to
     get cured. In order: you go to the central area of Baldur's Gate, talk
     to Lothander, talk to the Diviner, talk to the priestess of Umberlee,
     get the book from the priest of Tymora, back to the priestess of Umberlee
     to get the scroll of geas removal (you can fight her to keep the book),
     back to Lothander upstairs in the Blade & Star Inn (he gives you a
     regular potion of antidote), then to the blushing mermaid go upstairs
     to talk to Marek. This last part is key. You can't just attack him, you
     have to talk to him first. Kill him, get his antidote, drink it and
     you're done.


Durlag's Tower
--------------

 Q:  I can't figure out the 4 dwarven riddles, help!

 A:  They have 4 things for you to do, and their riddle is simply telling you
     what on the level you need to accomplish. This is made more tricky by the
     fact that you have to look for the "circular chasing arrows" icon to use
     the various items in the area.

       1) Find the mallet handle and mallet head, rebuild the mallet on the
          anvil, then strike the gone.
       2) Find the Glittering Beljuril.
       3) Click on all the books in the circular library, then observe the
          glory of Durlag's Pride (sword).
       4) Find the machine switch, put it on the slot above the big machine
          to reactivate the machine. Find the grapes. Go to the wine press,
          use it to make wine. Don't drink the wine.

     Once those are done, turn them in to the dwarves. They will attack you,
     kill them, search the bodies for the Dwarven Runestone, and be on your
     way.


 Q:  On the third level, I beat the second Durlag doppleganger in the sparring
     dummy room, but I can't get to the next room, the door is locked. How
     do I get in there?

 A:  Hit the each of the dummies once to open the doors.


 Q:  On the level with the 4 caverns with the 4 elemental monsters, I killed
     them all, but it doesn't transport me to the chess board. What did I
     miss?

 A:  You have to kill every monster in each cave. My guess is that you missed
     a Phoenix Guard in the fire cave. They can sometimes come back after you
     kill them (rise from the ashes, as it were).


===============================================================================
                         Baldur's Gate WALKTHROUGH:                 [WLKTHR]
===============================================================================

A quick note on locations:  To find out the location at the mouse cursor press
                           the "L" key.  The top left of the screen is the
                           0,0.  Some locations that I list are the buildings
                           that the people/things are in, when I do this I try
                           to get the location of the door.  So to find that
                           person/thing just go inside!

This is a sequential walkthrough, that is, it goes in the order that I went.  I
think that this is a good order, but you don't have to follow it.  All the
major places are the numbered sections, and the minor areas are represented by
the little lettered sections.  Feel free to do as many or as little of the
lettered sub-sections as you wish.

The Treasures line in each section lists only major treasures, such as magical
items.  It does not list all the treasures, like gold or gems, in the areas.  I
also don't list things like potions, and I know that I have missed some things
here and there, if you find any, please email me!

Note:  All of the subquest rewards were taken with a high (18 or so) Charisma.
      If your charisma is lower than this, you may get a significantly lesser
      reward!


-------------------------------------------------------------------------------
1. Candlekeep                                                        [1CNDLK]
-------------------------------------------------------------------------------

Companions (NPC's): none (although Imoen joins later)

Plot:
 - Buy Equipment in the Inn (you start right by it). If you want to do
   subquests here, buy some bolts while you're there (Fuller's Bolts).

 - The subquests here function as a tutorial of the games functions. They give
   a small amount of experience (xp) and gold, but aren't critical.

 - Once you're done here, talk to Gorion to leave Candlekeep (x 2683 y 1756)
   Note: Once you leave Candlekeep, you can't come back.

Subquests:
 - Phlydia's Book
   A little NE of the Inn, you will find Phlydia.  She has lost her book, The
   History of Halruaa.  Go east, you will find a shed with hay and a cow.
   Check one of the bales of hay for the book.  Return to Phlydia for your
   reward, a gem and 50 exp.

   Note: The quality of the gem depends on your "Reaction Roll" which is
         a combination of your Charisma (CHA) and Reputation (REP). If you
         have a bad CHA and a normal REP, you might not get a gem reward at
         all.

   Phlydia: Candlekeep (x 1601 y 311)
   Book: Candlekeep (x 3245 y 289)

 - Firebead's Scroll
   Inside the Inn is Firebead Elvenhair.  He has lent a scroll to a scholar,
   Tethtoril, near the Candlekeep central area and wants you to retrieve it.
   Do so for a small reward, a Healing Potion, 50 exp and he casts Protection
   from Evil on you. Speaking of evil...

     Josh Clue sent this exploit:
       "As an 'EASY Level Up' option before you venture out of Candlekeep, you
       can opt to kill the old mage for his worth in XP, 2700 to be exact. It
       is a bit tricky, but possible. Here is how: Buy all the items you will
       need before leaving with Gorion. Equip your character's ranged weapon,
       preferably a bow or sling. Make sure you have 60-80 arrows or bullets.
       After Firebead casts Protection From Evil on you, head for the foot of
       the stairs. Then, from that vantage point, attack him with your ranged
       weapon. He will begin casting, but you can interrupt it by heading up
       the flight of stairs. Head down again, fire once with your ranged
       weapon, then quickly head up before the completion of his spellcasting.
       Do this repeatedly and you will end up slaying the poor mage and
       gaining 2700 XP before you even set foot outside Candlekeep. This will
       make your main character level 2 or 3! Winthrop, the guests at the inn,
       and the tutors will become hostile but do not kill them. Grab
       Firebead's things and  either use them, or sell them to buy back your
       lost reputation."

   Firebead: Candlekeep, Candlekeep Inn (x 198 y 404)
   Tethtoril: Candlekeep (x 3154 y 1304)

 - Fuller's Bolts
   If you're still in the Inn, buy some bolts, and take them to the barracks.
   There you will give your bolts to Fuller who apparantly can't walk up the
   street to get some himself. (Or he's humoring you) When you talk to Fuller,
   ask him if he has any errands for you to run.  Talk to him again and give
   him the bolts for your reward, a dagger +1 and 50 exp.
   Barracks: Candlekeep (x 1570 y 2447)

 - Hull's Sword & Medicine
   While you are still in the barracks, in the NE corner is a chest.  Open the
   chest and take the contents (a sword, and a bottle).  Now take the sword
   to Hull, who is by the main gate.  Talk to him, and he'll tell you that he
   forgot his sword.  Talk to him again to give it to him.  You get 20gp and
   50 exp for your trouble.
   Barracks: Candlekeep (x 1570 y 2447)
   Hull: Candlekeep (x 3662 y 2431)

 - Nessie's Green Elixer
   Now we're going to finish up these subquests by going up to Nessie (the
   cow, she's by where you got the book for Phlydia).  Talk to Dreppin (if you
   didn't talk to him before, you'll have to talk to him 3 times) and he'll
   take the potion from you, and you get 50 exp.
   Dreppin: Candlekeep (x 3264 y 430)

 - Killing Rats
   Talk to Reevor by the Storehouse, and he'll pester you to kill the rats in
   the storeroom.  Go inside and do just that.  Come back out and talk to
   Reevor again to get your reward, 5gp and 50 exp.
   Reevor: Candlekeep (x 4335 y 1454)

Assassination Attempts (it gets its own category...hehe): 2
 - Priest's Quarters (x 2961 y 437)
   Assassins: Shank -- Dagger, 20 exp
 - Bunkhouse (x 2055 y 2668)
   Assassins: Carbos -- Dagger, 20 exp
   Note: If you kill these assassins before they turn red and attack you, you
         get 2 exp.  Your reputation doesn't decrease either.

Other:
 - Star Sapphire
   In Winslows Inn, in Candlekeep, there is a Star Sapphire in a locked chest
   on the second floor.  A Halfling thief with maxed out Dexterity & maxed out
   Lockpicking skills will crack this lock, & you can then sell the sapphire
   to Winslow for 1000 gp. Very nice at the start of the game. Other thieves
   might be able to pull this off as well, though I haven't tried.  There's
   also some spells in a locked bookcase on the first floor, in the room
   behind Winslow. (from The Bruce)

   Tip: Don't want to be a halfling thief, but still want the gem? If you're
        playing in multi-player (see general strategies) you can create a
        second character -- yes, that same halfling thief with maxed DEX and
        maxed pick locks -- specifically for this purpose. Once he has the
        gem, you can drop him and keep the spoils.

 - Learn to Fight
   If you want to learn the battle system of Baldur's Gate in a controlled
   atmosphere, simply talk to the Gatewarden at (x 3065 y 3899) to set up a
   simulated combat experience.  You get no items from it, however, nor do you
   get any experience.

   Orlandu sent me this:
     "You actually do get SOME xp from fighting in the illusionist's place, if
     you are fighting monsters he hasn't conjured up yet, up to the
     hobgoblins.  It is just a tad hard to divide 1 xp to 6 people and get a
     whole number."

   edwardalacey sent me this:
     "During the prologue, there is an easy way to get some equipment for
     free.  Accept the Gatekeeper's offer of training in party combat (you
     have to have only one person in your party to be able to do this) and
     take all the temporary NPC's equipment (they have, among other things, a
     Small Shield +1 and a Wand of the Heavens). Yes, I know the items
     disappear if you leave, but if you export your character, start a new
     game, and then import him/her again, you get to keep them."

     Ed. Note:  However, if you DO do this trick, then do NOT go into this
                area again!  When you are taken out of it, your items will
                disappear!

   Rolf Zehb found a way to keep these NPC's:

     So I discovered, that those 5 npc in candlekeep (which are found together
     with "obe") could be taken outside of candlekeep without cheating.  How
     to get them:

       - have your training solved and before talking to obe the last time
         dismiss all of the npc in your group. while doing so stand near obe,
         so that you can talk to him. have the npc dismissed in a way, that
         they stand near you either.
       - then talk to the npc and if they want to join you answer "no".
       - now talk to obe and just before he teleports you outside - pause the
         game! (bit tricky but possible)
       - then (while the game is paused) talk to any npc.
       - then unpause.

     Sometimes when you are already teleported outside, a dialog-box appears
     and the npc ask you to join you!  If all goes right you have one npc
     still near obe!  Let this one talk to all the remaining npc.  Switch back
     to your main character and have him go instantly to gorion.  Talk to him
     and leave candlekeep.  The automatic scene with Sarevok starts.  If
     finished all the npc are still with you!

     Some of them are very interesting (one having the identification spell
     ready), one having lay-on-hands as special ability, one having
     invisibility and one having slow poision.  The dwarven fighter has a
     CON of 19 an he has even higher hitpoints than possible with a score of
     19.  The thief has extraordinary thiefish abilities!  The only lack is
     that none has a biography - but hey...

 - Learn to Fight part 2
   Another place to learn to fight is to talk to Jondalar (x 4094 y 1331).  He
   will attack you, you attack back.  Erik will sneak up behind you and shoot
   you with arrows.  Don't worry, they don't damage you.  You get nothing from
   this either.

 - Free Healing Potion
   Go to the healer's (x 3566 y 2932) and talk to the Priest of Oghma there,
   and tell him that you could use a little healing, and he will give you a
   potion of healing.


-------------------------------------------------------------------------------
1a. Crossroads: Area E of Candlekeep & Area S of Friendly Arm Inn    [ATHCRS]
-------------------------------------------------------------------------------

Note:  This is actually 2 areas in one since there isn't all that much to do
      here.  So, pay attention to where each subquest item is.

Companions:
 Note: I wouldn't bother with Xzar and Montanon here unless you are forming an
       all evil party.  One thing to do if you don't want to keep them, is to
       take them temporarily, steal everything they have of value, and then
       leave them. (they only really have a Studded Leather Armor, but Imoen
       could use that at this point!)  Another viewpoint would be to take and
       keep the duo until you find better people.
                S  D  C  I  W  Ch
 - Imoen        9  18 16 17 11 16      Human        Thief         Neutral Good
   Imoen automatically will join you immediately after Gorion's death.  Unless
   you run away, that is.  Sometimes she comes with a Wand of Magic Missiles,
   now who did she steal that from?

 - Xzar         14 16 10 17 16 10      Human     Necromancer      Chaotic Evil
   Xzar and Montaron will join you on the crossroads right out of Candlekeep,
   and they want to go investigate the Nashkel mines (who doesn't).
   Where he is:  Crossroads (E of Candlekeep) (x 4577 y 2693)

 - Montaron     16 17 15 12 13 9      Halfling  Fighter/Thief     Neutral Evil
   Montaron is the dumb half of Montaron and Xzar, and goes where Xzar goes.
   Where he is:  Crossroads (E of Candlekeep) (x 4515 y 2707)

Enemies: Gibberlings, Xvarts, Bandits, Wolves, 1 Ogre (see subquests below)

Treasures:  Girdle of Masculinity/Feminity (An Ogre and His Belts)
           Girdle of Piercing (An Ogre and His Belts)

Plot:
 - You are now in the area where Gorion was killed, you need to go east, then
   north to get to the Friendly Arm Inn.

   Note: When you first enter the crossroads area, Elminster will talk to you.

   Strictly speaking, you don't have to go the Friendly Arm Inn at all. If you
   don't want Jaheira / Khalid, you can just head south to Beregost / Nashkel
   right away.

Subquests:
 - Chase and the Cliff
   Chase apparantly has nothing to live for, and is going to hurl himself off
   of a cliff.  You can talk him out of it, but it's not readily apparent what
   effect this has on the game.  No matter what you say to him, he doesn't
   jump.
   Chase: Area E of Candlekeep (x 1458 y 2412)


 - An Ogre and His Belts
   There is an ogre here who has a belt fetish.  Kill him and take the two
   belts.  The larger looking belt is the Girdle of Masculinity/Feminity
   (changes your sex) and the smaller one is the Girdle of Piercing + 3 vs.
   piercing.  You may want to wait to do this until you have more than 2
   people.  If you want, you can return the Girdle of Piercing to its owner,
   Unshey, in the Friendly Arm Inn (see that section below). I, however,
   never give it back. It is just too good against arrows.
   Ogre: Area S of Friendly Arm Inn (x 4787 y 1665)

Other:
 - Search Gorion's Body (area E of Candlekeep)
   You will find some treasure's around where Gorion was killed, including a
   letter that has some clue's about your origin. (x 3149 y 1373)

 - A Diamond (from Silviu)
   On the east side of the map is a stone path.  The path has three curves in
   it, one to the east and two to the west.  At the second curve to the west,
   the northern most curve, there are two trees standing on either side of the
   curve.  In the west tree, halfway up the treetrunk, a diamond can be found
   (worth 500 Gp.)
   Coordinates: Area E of Candlekeep (x 4418 y 1956)


 - A downed Caravan (area S of Friendly Arm Inn)
   You can check out a destroyed caravan, but there's only 7 gp there to be
   had.  (x 2348 y 3343)

 - Ring of Protection (from edwardalacey)
   On the map directly south of the Friendly Arm Inn there is a Ring of
   Protection +1, in a hole in a rock.
   Rock: Area S of Friendly Arm Inn (x 1006 y 1114)




-------------------------------------------------------------------------------
2. Friendly Arm Inn (AR 2300)                                        [2FRNDL]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Jaheira      15 14 17 10 14 15    Half-Elf   Fighter/Druid     True Neutral
   Jaheira and Khalid were good friends of Gorion, and will go with you every-
   where.  However, if you say "No" to them the first time they want to join,
   you won't be able to get them.  Ever.
   Where she is:  Friendly Arm Inn, Ground Floor (x 329 y 685)

 - Khalid       15 16 17 12 10 9      Half-Elf      Fighter       Neutral Good
   See Jaheira above for a description.
   Where he is:  Friendly Arm Inn, Ground Floor (x 329 y 685)

Enemies: Hobgoblins

Plot:
 - Beat the assassin, Tarnesh, to gain entrance to the Inn

 - Talk to Khalid and Jaheria and get them to join.  They tell you to go to
   Nashkel to the south to find out about this tainted ore thing. Don't worry,
   if you "forget" to go there, they will remind you. Again and again.

 - From here if you want a Paladin, go north and get Ajantis, otherwise head
   south to Nashkel.

Subquests:
 - Unshey's Belt
   If you want to part with the Girdle of Piercing (I would keep it), talk to
   Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp,
   and 800 exp. If you give it away, you can kill him to get it back, but
   you will lose REP. You cannot pickpocket the belt.
   Unshey: Friendly Arm Inn, Second Floor (x 1190 y 753)

 - The Noble's Golden Pantaloons
   On the third floor of the Friendly Arm Inn you will find a nobleman who
   mistakes you for the laundry service of the inn, and he gives you his
   Golden Pantaloons for washing.  You can't do anything with the pantaloons
   so give them back to the Noble for 100 exp.  Not bad for not doing a thing.

   On the other hand, if you keep the pantaloons ("always keep the
   pantaloons") there is some payoff if you import your character into
   Baldur's Gate II.
   Noble: Friendly Arm Inn, Third Floor (x 336 y 673)

 - Landrin's Spiders
   Landrin's house in Beregost has been overrun by spiders, and that is why
   she is hiding in the Friendly Arm Inn. Someone should tell her about the
   Jovial Juggler Inn, it's right next door to her house! She gives you a
   bunch of antidotes and promises a reward if you bring back the body of the
   spider, her husband's boots, and some wine.  Go to Beregost, and into the
   house by the Jovial Juggler.  Kill the spiders, loot one spider for its
   body, then search the house for the wine and boots. Take the 3 items and
   return to Landrin for your reward: for the boots (300 exp, 120gp), for the
   Spider Body (200 exp, 100gp), and for the wine (300 exp, 75gp). You have to
   turn each item in separately.
   Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
   Spiders: Beregost (x 3078 y 3416)

 - Joia's Flamedance Ring
   Hobgoblins north of the Inn have swiped Joia's flamedance ring.  Kill them
   to get it back.  Joia is in the house just to the west of the outer gate in
   the inner grounds.  She won't give you anything, but you get 400 exp and
   Rep + 1.
   Hobgoblins: Friendly Arm Inn (x 2554 y 292)
   Joia: Friendly Arm Inn (x 1536 y 2484)

 - Ring of Wizardry (from edwardalacey)
   When you arrive outside the Friendly Arm Inn, walk along the bottom of the
   map, to the east. You find a large tree with a slightly darker patch on the
   ground nearby, at x=2555, y=3759. If you move the mouse over it you will
   find that it is a container and contains the Ring of Wizardry
   (x2 Level 1 spells).  This is hard to find but it is there.  I've heard
   that Tales of the Sword Coast removed it, but that the TotSC patch put it
   back in.
   Ring:  Friendly Arm Inn (x 2555 y 3759)

Assassination Attempts: 1
 - Steps to the Entrance (x 3364 y 2252)
   Tarnesh -- 120 exp, 58gp and 3 spells


-------------------------------------------------------------------------------
3. Beregost                                                          [3BRGST]
-------------------------------------------------------------------------------

Note: When you first enter Beregost, in addition to having to watch a little
     movie (which is on Disc 2), you also get some directions from Golin Vend.

Companions:      S  D  C  I  W  Ch
 - Kagain       16 12 20 15 11 8       Dwarf       Fighter         Lawful Evil
   Kagain runs a Mercenary business, and one of his caravans has disappeared.
   Help him recover it, and you get to keep what you find.  Goodie.  Take him
   to the Area S of the Friendly Arm Inn and he will get disgusted with
   looking for Caravans, but will still stay in your party.
   Where he is:  Beregost (Shop North of Feldepost Inn) (x 1549 y 2031)

 - Garrick      14 16 9  13 14 15      Human         Bard      Chaotic Neutral
   Garrick will join you only after you finish the Silke subquest (see below).
   Where he is:  Beregost, by the Burning Wizard Inn (x 2564 y 2284)

Enemies: none

Treasures:  Ring of Protection +1 (Mirianne's Letter)
           Medium Shield +1 (Bjornin's Half-Ogres)
           Staff +1 (Silke)
           Algernon's Cloak (Algernon's Cloak)
           Ankheg Armor (Ankheg Armor)

Plot:
 - We're just passing through Beregost on our way to Nashkel in the south, but
   there are a great many subquests here to do, and I would suggest doing all
   that you feel you can.

Subquests:
 - Mirianne's Letter
   Just south of Beregost you will find two Ogrillons, and on one of their
   bodies is a letter for a Mirianne, who lives in Beregost.  Take her the
   letter and she will give you a Ring of Protection + 1 and 300 exp.
   Mirianne: Beregost (x 4804 y 2086)
   Ogrillons: Area S of Beregost (x 3850 y 1460)

 - Firebead Elvenhair's Book
   You'll find Firebead in Beregost (he was also in Candlekeep while you were
   there) and he wants you to pick a book up for him, the History of the
   Fateful Coin.  You can find it across the street in the Feldepost's Inn
   (for 2gp).  Give him the book and you get 300 exp, the History of the Dead
   Three, and a Reputation + 1. (If he doesn't give you the subquest, you can
   still complete it, just buy the book and give it to him as if he had)

     Note: If you're cheap, the book History of the Fateful Coin can be found
           in a bookcase in the home directly south of Firebeard's place.
           (from John Van De Graaf)

     Josh Clue sent in this exploit:
       "Forgot to mention this one in the last e-mail. Even if you do kill
       Firebead in Candlekeep, he manages to pull himself out of the grave
       and back into his house in Beregost... Yep, we can put him down for
       good for another 2700 XP! You can use the same ranged weapon technique
       you used in Candlekeep if your level is still low."

   Firebead: Beregost (x 2044 y 2905)
   Feledepost's Inn: Beregost (x 1406 y 2640)

 - Marl the Drunk
   Marl is in the Feldepost Inn, and he has had his fill of adventurers.  He
   accosts you in the bar, and you can fight him (650 exp), but you can also
   talk him out of fighting.  Choose options 1, 1, 3, 3, 1.  For your trouble
   you get 900 exp.  Interestingly enough, if you choose to kill him you do
   not get a decrease in reputation.  (which leads to this oddity found by
   edwardalacey:  After calming Marl down, you can kill him to get that
   experience as well, with no loss of reputation!)
   Marl: Beregost, Feledepost's Inn (x 1406 y 2640)

 - Kagain's Quest
   Kagain lost a caravan that he was protecting, and a noble's son was
   kidnapped by bandits.  Agree to help him get the kid back, and he will join
   with you.
   Kagain: Beregost (x 1516 y 2030)

 - Landrin's Spiders Part 2
   We first heard of this quest back in the Friendly Arm Inn, and now we can
   finally complete it.  Go to Landrin's house, it is the one just to the left
   of the Jovial Juggler Inn.  Inside will be several spiders.  Kill them, and
   one will leave behind a spider body for you to take.  Also take the Worn
   Out Boots and the Wine in the chest by the bed.  (you don't want to use
   either, since we are returning them to Landrin back in the Friendly Arm
   Inn)  Take the items back to Landrin for your reward: for the boots (300
   exp, 120gp), for the Spider Body (200 exp, 100gp), and for the wine (300
   exp, 75gp).
   Landrin: Friendly Arm Inn, Third Floor (x 796 y 735)
   Spiders: Beregost (x 3078 y 3416)

 - Gurke's Cloak
   The Dwarf Gurke, whom you can find in the Jovial Juggler Inn, has had his
   cloak stolen from him by some Tasloi in the Cloakwood Forest.  You will
   find it semi-hidden under a tree.  Take it and return to Gurke, who doesn't
   actually want it anymore to get your reward: 300 exp, and you get to keep
   the Cloak of Non-Detection.
   Gurke: Beregost (x 3760 y 3627)
   Cloak: Cloakwood Forest One (x 4391 y 3472)

 - Bjornin's Half-Ogres
   The Paladin Bjornin, who is recuperating in the Jovial Juggler Inn, was
   beaten by some nasty Half-Ogres south south-west of Beregost.  (Go south
   twice, then west once)  Go there and defeat all the Half-Ogres that you can
   find, then return to Bjornin to get your reward:  Medium Shield +1, 400
   exp, Reputation +1
   Bjornin: Beregost (x 3760 y 3627)
   Half-Ogres: Area S-SW of Beregost

 - Silke
   If you talk to Garrick, who is in front of the Burning Wizard Inn, he asks
   for your help in defending the Lady Silke.  Agree to his proposal, and
   follow him to Silke.  Talk to Silke, if she likes the look of you she will
   offer to pay more than what Garrick offered (I got 400 offered).  The
   "thugs" will show up, but act like Silke had hired them for some purpose,
   and now she had double crossed them.  Refuse to kill them and instead kill
   Silke (900 exp, 400gp, Staff +1, Potion).

   Tip: You can pickpocket each of the 3 men for potions of defense. Do this
        before talking to them. If you don't have enough pickpocket to get
        the potions, they will stay there as long as you don't talk to them.
        (from Yamian)

   Talk to one of the men who Silke was going to kill to get a Potion of
   Defense.  Lastly, if you want, you can get Garrick to join your party.

   If you do what Silke asks and kill the three men, you get 400 gp, lose
   2 reputation points, and can't get Garrick to join you.  Then, of course,
   you could just kill Silke afterwards...

   Garrick: Beregost (x 2498 y 2267)
   Silke: Beregost (x 3455 y 2143)

 - Zhurlong's Boots
   In the Burning Wizard Inn you will find a "pesky" thief named Zhurlong.  He
   was going about his business (stealing from people like you) and had his
   Boots of Stealth stolen by some Hobgoblins.  You can find these Hobgoblins
   to the south of Beregost.  Oh, and did I mention that he swipes gold from
   you everytime you talk to him?  Return the boots to get your gold back, and
   to get a reward: 300 exp, 100gp (plus whatever he stole from you).  Or you
   could keep the boots, they are Boots of Stealth (stealth +35%).  Or you
   could give him the boots, then kill him and take the boots back, suffering
   no loss in reputation.
   Zhurlong: Beregost (x 2649 y 2030)
   Hobgoblins: Area S of Beregost (x 1865 y 2449)

 - Perdue's Short Sword (from Operador de Sala and edwardalacey)
   You can find Perdue in the Red Sheaf Inn.  A Gnoll has stolen his short
   sword in High Hedge.  Be careful when you talk to Perdue, because you can
   easily lose this subquest.  He tells you about a Dog Face and you have to
   say to him if the Dog Face is a Gnoll.  Give the sword to Perdue for your
   reward: 50 gp and 500 exp.

   The correct conversation thread is 1,2,1,1.

   Perdue: Red Sheaf Inn (Beregost) (x 3273 y 2124)
   Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)

Assassination Attempts: 1
 - Inside the Red Sheaf Inn (x 3273 y 2124)
   Karlat -- 270 exp, Chain Mail, Shield, 38 gp

Other:
 - Robbing Houses
   There are a great many houses in Beregost that you can rob.  I would send
   in only your thief, and once inside, immediately save it.  Then rob the
   house.  If any of the chests are locked, try to pick it first, then bash
   it.  If you get caught, re-load and try again.  If you don't get caught,
   your reputation can't go down!

 - Algernon's Cloak
   In the Feldepost's Inn on the second floor you will find a fat man named
   Algernon.  Pick his pocket to steal his wonderful cloak. (save it before
   you do this, as if it fails, he will attack and you lose reputation)  So
   what is so special about the Cloak?  Well it has the obvious effect of +2
   Charisma.  But if you use it as an item (click on the backpack icon) you
   can charm people/animals/monsters.  Cool.
   Feledepost's Inn: Beregost (x 1406 y 2640)

 - Oogie Wisham's fear of Paladins
   On the second floor of the Jovial Juggler you will find Oogie Wisham, who
   has a dreadful fear of the Paladin Bjornin.  Nothing you say will fix his
   irrational fear.

 - Ankheg Armor
   If you have an Ankheg Shell you can either sell it for 500gp, or you can
   turn it into a very nice armor (AC 1) for 4000gp.  Talk to Taerom in the
   Smithy about it and try to get the armor made (it's the first option in
   your dialogue).  If you have 4000gp good, but if not, you can always go
   hunt down Bassilus for the money.  See the 3b. Area SW of Beregost section
   for the Bassilus subquest.  It will take him about 10 days or so to make
   the armor.
   Smithy: Beregost (x 4615 y 2828)


-------------------------------------------------------------------------------
3a. High Hedge (West of Beregost)                                    [AHGHHD]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Kivan     18/12 17 14 10 14 8        Elf        Ranger         Chaotic Good
   Kivan wants to hunt some bandits.  If you kick him out of the party, he
   stays gone for good!
   Where he is:  High Hedge (x 3652 y 1472)

Enemies: Skeletons, Gnolls, Gnoll Slashers, Flinds, Ghasts

Plot:
 - We've come to High Hedge for a few reasons, to pick up the Ranger Kivan,
   who makes a good addition to a good aligned party, and to enter High Hedge
   to talk to the Wizard Thalantyr there.  He sells many great and wonderful
   things, magical items, and spells!  You will have to talk to him twice to
   get him to talk to you.  Also be wary of his Flesh Golems!

Subquests:
 - Perdue's Short Sword
   Gnoll: High Hedge (W of Beregost) (x 3780 y 2818)

Other:
 - At the entrance to High Hedge you will find a burgler named Permidion
   Stark.  He is planning the Greatest Heist of all time, robbing the High
   Hedge.  Of course, he gets scared and runs off.  It would seem that there
   are Flesh Golems inside, and that they are too much for him.

 - There is an Aquamarine Gem (value 75gp) in a house at (x 1757 y 1526)


-------------------------------------------------------------------------------
3b. Area SW of Beregost (South of High Hedge)                        [BRSWFB]
-------------------------------------------------------------------------------

Companions: none

Enemies: Wolves, Skeletons, Ghasts, Hobgoblins, Hobgoblin Elites

Treasues:  War Hammer +2 (The Dark Cleric Bassilus)

Plot:
 - We're here mainly to kill Bassilus and then to take his holy symbol to the
   Temple East of Beregost for the 5000gp reward!

Subquests:
 - Melicamp the Chicken
   In the North East of this area you will find a talking chicken being
   attacked by a wolf.  Kill the wolf and talk to the chicken.  Turns out he
   is Melicamp the Mage, and he appears to have polymorphed himself into the
   form of a chicken, but now can't reverse it.  You can try to dispel it, but
   if you fail, then he asks you to take him up to High Hedge where Thalantyr
   can reverse it.  When you are back in the High Hedge area, find a skeleton
   and kill it (they're around), and take its skull.  You'll need it.  Go
   inside and talk to Thalantyr.  Once he is done talking, and has told you to
   go get a Skull, talk to him again. (I would save it before doing so,
   however)  Thalantyr will cast "antichickenator" and there is a 50% random
   chance that it will work. (which is why we saved it!  If it didn't work,
   simply reload)  Reward: 2000 exp, and a reputation +1
   Melicamp: Area SW of Beregost (x 4543 y 407)
   Thalantyr: High Hedge (x 2922 y 2619)

 - The Dark Cleric Bassilus
   As you may know from Beregost, Bassilus has a bounty on his head the size
   of 5000gp.  Bassilus is located to the south and east of the area, and
   getting there you may encounter Footy from Beregost, who was looking at
   Bassilus' "spooks".  Go near him, and talk to him, he will mistake you for
   a long lost parent (depending on your gender, mother or father).  In order
   say this, 3, 1, 1.  He will get angry and lose control of his skeletons and
   zombies (they all fall down, dead once more).  All you have to do now is to
   defeat him! (exp 975)  Take at least his Holy Symbol (you will probably
   also want that War Hammer +2, leave the Gauntlets where they are--they're
   cursed) and go to the Temple East of Beregost.  Talk there to Keldath
   Ormlyr to get your reward: 5000gp, 1000 exp
   Bassilus: Area SW of Beregost (x 4229 y 2797)
   Keldath Ormlyr: Temple E of Beregost (x 1233 y 1064)

Other:
 - Zargal the Hobgoblin
   You may encounter Zargal near the center of the Area.  He wants all your
   money.  If you don't give it to him, expect a fight.  He gives 650 exp, and
   his 2 cronies each give 165, so not bad.  Plus they have a Short Sword +2.
   Zargal: Area SW of Beregost (x 2886 y 2457)


-------------------------------------------------------------------------------
3c. Area S-SW of Beregost (south of Bassilus' area)                  [CRSSWF]
-------------------------------------------------------------------------------

Companions: none

Enemies: Half-Ogres, Skeletons, Gnolls, Hobgoblins, Ogres, Flinds

Plot:
 - We're here to finish the Half-Ogre killing quest that Bjornin requested.

Subquests:
 - Bjornin's Half-Ogres (see the Beregost section above)

 - Help Drizzt Do'Urden
   Somewhere near the center of the map you will find Drizzt being attacked by
   some Gnolls.  He will ask for your help in defeating the Gnolls.  Agree and
   attack them.  Once the Gnolls are slaughtered, you can talk to Drizzt (of
   if you prefer, you could try to pick his pocket, although if he catches
   you...) and tell him about how things are in this area.  He will tell you</pre><pre id="faqspan-4">
   to try to join up with the bandits in order to defeat them.
   Drizzt: Area S-SW of Beregost (x 2644 y 2107)

 - Kill Drizzt Do'Urden
   Alternatively, you could kill Drizzt and take his neato items. Despite what
   you may think, his armor is just standard enchanted chain mail. So no, you
   can't case arcane spells while wearing it.

   KyleEChu sent me this:

     "Here's a tip I use all the time: The Best Way to Kill Drizzt!
     The best time to do this is when your reputation is 14.  Killing Drizzt
     will incur the same penalty as killing an innocent.  At 14, you only lose
     5 points.  Equip your entire party with projectile weapons, and stock up
     on ammunition.  Have everyone carry as much ammunition as they can.  Ask
     a sacrificial NPC to join.  Garrick or Edwin are good for this purpose.
     Now go to the area where Drizzt is (S-SW of Beregost) and position your
     main party on the south edge of the small island in the middle of the
     lake.  The south shore of the lake should just be visible to them.
     Select your sacrificial NPC and approach Drizzt.  When he tries to talk
     to you, lure him to the south shore of the lake so that your main party
     can see him.  Threaten Drizzt and he will attack, and most likely smash
     your sacrificial NPC into pieces.  He will not be able to reach the rest
     of your party.  Select your main party and let him have it!  Because you
     are low-level and he has a high AC, you need to practically rely on
     critical hits to damage him.  After you knock off his 96 HP, he finally
     falls and you can go get his stuff."

   edwardalacey had this to add:

     "KyleEChu's method for killing Drizzt is very clever, but here is a piece
     of advice which might help if anybody has trouble with it.  When I tried
     it I found that Drizzt came around the lake and killed me.  The solution
     turned out to be my "path search nodes" setting.  It was 32000, which was
     enough for the program to find a path around the lake, but when I turned
     it down temporarily to the minimum 2000 using the configuration program
     he could not get round and I could kill him."

     Editor's Note:  You change your "path search nodes" setting in the
                     Baldur.ini file in the Baldur's Gate directory (which
                     should be something like
                       C:\program files\black isle\baldur's gate\).
                     If you can't find it in the baldur.ini, you can add it
                     under [Program Options]
                     Path Search Nodes=2000

   Juha Alm has another way to take out Drizzt:

     Killing Drizzt: I know a way to kill Drizzt with no one getting hurt.
     First have Drizzt stop walking by clicking on him as you would talk to
     him. But don't talk, stop and let 4 of your NPC's walk next to him so he
     cant move. Now go stand next to one of them. Remove the NPC from your
     party, and because you're standing right next to him/her, he wont walk
     towards you, only starts speaking. Now do this to the other 3 NPC's.
     After done you'll have Drizzt trapped in the middle of 4 characters, and
     he wont attack them because they are not in your party, and they are
     civilians. Now just fire with magical arrows or take a long weapon
     (spear, staff or halberd) and go stand behind one of your NPC's. You can
     hit over him/her, and Drizzt can't hit you back because he can't reach
     you with his scimitars. And when you kill him with only 1 or 2
     characters in your party, the main character gains all of the 12000 (1
     char) or "only" 6000 exp. with 2 characters on party.


Other:
 - Teyngan the Bandit
   Teyngan is a humble bandit, all he wants is your money or your life.  Him
   and his two bandit cohorts, Jemby and Zekar will fight you if you don't
   surrendur all your money.  Caution, Jemby is a mage!  Defeat them and steal
   their treasures.
   Teyngan: Area S-SW of Beregost (x 3851 y 1348)

 - Chelan & Torlo
   Seems the iron shortage has put these poor sods out of work, and they now
   fish 24 hours a day.
   Chelan: Area S-SW of Beregost (x 2153 y 1179)
   Torlo: Area S-SW of Beregost (x 1581 y 1064)

 - Abandoned House
   House: Area S-SW of Beregost (x 1385, 714)


-------------------------------------------------------------------------------
3d. Area S of Beregost                                               [RSFBRG]
-------------------------------------------------------------------------------

Companions: none

Enemies: Hobgoblins, Ogrillons, Ghouls

Treasures:  Boots of Stealth (Zhurlong's Boots)

Plot:
 - There are 2 subquests here to finish, Zhurlong's Boots and Mirianne's
   Letter

Subquests:
 - Zhurlong's Boots (see the Beregost section above)
   Hobgoblins: Area S of Beregost (x 1865 y 2449)

 - Mirianne's Letter (see the Beregost section above)
   Ogrillons: Area S of Beregost (x 3850 y 1460)

Other:
 - Submerged House
   House: Area S of Beregost (x 3159 y 1559)

 - Bub Snikt
   You may find the Ogre hunter Bub Snikt around, he isn't very helpful,
   however.
   Bub Snikt: Area S of Beregost (x 1350 y 1781)

 - Flaming Fist accosts you as Bandits
   A Flaming Fist mercenary will accuse you of banditry near the southern end
   of the road.  Deny that you are a bandit, and explain that you are hunting
   bandits, because you are adventurers.

   Note: Or you can kill him and take his plate mail, with no loss of
         reputation! (from Robert Coutinho, and others)

   Flaming Fist: Area S of Beregost (x 3635 y 2911)

 - Cave
   There is a cave with some healing potions and some gold.
   Cave:  Area S of Beregost (x 1800 y 2200)


-------------------------------------------------------------------------------
3e. Area N of Nashkel (South of Area S of Beregost)                  [RNFNSH]
-------------------------------------------------------------------------------

Companions: none

Enemies: Kobolds, Hobgoblins

Plot:
 - We're only passing through here on the way south to Nashkel. This is
   probably the least important area in the game.

Subquests: none

Other:
 - Lord Foreshadow
   If you want to talk to a snob, I mean, noble you can talk to Foreshadow.
   He is from Waterdeep, and he doesn't care much for the Sword Coast.  Snob.
   Notice how he "foreshadows" about spending some "nights" in "Neverwinter"
   in this coming year?  There are quite a lot of NWN related easter eggs in
   this game.
   Foreshadow: Area N of Nashkel (x 483 y 3526)

 - Hobgoblin Camp
   Camp: Area N of Nashkel (x 3288 y 807)

 - Portalbendarwinden
   The old (and somewhat naked) hermit Portalbendarwinden can be found near
   the SE of the Area, complaining about adventurers.  He is a rather
   unpleasant person, and the only information that you can get out of him is
   that you have a shiny aura.  Goodie.
   Portalbendarwinden: Area N of Nashkel (x 4077 y 2796)


-------------------------------------------------------------------------------
3f. Temple (Area E of Beregost)                                      [FTMPLL]
-------------------------------------------------------------------------------

Companions: none

Enemies: War Dogs, Wargs, Vampiric Wolves (be careful of these, only magic
        weapons can harm them!), Dread Wolves, Brown Bears, Hobgoblins

Plot:
 - Not much to do here, although a lot of things happen in the Temple. (i.e.
   you give him Bassilus' holy symbol, and you bring him wyvern heads)

Subquests:
 - The Town Drunk
   In the NW of the Area you will encounter a very drunk person, who demands
   (none too wisely) all your money.  He'll even claim that he is a LICH and
   that he will smite you with his magic powers.  It doesn't matter much how
   you end this one.
   Drunk: Temple (x 384 y 224)

Other:
 - Vestibule
   There is a Vestibule here with a couple priests inside.  Whee.
   Vestibule: Temple (x 474 y 864)

 - Pickpocket the Priest
   (from Yamian) You can pickpocket potions off the priest, and each of his
   Sirines will have a Pearl.

 - Galileus
   The Sage Galileus is observing the Heavens near the center of the Area.
   You can talk to him, but it doesn't much matter, all he says is that there
   are "interesting things" about to happen.
   Galileus: Temple (x 3018 y 1279)

 - Ashen
   If you haven't talked to enough nobles from Waterdeep, here's another one,
   and this one is twice as snooty!
   Ashen: Temple (x 913 y 2439)

 - Cattack the Hobgoblin
   You will find Cattack and his merry band of Hobgoblins near the West
   Central part of the Area.  Like most talking monsters he just wants all
   your money.  Don't give it to him and fight him instead. (oh and you can't
   join his group so don't bother asking!)  Cattack is only worth 120 exp, and
   has middling treasures.
   Cattack: Temple (x 3521 y 2556)


-------------------------------------------------------------------------------
4. Nashkel (AR 4800)                                                 [4NSHKL]
-------------------------------------------------------------------------------

Note: When you enter Nashkel for the first time, you get to watch a little
     movie (which is on Disc 3).  This should also begin Chapter 2.  As you
     cross the bridge into the town, you will have to talk to the soldier
     Bardolan.  Tell him that you won't be any trouble, and he'll leave.

Companions:      S  D  C  I  W  Ch
 - Minsc     18/93 15 15 8  6  9       Human        Ranger        Neutral Good
   Minsc's life partner Dynaheir was kidnapped by Gnolls, and he wants your
   help to get her back!  If you don't rescue her in a timely fashion, Minsc
   will leave.  Furthermore if you refuse to rescue Dynaheir, he'll attack
   you.
   Where he is: Nashkel (x 3387 y 1957)

 - Edwin        9  10 16 18 9  10      Human       Conjurer        Lawful Evil
   Edwin wants your help in hunting down and killing Dynaheir.  If you talk to
   Edwin with Dynaheir in your party you would think that he would attack, or
   at the least wouldn't want to join, but he will.  Although he has some bad
   things to say about Dynaheir.  If you refuse him with Dynaheir in your
   party he leaves forever.
   Where he is:  Nashkel (x 2883 y 2959)

Enemies: none

Plot:
 - We're here mainly to get information about the troubles that we've been
   hearing about.  Talk to Berrun Ghastkill near the church, and he will tell
   you that there are "demons" in the mines who prevent anything from being
   mined there.  He asks you to go into the mine and find what is wrong, and
   deal with it.  After you have cleared this Quest talk to Berrun again to
   get your reward: 1000 exp, 900 gp, and a Reputation +1 (for more info see
   section 6. Nashkel Revisited)
   Berrun: Nashkel (x 2291 y 1298)

Subquests:
 - Captain Brage
   You will hear from the Priest of Helm of how Brage went insane and ran off.
   For more info check out the Area S of Lighthouse sub-section.

 - Oublek
   Oublek will mistake you for the mercenary called GREYWOLF who was hired to
   kill a local bandit named Tonquin.  He then offers to give you 200 gp.
   Refuse it by saying that you are not GREYWOLF, and you get a reputation +1.
   Oublek: Nashkel (x 2813 y 1648)

 - Joseph's Greenstone Ring Part 1
   In a house you will find the wife of Joseph, if you ask her for any
   information on the mines she will tell you to keep a look out for Joseph,
   and that his identifying feature is his Greenstone Wedding Ring. If you
   find the ring before talking to her, you may be unable to turn in the
   quest. (see the Nashkel Mines section for more information)  Return with
   it, and give the Ring to her to get your reward: 800 exp.
   Joseph's Wife: Nashkel (x 4224 y 2919)
   Ring: Nashkel Mines Interior Third Level (x 1596 y 260)

 - Minsc and Dynaheir
   Near the town barracks you will find Minsc, who will join you if you offer
   to help him free his life partner Dynaheir (he leaves if you spend too much
   time not doing anything related to that quest).  She was captured by Gnolls
   and is currently being held in the Gnollish stronghold far to the west. If
   you rescue her you also get 800 exp.
   Minsc: Nashkel (x 3387 y 1957)
   Dynaheir: Gnollish Stronghold (x 2529 y 1440)

 - Noober
   The most annoying person in the entire Realms can be found in Nashkel, and
   his name is Noober.  If you manage to put up with him long enough, he will
   eventually "run out of things to say" and wander off.  (after you get a
   small reward of 400 exp)  Personally I'm not usually that patient, and cast
   Polymorph Other on him to let him live the rest of his life as a squirrel.
   Such tough choices we have in life.  This one is easier to do if you talk
   to him instead of making him talk to you.
   Noober: Nashkel (x 2400 y 3150)

Assassination Attempts: 1
 Inside the Nashkel Inn (x 1372 y 611)
 Neira -- 650 exp, Helm of Infravision, Scale, Club, M. Shield

Other:
 - Daer'Ragh isn't quite dead
   Go look in the cemetery for the grave of "Mark D" and you will find that
   its occupant isn't quite as dead as he pretends to be.  If you keep
   bothering the grave, he will summon a host of Phoenix Guards to kill you.
   When you kill a Phoenix Guard, they immediately return, but if you kill
   them again, they explode in a fireball.  Nasty.  If you are going to do
   this, make sure that everyone in your party has a Protection from Fire on
   them. He has nothing, and isn't worth much xp, so, it isn't really worth
   trying.
   Grave: Nashkel (x 2926 y 1285)

   John Lucas has an interesting trick here:

     If someone is wearing a Ring of Fire Resistance, and you cast the cleric
     spell Protection from Fire on them, their fire resistance is now over
     100% and they recover hit points from fire attacks.  I think the ring
     gives 50% protection and the spell gives 80% which adds up to 130% and
     fire attacks display the message Character Name:  Damage Taken (-5),
     meaning you've recovered 5 hit points, or however many.

     I'm still playing through the game, but the best use of this I've found
     so far is in Nashkel with the Phoenix Guards, Oublek and some Amnish
     soldiers.  After the subquest with the artist formerly known as Prism and
     Greywolf, you've got a choice of how to handle the return of the gems and
     receiving your reward.  You can give both gems to Oublek at the same
     time, then kill him to get 4 gems (instead of 2) and about 3000 gp.
     Note, one of the sections lacking from your faq is about Pick Pocketing
     and all the good stuff you can get that way, but in this case, you can't
     pick pocket the gems away from Oublek, but you can get the Phoenix Guards
     to kill him for you (and hopefully some Amnish soldiers, too).

     Just give the ring of fire resistance to a good fighter and cast
     Protection from Fire (not the 1st level resist fire/cold).  Make sure his
     AC is as beefy as you can get it, and give him a good weapon like
     Drizzt's +5 scimitar (+3 to hit and +2 to AC).  Send all other party
     members into a nearby building and click on the "Mark D" grave to summon
     Daer'Ragh and the Phoenix Guards.  Just stand beside Oublek and whack one
     until he blows up.  Oublek's dead.  If there are any Amnish soldiers
     around, they'll start attacking the PG.  Move closer to the soldiers and
     when a PG blow's, it'll kill the soldier and you can collect all his cool
     stuff.  Each soldier has armor, sword and bow you can sell, the coolest
     non-magical helmet in the game (my character always wears one now),
     over-sized arrow stacks (up to 30) and, on at least one occasion, one of
     them had a spell scroll.

     The beauty of all this is that if the PG are doing any damage to you at
     all with their weapons (they are actually pretty wimpy except for the
     exploding fireball death), the fireballs will be healing you.  The
     Protection from Fire spell lasts a good while, so you could wander up and
     down the street with 3 or 4 PG following you, looking for more Amnish
     soldiers if you wanted to.

     As a side note, whenever a PG dies and explodes around other PG, the
     living ones are also healed by the fireball. That is, each one gets
     negative damage.

 - Volo
   You can find Volo in the Belching Dragon Tavern.
   Volo: Nashkel (x 2761 y 2374)

 - Free Ankheg Armor
   Sure you can just make a set of Ankheg Armor, but here's a free set!  Check
   out the small hole in the west of the field to get it and a pearl.
   Hole:  Nashkel (x 187 y 2742)

 - Winter Wolf Pelts (from Operador de Sala)
   In the Nashkell store you can sell the wolf winter shells for 500 gp, the
   merchant will ask automatically if you want to sell him the pelts, say yes.
   It is a good way to get some money. There is no limit to the number of
   pelts that he will buy.
   Store:  Nashkel (x 1693 y 834)


-------------------------------------------------------------------------------
4a. Carnival                                                         [ACRNVL]
-------------------------------------------------------------------------------

Note: I don't think that it is possible to win at gambling here, so don't try
     it!

Companions:      S  D  C  I  W  Ch
 - Branwen      13 16 15 9  16 13      Human       Cleric         True Neutral
   To get Branwen in your party all you have to do is to free her from the
   Petrification enchantment that was placed on her by the Mage Tranzig.  Free
   her using a Stone to Flesh spell (you can buy them in Nashkel for 168gp or
   from Zeke at the Carnival for 500gp).
   Where she is:  Nashkel Carnival (x 3253 y 2882)

Enemies: Kobolds, Ogres

Treasures:  Knave's Robe (Zordral)

Plot:
 - The only real reason to come here is if you need a Cleric, you can pick up
   Branwen (see the Branwen subquest below).

Subquests:
 - Branwen the Statue Cleric
   You will find the Statue of Branwen near the center of the carnival.  To
   free her from the enchantment you have to use a Stone to Flesh spell.  You
   can buy a scroll either back in Nashkel (168gp) or from Zeke who is
   standing a little to the SW (500gp).  Once freed she will gladly join your
   party.
   Branwen: Carnival (x 3253 y 2882)
   Zeke: Carnival (x 3052 y 3103)

 - Zordral
   It would seem that Zordral is convinced that Bentha is a witch, and is
   about to kill her, when you enter the tent.  You can't really talk him out
   of it, so say options 1, then 1 again.  He will get violent and attack you.
   Kill him (900 exp, 2 spells, Knaves Robe, 79gp), and then talk to Bentha.
   If you ask for a "trinket" she will give you an Antidote, if you ask for
   information she tells you that Volo is staying in the Nashkel Inn.  And if
   you say that the deed was its own reward, she gives you the Antidote
   anyway.
   Zordral: Carnival (x 2271 y 3042)

Other:
 - Lord Binky, the Buffoon
   For some measure of entertainment you can talk to Binky.  However, Binky
   just wants to make fun of you, so don't expect anything profound from the
   meeting.
   Binky: Carnival (x 2003 y 3100)

 - Vitiare the Thief
   In a tent you will be robbed of 100 gp by Vitiare the Thief.  Easiest way
   to avoid this is to not go into the tent!  Although since it is a thief,
   you could steal from him (payback time).  But for that, you'll have to kill
   him.  First, save your game.  Equip all of your characters with ranged
   weapons then, enter the tent and immediately, pause the game.  Now tell one
   of your fighters to go speak to him and unpause.  If you did this right,
   Vitiare won't move and will wait for your fighter to get near to initiate
   the conversation.  Once he steals 100 gp from you and tries to get away,
   force-attack him with all of your party members.  You have to be quick and
   kill him before he gets to the exit of the tent or he'll be gone forever.
   If he gets away, reload and try again.  Killing him gives you: 12 xp, a
   Dagger, 1 Healing Potion, 1 Potion of Master Thievery, 1 Potion of Agility
   and 173 gp.  Don't worry, you won't lose any reputation points for killing
   him.
   Vitiare:  Carnival (x 1555 y 2928)

 - The Merchants Two Potions
   In one of the tents you will find a Merchant who sells "Wonders".  But due
   to the Iron Shortage, all he can sell are two potions, each for 50gp.  One
   is a Titan's Might potion which sets your Strength to 25, but takes your
   Constitution and Dexterity down to 3.  The other makes you smart as
   Elminster (Int 25), but takes Strength and Wisdom down to 3.  Each potion
   lasts about 24 hours.  So use caution before using one of these!
   Personally, I suggest you sell them for 250 gp each (easy money for low
   level characters at the start of the adventure).
   Merchant: Carnival (x 1865 y 3518)

 - The Great Gazib and The Amazing Oopah
   The Great Gazib puts on quite a show each time you speak to him by making
   his Ogre friend (Oopah) explode. Of course, on the third time, Oopah is
   angry of exploding for puny pink weaklings and wants to smash their faces.
   So be ready to fight Oopah the third time you speak to The Great Gazib.
   Your reward: 270 xp for killing Oopah.
   The Great Gazib and The Amazing Oopah:  Carnival (x 1283 y 3202)


-------------------------------------------------------------------------------
4b. Area W of Nashkel                                                [BRWFNS]
-------------------------------------------------------------------------------

Companions: none

Enemies: Xvarts, Cave Bears, Wolves

Treasures:  Bracers AC 8 (Cave Bear Cave)
           Flail +1 (Cave Bear Cave)

Plot:
 - This area isn't that significant (unless you hate Xvarts), so we're just
   passing through to get to the Gnollish Stronghold and Dynaheir.

Subquests: none

Other:
 - Xvart Village
   You will probably want to attack the Xvart Village here.  When you
   encounter the leader of the Xvarts, Nexlit, he will summon their protector,
   a Cave Bear named Ursa.
   Village: Area W of Nashkel (x 3540 y 1978)

 - Cave Bear Cave
   Just to the north of the Xvart village is a cave that contains one Cave
   Bear and 3 treasures: Bracers AC 8, Potion of Fire Resistance, and a
   Flail +1.
   Cave: Area W of Nashkel (x 4256 y 909)

 - Borda the travelling salesman
   In the western part of this area (go west from the Xvart village) you will
   find Borda, who wants to sell you a few things.  If you buy something from
   him, BEWARE, they will be cursed!

   edwardalacey had this to add:

     "Borda the cursed item salesman will attack you if threatened. You lose
     no reputation for killing him, and you get 900 experience, 74 gold, Web,
     Colour Spray, and Short Sword +1. However, he has magic resistance and
     casts Mirror Image, so he will hit you with a few Magic Missiles before
     you can damage him."

   Borda: Area W of Nashkel (x 669 y 1482)


-------------------------------------------------------------------------------
4c. Area N of Gnollish Stronghold                                    [CRNFGN]
-------------------------------------------------------------------------------

Companions: none

Enemies: Ogre Berserkers, Hobgoblins, Gibberlings, Wild Dogs, Ogrillons, Ogres

 Note: There are 2 bridges across the stream here, the southern bridge is
       covered in the subquest "Jared and the Mountain Bear." The northern
       bridge is guarded by Ogre Berserkers and Hobgoblin archers. It is a
       much harder fight than you would think as they shoot poison arrows,
       and the Ogre blocks your path on the bridge, so they can hide behind
       him and shoot you freely. If you don't have a good set of ranged
       attacks, I would skip it.

Treasures:  Long Sword +1 (Neville the Bandit)
           Boots of the North (Jared and the Mountain Bear)

Plot:
 - We're just passing through here going to the Gnoll Fortress to the South.

Subquests:
 - Neville the Bandit
   How you talk to Neville completely changes the outcome.  If you ask that
   his men come out of hiding, he attacks you. (he is worth about 650 exp and
   has a Long Sword +1 too)  If you ask for all his gold, he steals some of
   yours (but you get 100 exp from that action).
   Neville: Area N of Gnollish Stronghold (x 3796 y 852)

 - Jared and the Mountain Bear
   The nobleman Jared is deathly afraid of a Bear on the other side of the
   south bridge here.  Go across and kill the bear.  Then return to Jared to
   get your reward: Boots of the North, 150 exp. If you don't get the boots,
   your CHA is too low.
   Jared: Area N of Gnollish Stronghold (x 4673 y 3665)
   Bear: Area N of Gnollish Stronghold (x 3215 y 3494)

Other:
 - The Eating Ogre
   There is an ogre by a fire who is not interested in fighting, all he seems
   to want to do is munch.  Talk to him twice to get him to fight you.
   Ogre: Area N of Gnollish Stronghold (x 415 y 920)

 - Laurel and the Gibberlings (from Operador de Sala)
   Laurel wants your help to kill some of these creatures, because they aren't
   good.  Then a Gibberlings band comes, kill all the Gibberlings you can see
   (Laurel will attack them, too).  When there are no more creatures talk
   again with Laurel for your reward: 250 exp.
   Laurel: Area N of Gnollish Stronghold (x 1273 y 1113)


-------------------------------------------------------------------------------
4d. Gnollish Stronghold (AR 5100)                                    [DGNLLS]
-------------------------------------------------------------------------------

Note: When you first visit the Gnollish Stronghold you get to watch a little
     movie (on Disc 3) which reveals where the Gnolls put their prisoners, and
     what happens to those prisoners as well.  Also note that most the enemies
     in the fort are constantly re-spawning, so even when you just kill a
     group of gnolls they could almost immediately come back.

Companions:      S  D  C  I  W  Ch
 - Dynaheir     11 13 16 17 15 12      Human       Invoker         Lawful Good
   Dynaheir was kidnapped by the Gnolls, and must be rescued with Minsc in
   your party.  She is also linked to Minsc and if one leaves, the other does
   too.  She makes a good mage because she already knows such spells as
   Fireball. (depends on the level you get her at)
   Where she is:  Gnollish Stronghold (x 2529 y 1440)

Enemies: Gnolls, Half-Ogres, Xvarts, Carrion Crawlers, Gnoll Slashers, Gnoll
        Veterans, Gnoll Chieftan

Treasures:  Gauntlets of Dexterity (Gnarl, Hairtooth, and the Gauntlets of Dex)
           The Tome of Leadership and Influence (Charisma +1)

Plot:
 - There is only really one reason to come here, and that is Dynaheir.  If you
   are coming with Minsc you are coming to rescue her, if you are coming with
   Edwin you are coming to kill her.

 - From the bridge go straight west. (the southern path leads to two Xvart
   caves, and the Tome, see Other below) Head up the stairs at (x 1462 y 1326),
   and then go east to the pit at (x 2472 y 1265).  Go down into the pit to
   find Dynaheir.

 - All you have to do now is to get out alive!

Subquests:
 - Gnarl, Hairtooth, and the Gauntlets of Dexterity
   Across the bridge are a couple of Half-Ogre guards named Gnarl and
   Hairtooth and they want you to pay for the privelege of crossing their
   bridge.  At first they want 200 gold, but you can haggle down to 100.  Or
   you could just kill them.  Each are worth 175 exp.  Plus on one of the
   bodies you will find the Gauntlets of Dexterity!  (they set someone's
   dexterity to 18, which will be a step up for most people, or a step down if
   you are above 18)
   Gnarl: Gnollish Stronghold (x 3814 y 2850)

Other:
 - The Tome of Leadership and Influence (Charisma +1)
   Just west of the bridge is a southern path which leads around the cliffside
   to a set of two caves.  In the eastern of the two caves are some healing
   potions, spells, and the Tome of Leadership and Influence.
   Book:  Gnollish Stronghold (x 820 y 2375)


-------------------------------------------------------------------------------
4e. Area SW of Nashkel                                               [ERSWFN]
-------------------------------------------------------------------------------

Companions: none

Enemies: Winter Wolves, Gnolls, Cave Bears, Wolves, Xvarts, Dread Wolves,
        Dire Wolves, Flinds, Gnoll Elites

Treasures:  Girdle of Bluntness (The Dryad and the Oak)
           Halberd +1 (Dire Wolf Cave)

Plot:
 - Nothing but a few subquests to do here.  Also you can sell the Winter Wolf
   pelts back in Nashkel for 500 gp.

Subquests:
 - The Dryad and the Oak
   The Dryad of Cloudpeak needs your help to save a "wondrous ancient oak"
   from some villainy.  Agree to help her, and then go a little to the SW to
   find the tree and the two villains, Krumm and Caldo.  Talk to the north
   one, Caldo, and tell them that they'll have to go through you first.  Kill
   them.  Krumm (the south one) has a Girdle of Bluntness.  Talk to the Dryad
   again to get your reward: Aura Cleansed (whatever that does), an Antidote,
   500 exp, and a Reputation +1.
   Dryad: Area SW of Nashkel (x 3591 y 1894)
   2 villains: Area SW of Nashkel (x 3350 y 2065)

 - Drienne's Cat
   Just to the East of the waterfall you will find the girl Drienne crying
   about her lost cat.  Seems the cat fell into the waterfall and Drienne
   can't find her.  Go down and search the waterfall for the cat's body, and
   then return it to Drienne.  Turns out that this isn't the first time that
   the cat has died, and been raised from the dead by her necromancer father!
   As a reward you get:  200 exp, Reputation +1, and a Scroll (Protection from
   Undead).
   Drienne: Area SW of Nashkel (x 2084 y 2959)
   Cat: Area SW of Nashkel (x 1760 y 3318)

Other:
 - Ingot the Gnoll
   Seems the Gnoll Ingot wanted to roast Dynaheir alive, while the rest of the
   Gnolls did not, and so he was banished.
   Ingot: Area SW of Nashkel (x 553 y 1185)

 - Gnoll Territory
   The Gnolls in the north of the area will demand 50 gold because you have
   trespassed in their territory.  You can pay if you want.  They have better
   than average treasures for Gnolls, but nothing great.
   Gnolls: Area SW of Nashkel (x 3184 y 719)

 - Dire Wolf Cave
   Near the Oak Tree (see the Dryad and the Oak subquest above) is a cave.
   Inside you will find a single Dire Wolf and a treasure box.  Inside that
   box is a Halberd +1, 298gp, and a Tiger Cowrie Shell Necklace.
   Cave: Area SW of Nashkel (x 3141 y 2600)


-------------------------------------------------------------------------------
4f. Area S of Nashkel                                                [FRSFNS]
-------------------------------------------------------------------------------

Companions: none

Enemies: Xvarts, Skeletons, Cave Bears

Treasures:  Long Sword +1 (Sendai of Amn)
           Studded Leather +2 (Sendai of Amn)
           Bracers of Archery (Vax and Zal, the Fastest Dart Thrower in West)

Plot:
 - Just one subquests here, and some other odd things (like the Bracers of
   Archery, see the Vax and Zal "other" below)

Subquests:
 - Albert's Dog Rufie
   Albert from Nashkel has lost his dog, and it is up to you to find him.
   Agree to help Albert and he will give you a chew toy to "entice" Rufie
   with.  You will find Rufie a ways to the east (he looks like a red wolf).
   When you have found him, he should follow you, now head back to Albert with
   the dog (or wolf) in tow.  Albert will turn into a demon (or something) and
   take the dog with him back to hell, for your trouble you get: 1000 exp.

   Alternatively:  Kill Ruffie, then talk to Albert to get 1200 experience.

   Albert: Area S of Nashkel (x 1315 y 999)
   Rufie: Area S of Nashkel (x 3753 y 751)

Other:
 - Larry and his two brothers (Darryl and Darryl)
   In the SE of the Area you will find 3 creatures, an Xvart, a Kobold, and a
   Tasloi.  They are named, Larry, Darryl and Darryl.  Talk to Larry (the
   Kobold) and if you ask why they are there they wander off saying that you
   are the "wrong generation".  Or you could ask for their autograph, and they
   will give it to you!  If you don't get this joke, you probably never saw
   the Bob Newhart Show.
   Larry, Darryl, and Darryl: Area S of Nashkel (x 4213 y 3452)

 - Sendai of Amn
   Sendai is a prickly sort, and she happens to have a very low opinion of
   everyone from the north of Amn.  Depending on how you answer her you will
   either end up in a fight, or she'll just wander off.  She has a lot of good
   treasures on her, plus is worth a bit of experience, but CAUTION she has
   two companions with bows and magic arrows!  So if you fight them, quickly
   move your fighters up to the archers to take out their effectiveness.
   (Alexander--300 exp, Scale, Hemlet, 29gp, Healing Potion, Long Bow, 30
   Arrows +1; Sendai--600 exp, Long Sword +1, Studded Leather +2, Helmet,
   Small Shield, 172gp; Delgod--300 exp, Scale, 30 Arrows +1, Long Bow, War
   Hammer)
   Sendai: Area S of Nashkel (x 3103 y 887)

 - Vax and Zal (the fastest Dart Thrower in the West)
   Once you have encountered these two, you've seen just about everything.
   Vax will come up to you and demand all your money, on account that Zal
   could throw darts at you really fast.  If you don't want to part with your
   money you'll have to fight them.  (Zal--600 exp, Scale, Bracers of Archery,
   Darts, 49gp; Vax--400 exp, Scale, 2 Heal Potions, Halberd, 107gp)
   Vax and Zal: Area S of Nashkel (x 1270 y 2627)

 - Blurry Ledge (edwardalacey)
   In the area south of Nashkel (where you get the Bracers of Archery), there
   is what looks like a rather blurry ledge.  In it is Chromatic Orb and the
   hard-to-find Cloudkill.
   Ledge:  Area S of Nashkel (x 1791 y 413)


-------------------------------------------------------------------------------
5. The Nashkel Mines (Exterior)                                      [5NSHKL]
-------------------------------------------------------------------------------

Companions: none

Enemies: Wolves, Winter Wolves, Kobolds, War Dogs, Ghasts

Treasures:  Long Sword +2 (Prism's Final Masterpiece)
           Wand of Frost (Wand of Frost)

Plot:
 - We're here to investigate the strange goings-on in the Mines.  To enter the
   mines talk to Emerson at (x 978 y 1125).  Then talk to one of the Amnish
   soldiers guarding the mines to get rid of two of them, and finally you
   enter the mine (x 1202 y 665).

Subquests:
 - Prism's Final Masterpiece
   You will finally find Prism working on his last piece here.  He had to
   steal some of the materials to make this, and so has the bounty hunter
   Greywolf after him.  Tell him that you are not associated with Greywolf,
   and agree to help defend him so that he can complete his work.  Not long
   after that Greywolf will show up, and will demand that you hand Prism over
   to him.  Don't.  He'll attack you then, beat him (1400 exp, Studded
   Leather, Long Sword +2, 102gp).  Prism finished his work, but doesn't live
   long to enjoy it.  You get: 1000 exp, and Reputation +1.  Search his body
   for 3gp and 2 Emeralds.

   edwardalacey sent me this:

     "After dealing with Greywolf and Prism, you can take Prism's emeralds to
     Oublek for a reward of 200 experience and 300 gold. Interestingly, you
     can drop one on the ground, claim the reward, pick it up, and claim the
     reward again."

     Editor's Note:  Or you could claim the reward once, and sell the other
                     Emerald for 750 gp.

   Terry deBoer has a different approach to this:

     After getting the emeralds from Prism, take them to Oublek and give him
     both at once.  After that, just kill him and he will not only have the
     two on his person, but another two have appeared as well!  Selling all
     four, plus the 2000+ gold Oublek carries gets you over 5000 gold, more
     than enough to bribe your rep back up.  It's risky though; it's best to
     charm him and lead him away, or the whole town will see your act.

   Prism: Nashkel Mines (exterior) (x 637 y 2709)

Other:
 - Galtok and the Kobolds
   Some Kobolds captured Galtok awhile back, but now he's escaped and they're
   chasing him.
   Galtok: Nashkel Mines (exterior) (x 3101 y 2873)

 - Wand of Frost
   In the hole of a tree in the top left of the map is a wand of Frost.
   Wand:  Nashkel Mines (exterior) (x 165 y 180)


-------------------------------------------------------------------------------
5a. The Nashkel Mines (Interior)                                     [ANSHMI]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Xan          13 16 7  17 14 16       Elf       Enchanter     Lawful Neutral
   Xan is a depressing person, but he is a capable mage (although he has the
   very large flaw of not being able to cast such spells as Magic Missile and
   Fireball!) and he has a Moonblade.  If you're overly rude to him he'll
   leave and never return.
   Where he is:  Nashkel Mines Interior (Fourth Level, Cave  x 793 y 588)

Enemies: Kobolds, Huge Spiders, Kobold Commandos, Ghoul, Skeletons, Gray Oozes

Treasures:  Ring of Holiness (Fourth Level)
           Short Sword +1 (Fourth Level)

Note for Nashkel Mines:  Any monster that'll kill in these mines will not
                        respawn so you can go back to town for resupplying,
                        healing or resting.

Walkthrough:
 Entry Level:   Head south through the passages until you get to the Door to
                the next level (x 2106 y 1834).  There's only two Kobolds to
                kill on this level and they are near the exit to the second
                mine level.

 Second Level:  When you first arrive here, Miner Beldin will run up to you
                yelling that the yipping demons (kobolds) are after him.
                Shortly they appear and attack (usually killing) him.  From
                the entrance head NE along the passage until you can't go east
                anymore, then head south to the Door to the next Level at
                (x 3569 y 2559)

 Third Level:   This level has a lot of traps, so you must be cautious.  Head
                south to the Bridge (you'll know it when you see it).  Careful
                while crossing for the Bridge is trapped!  Now head east
                through the third passage you find (x 1450 y 2500).  There
                will be some Kobold Commandos shooting their Arrows of Fire at
                you (ouch!).  This next room has three traps in it so have a
                Thief disarm them.  If you can't disarm them, you won't be
                able to avoid them.  So send whoever has the most hitpoints to
                go trigger the traps, then go through the Door to the next
                Level (x 3444 y 2338).

 Fourth Level:  Head northeast and then cross the bridge, and go into the
                cave.  There will be three rooms in here, a north room, an
                east room, and a south room.  There are usually some monsters
                to clear out first. If you need a mage go into the
                east room first and talk to Xan there to get him to join.
                Then go into the south room and talk to Mulahey there.  It
                doesn't really matter what you say as he eventually will call
                the guards in either case. He will "summon" more kobolgs and
                skeletons to aid him. Don't believe him when he wants to
                surrender, just kill him.  Loot his body (you NEED the Holy
                Symbol to collect the Bounty, and the Ring of Holiness gives
                your cleric +1 spell for every level 1-4). Also be sure to
                loot the treasure chest he has there too (2 Healing Potions,
                790 gp, Short Sword +1, lots of spells, etc.).  Take the
                scrolls in the chest to start Chapter Three.

 Getting Out:   Now you have a choice, you can either go back out the way you
                came in, or you can continue to the Second Exit.  To go to the
                2nd Exit, go out of the cave, across the bridge, then north.
                Follow that path until you reach the exit.  Warning!  Once you
                go out that way, you can't come back in!  It exits out into
                the Area NE of Nashkel Mines area.

Subquests:
 - Kylee's Dagger (Entry Level, Second Level)
   A miner will come up to you and ask for you to give a dagger to Kylee,
   agree and he'll give you the dagger.  Give it to Kylee, who is on the
   Second Level to get your reward: 200 exp.
   Miner: Entry Level (x 1185 y 1684)
   Kylee: Second Level (x 835 y 2110)

 - Joseph's Greenstone Ring (Third Level)
   Ring: Third Level (x 1596 y 260)

Other:
 - Huge Spider Lair
   Lair: Third Level (x 1310 y 2630)


-------------------------------------------------------------------------------
5b. Area NE of Nashkel Mines                                         [BRNFNM]
-------------------------------------------------------------------------------

Companions: none

Enemies: War Dogs, Amazons (see the Assassination Attempts), Ghouls, Ogre
        Berserkers, Ankhegs, Gnolls, Ogrillons

Treasures:  Leather +2 (Assassination Attempts)
           Studded Leather +1 (Assassination Attempts)
           Chainmail +1 (Tomb 2)
           Wand of Monster Summoning (Tomb 2)
           Dagger +2 (Hentold and the Stolen Dagger)

Plot:
 - This is the Exit area for the Nashkel Mines.  If you want a good fight,
   walk north and take on the assassination attempt.  Also there are some
   interesting tombs around here.  Otherwise just head west to go back to
   civilization.

Subquests:
 - Hentold and the Stolen Dagger
   Near the South Center of the area you will find a would-be tomb raider
   named Hentold.  Seems that he stole a dagger from a tomb and ever since has
   been pursued by its previous owner!  He gives you the dagger to give back
   to the creature that was following him.  Go a little to the east to reach
   the cave, go inside and the creature will ask for the dagger back, and once
   it has it, it will die.  You get 900 exp for your trouble.  However, you
   may want to simply kill the foul creature and get 3000 exp instead.  Plus
   you get to keep the dagger.  Feel free to loot this cave too.  Just because
   the last person who did so suffered from a terrible curse doesn't mean that
   you will too!
   Hentold: Area E of Nashkel Mines (x 1328 y 2987)
   Crypt: Area E of Nashkel Mines (x 1905 y 2838)

 - Narcillicus Harwilliger Neen and the Ooze
   Near the SE of the Area you will find the Mage Narcillicus experimenting on
   making a more effective Ooze.  Ask him for a copy of the spell and he
   attacks you.  Kill him (1400 exp) and his two Mustard Jellies.  Then take
   the spells off his body (lightning bolt, web). If you don't ask for the
   spell, he will summon 3 green slimes and run away.
   Narcillicus: Area E of Nashkel Mines (x 3784 y 2784)

Assassination Attempts: 1
 Just North of the Exit Cave (x 2087 y 185)
 There are a lot of archers in this group, so get up close to them as quickly
 as you can.
 Telka   -- 600 exp
 Maneira -- 600 exp, Leather +2
 Zeela   -- 900 exp, Studded Leather +1
 Lamalha -- 1200 exp, Plate Mail, 2 Potions, Mace, Medium Shield, 94 gp

Other:
 - Tomb 1
   Inside this tomb you can find about 80gp, and a Ghoul.
   Tomb: Area E of Nashkel Mines (x 906 y 1728)

 - Tomb 2
   Inside this tomb are 3 Ghasts, a Chainmail +1, a Wand of Monster Summoning,
   a Pearl Necklace, a Potion, and some Magic Arrows.
   Tomb: Area E of Nashkel Mines (x 4531 y 2806)


-------------------------------------------------------------------------------
5c. Area E of Nashkel Mines (South of Area NE of Nashkel Mines)      [CRFNSM]
-------------------------------------------------------------------------------

Companions: none

Enemies: Gibberlings, Dire Wolves, Winter Wolves, Dread Wolves, Cave Bears

Plot:
 - Only a few things to do here, pick up Samuel and talk to Hafiz.

Subquests:
 - Lena and the body of Samuel
   Near the center of the Area you will find the noblewoman Lena and her
   injured friend Samuel.  She wants you to take the body of Samuel to the
   Friendly Arm Inn's Temple of Wisdom where Gellana (the cleric there) can
   cure Samuel.  Agree to do so.  When you talk to Gellana she'll take Samuel
   off you, and give you your reward: 500 exp, Reputation +1, and 2 potions.

   However, if you don't hurry up to the Friendly Arm Inn, Samuel will die
   before you get there and you get no reward.

   Samuel: Area E of Nashkel Mines (x 3138 y 2278)
   Gellana: Friendly Arm Inn (x 3882 y 2403)

Other:
 - Hafiz
   You will find the Old Dwarf Hafiz near the NW corner of this area.  You can
   trust him, he won't try to kill you.  He'll ask for your name, tell it to
   him and he'll reveal that his dreams have been about you.  Next he wants to
   know your life story, choose the bottom option to tell him your story, and
   he will give you a Protection from Magic scroll.
   Hafiz: Area E of Nashkel Mines (x 830 y 905)

 - Flaming Fist
   There is a Flaming Fist soldier in the western part of the Area.  He asks
   you to identify yourselves, and then says that he is looking for a deserter
   named Samuel.  He'll give you a measely 50gp if you turn Samuel in.  You're
   better off taking Samuel to the healer for Lena.
   Flaming Fist: Area E of Nashkel Mines (x 213 y 2480)

 - Ring of Fire Resistance (from Duncan Clay)
   In a crack in the cliffs around the middle of the map is a Ring of Fire
   Resistance, a Star Sapphire and an Ion Gem.
   Ring:  Area E of Nashkel Mines (x 1955 y 2372)


-------------------------------------------------------------------------------
6. Nashkel Revisited                                                 [6NSHKR]
-------------------------------------------------------------------------------

Treasures:  Boots of Avoidance (Assassination Attempts)
           Short Sword +1 (Assassination Attempts)

Plot:
 - We've come back to Nashkel to receive our reward for killing Mulahey and
   clearing out the mines.  Talk to Berrun near the church to get your
   reward:  1000 exp, 900 gp, and a Reputation +1.  Also make sure to go kill
   Nimbul to get his wonderful Boots of Avoidance.

Assassination Attempts: 1
 Near the Nashkel Inn (x 1224 y 717)
 Careful with this one, he casts Fear on you, which makes your people unable
 to fight.
 Nimbul -- 650 exp, Boots of Avoidance, Ring, Short Sword +1, 58 gp


-------------------------------------------------------------------------------
7. Beregost Revisited                                                [7BRGTR]
-------------------------------------------------------------------------------

Treasures:  Ring of Protection +1 (Plot, Third Item -- Tranzig)
           Wand of Magic Missiles (Plot, Third Item -- Tranzig)

Plot:
 - When you re-enter Beregost after having cleared the Mines, Elminster will
   come up and talk to you again.  He reveals that the Bandits are in the
   North East.  Great.

 - Also Chloe, a mere child, will come up and tell you to meet someone in the
   Jovial Juggler Inn.  Don't worry, it's not another Assassination attempt!
   It's just Officer Vai of the Flaming Fist.  Go inside the Jovial Juggler,
   and Officer Vai will come right up to you.  She asks for your help in
   hunting down all the bandits, and will pay you a bounty of 50 gp for each
   Bandit Scalp that you give her. (you can also sell her books and Winter
   Wolf pelts--at full price, no less!)
   Jovial Juggler: Beregost (x 3768 y 3626)

 - We also have to pay a visit to the Bandits informer in Beregost (assuming
   you read the letters that you got from Mulahey), who is in the Feldepost's
   Inn.  You will find Tranzig on the second floor, in the first room to the
   south of the stairs.  Go in his room and talk to him.  Set your party up
   around him before you talk to him. (makes for easy killing later!)  Tell
   him that you know all about him, and that you aren't afraid of him.  He'll
   attack.  No matter what happens your map will be updated showing the
   location of the secret bandit camp. (i.e. he doesn't need to live!)  Plus
   you get 975 exp, Ring of Protection +1, Wand of Magic Missiles, 91 gp, and
   a Scroll.
   Feldepost's Inn: Beregost (x 1406 y 2640)
   Tranzig: Feldepost's Inn Second Floor (x 196 y 572)

Note: If you sleep in the Inn here, you will have another Dream, and gain
     another ability, again Cure Light Wounds (or Larloch's Minor Drain).


-------------------------------------------------------------------------------
7a. Area E of Temple                                                 [ARFTMP]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Shar-Teel 18/58 17 9  14 7  11      Human       Fighter        Chaotic Evil</pre><pre id="faqspan-5">
   When you first meet up with Shar-Teel she challenges your "Best Male
   Fighter" (this seems to be randomly chosen) to a duel.  If you don't have a
   Male, you can't get her.  If you turn her down, she leaves forever.
   Where she is:  Area E of Temple (x 273 y 303)

Enemies: Gnoll Slashers, Lesser Basilisks, Basilisks (Korax is very useful
        against these as he can't be petrified!), Tasloi, Brown Bears, Black
        Bears,

Treasures:  Adventurer's Robe (Mutamin's Basilisks)
           2 Long Swords +1 ¯¯|
           Golden Girdle      |__ Kirian the Adventurer
           Bracers AC 7       |
           Morningstar +1   __|

Plot:
 - This is a good place to pick up some experience via Basilisk Hunting.
   Simply go pick up Korax (see Other below) and start hunting!  Save a lot,
   as well, since the Basilisks can kill instantly.

   If you have a mage, and don't want to use Korax, go to High Hedge and buy
   the Protection from Petrification spell. Memorize that 6 times (or as many
   as you can), protect everyone in your party, and go to town.

Subquests:
 - Tamah
   Tamah was fighting some Gnolls and was turned to stone by some basilisks.
   Free her using a Remove Petrification spell/scroll to get your reward of:
   300 exp, and a Reputation +1.
   Tamah: Area E of Temple (x 1410 y 870)

 - Mutamin's Basilisks
   You will encounter Mutamin in the North Central part of the Area.  He is
   the creator and maintainer of these Basilisks (probably to avoid
   solicitors).  Careful!  He has a Greater Basilisk and a Lesser Basilisk by
   him!  He only wants to turn you to stone forever, no biggie.  Kill him and
   take his things (1200 exp, Adventurer's Robe, 120 gp, 2 Heal Potions, 2
   spells)  Also note that the Greater Basilisk by him gives 7000 exp not
   the regular 4000.
   Mutamin: Area E of Temple (x 2158 y 866)

 - Kirian the Adventurer (and friends)
   Another band of Adventurer's can be found around here, and they seem a
   little unimpressed with you.  Depending on how you answer, they either
   leave or fight you.  There are four of them, one has a bow, two fighters,
   and a mage.  They aren't an easy fight if you attack them straight on.
   However, if you stand aways back and launch fireballs at them, they aren't
   so tough. Or, failing that, just charge the mage first, then the archer.
   Treasures: (Lindin--600 exp, Plate Mail, Shield, 2 Potions, Long
   Sword + 1, 76gp; Kirian--900 exp, Golden Girdle, Bracers AC 7, Long
   Sword +1, 3 spells, 163 gp; Baerin--300 exp, Scale, Long Bow, Magic Arrows,
   49 gp; Peter--1200 exp, Chain, 2 potions, Shield, Morningstar +1, 97gp)
   Kirian: Area E of Temple (x 3047 y 1932)


Other:
 - Korax the Ghoul
   There is a "friendly" Ghoul here who goes by the name of Korax.  Say the
   last option to him, and he will be considered "Dire Charmed" (in other
   words you can order him around).  He is useful in fighting the basilisks
   since they can't turn him to stone, therefore the Basilisks can't really
   hurt him!  The only problem with this is you don't really see what Korax is
   doing if you move him off the screen, so you have to send someone with him.
   Once you find a Basilisk, hide that person and let Korax handle it.
   Eventually he will turn against you, so once you get him try to be quick
   with your Basilisk hunting.
   Korax: Area E of Temple (x 441 y 1466)

Note: If you want you can go to the Halfling city of Gullykin to the south, and
     from there to the Firewine bridge, but those areas will be covered later.


-------------------------------------------------------------------------------
7b. Ulcaster (Area S of Temple)                                      [BLCSTR]
-------------------------------------------------------------------------------

Companions: none

Enemies: Kobold Commandos, Kobolds, Skeletons, Zombies, Ghouls, Hobgoblins,
        Hobgoblin Elites, Ghasts

Treasures:  Boots of Stealth (The Hobgoblin's Boots of Stealth)
           Flail +1 (Icharyd)

Plot:
 - Ulcaster has some interesting ruins to explore, the path to the top of the
   cliff on which Ulcaster is located is at (x 3121 y 1974).

 - The Entrance to Ulcaster Dungeon can be found at (x 3054 y 675)

Subquests:
 - Furret's Gem
   In the NW of the Area you will encounter a Halfling named Furret.  He has a
   bridge... I mean, a Gem that he wants to sell you.  A magic gem he claims.
   You really don't want to spend 1000 gp on a Turquoise gem do you?  It isn't
   magic!  You can kill Furret with no loss of reputation.
   Furret: Ulcaster (x 150 y 950)

 - The Wraith of Ulcaster
   Near the Entrance to the Dungeon of Ulcaster you will find the Wraith of
   Ulcaster.  Talk to him a bunch of times until your journal is updated.
   What he wants is a book (any book) from the Dungeon.  Return with the book
   to get your reward: 1000 exp.

   TRICK:  (from Ghostly)  But this book can also be found TWICE in Gullykin
           houses. If you bring Ulcaster those two books, one by one as with
           the Ankheg head in Beregost, you'll get another 1000 xp each time!

   Wraith: Ulcaster (x 2809 y 741)

 - The Vampiric Sword
   If you have both the Ancient Armor from the Firewine Ruins and the Idol of
   Kozah, then when you talk to the Ghost of Ulcaster, he will automatically
   exchange these two items for the Vampiric Sword. ("The Vampire's Revenge"
   is the swords real name, and it isn't that great of a weapon, just
   something to do if you haven't done it before)

   NOTE:  If you have trouble getting this item, I'm pretty sure that it isn't
          in all versions of the game.  Also, you MUST have killed the
          Doomsayer when you got the Idol.

   Wraith: Ulcaster (x 2809 y 741)

Other:
 - The Hobgoblin's Boots of Stealth
   A Hobgoblin near the Center of the Area has some Boots of Stealth on him,
   kill him and make them yours.
   Hobgoblin: Ulcaster (x 2051 y 2628)

 - Icharyd
   When I left Ulcaster I was attacked by Icharyd, a Skeletal Warrior.  (950
   exp, Flail +1)  I'm not sure if he's event triggered, or I just didn't see
   him until then.
   Icharyd: Ulcaster (x 4252 y 1256)


-------------------------------------------------------------------------------
7c. Ulcaster Dungeon                                                 [CLCSRD]
-------------------------------------------------------------------------------

Enemies: Ochre Jelly, Mustard Jelly, Dire Wolves, Huge Spiders, Dread Wolves,
        Vampiric Wolves

Treasures:  Dagger +1 (Corpse Treasure)
           Wand of Fire (Dread Wolves 2 Treasures)

Plot:
 - Wander around until you get all the treasure!  There is a passage to the
   east from the Dire Wolves room, it's kinda hard to see, but it's at the
   south end of the room.  Beware the Fireball trap in the room at (x 460
   y 1500).  Just past the Second Corpse Treasure is yet another Fireball
   trap. (x 1240 y 1435)  In the room with the Pile of Corpses is another
   Fireball trap (x 1344 y 1157).  Once you've gotten the book you can leave.

Treasures:
 - Mustard Jelly Treasure
   Cursed Scroll of Ugliness, Bastard Sword, Scale Armor, Potion of Mirrored
   Eyes, Crysoberyl Gem
   Location: (x 2186 y 1035)

 - Corpse Treasure
   Dagger +1, 101 gp, Potion of Genius
   Location: (x 1232 y 171)

 - Dire Wolves Treasure
   Skydrop Gem, Potion of Strength
   Location: (x 660 y 360)

 - Huge Spider Treasure
   85 gp, 2 Heal Potions
   Location: (x 860 y 580)

 - Another Corpse Treasure
   38 gp, Zircon Gem, 2 Arrows of Biting, 3 Arrows of Piercing
   Location: (x 1170 y 1392)

 - Dread Wolves 2 Treasures
   Heal Potion, Potion of Absorption, Wand of Fire
   Location: (x 1510 y 1250) and (x 1574 y 1430)

 - Pile of Corpses Treasure
   2 Heal Potions, Potion of Hill Giant Strength, Oil of Fiery Burning,
   Antidote, 10 Arrows of Ice, 10 Acid Arrows, Tome (History of the Darkness)
   Location: (x 1418 y 1068)


-------------------------------------------------------------------------------
7d. Area S of Ulcaster                                               [DRSFLR]
-------------------------------------------------------------------------------

Companions: none

Enemies: Kobolds, Half-Ogres, Ogre Berserkers, Wolves, Dread Wolves, Xvarts,
        Hobgoblin Elites, Dire Wolves, Ogres, Ogrillons, Black Bears

Treasures:  Two Handed Sword +1 (Arghain)

Plot:
 - Just a few subquests here.

Subquests:
 - Hulrik, the Xvarts, and the Cows
   The farmer Hulrik is having a dreadful time with the Xvarts lately, they
   tend to attack and kill his prize winning cows!  Fight off the Xvarts to
   get your reward: 350 exp, Reputation +1 (If you fail to save the cow, you
   get nothing!)
   Hulrik: Area S of Ulcaster (x 2884 y 2982)

 - Ioin Gallchobhair
   A bandit by the odd name of Ioin wants you to pay the toll for passing this
   way, and that toll is your life.  Pleasant fellow.  I assume that you don't
   want to hand over your life, so fight them.  (Dribben--150 exp, Scalp, Long
   Bow, Minor Treasures; Billy--300 exp, Scalp, Long Bow, Magic Arrows, Minor
   Treasures; Ioin--300 exp, Scalp, Minor Treasures)
   Ioin: Area S of Ulcaster (x 3126 y 1710)

 - Sarhedra's Ogres
   Talk to Sarhedra (she's near the East of the Area) and she'll tell you to
   go kill Ogres to the south of there.  Do just that, return and get your
   reward:  300 exp.
   Sarhedra: Area S of Ulcaster (x 4758 y 1747)

Other:
 - Arghain
   Arghain the Half-Ogre wants your iron and maybe to kill you for fun.  Kill
   him instead (520 exp, Scalp, Two Handed Sword +1, Minor Treasures), and
   beat up on his clan of Half-Ogres.
   Arghain: Area S of Ulcaster (x 1154 y 1190)

 - Corpse
   There is a corpse, who was probably killed by all these Ogres around here,
   who has some treasures: Heal Potion, 59 gp, Oil of Speed.
   Corpse: Area S of Ulcaster (x 4390 y 2759)

 - Ettercap's Treasure                                             (from GRiM)
   The area in question is that south of Ulcaster.  There's a cave with an
   ettercap inside and just outside is one of those hidden sections you'd only
   discover by waving your cursor over it. It's what appears to be a rock, if
   memory serves, (x 1573, y 1486) and within it lies a water opal.
   Cave:  Area S of Ulcaster (x 1550, y 1300)


-------------------------------------------------------------------------------
7e. North of Friendly Arm Inn (2 areas: Farm N of FAI and BG Bridge) [ARNRTH]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Ajantis      17 13 16 12 13 17      Human       Paladin         Lawful Good
   Ajantis is a simple person, all he wants to do is vanquish evil.
   Where he is:  Farm N of Friendly Arm Inn (x 1572 y 3139)

Enemies: Bandits, Ankhegs (Ankheg shells can either be sold or made into an
        armor, see the Beregost section for more information)

Treasures:  Flail +1 (The Fisherman and the Sea Priestess)
           Wand of Fire     ¯¯|
           Chain Mail +1      |
           Dagger +1          |-- (Farmer Brun's Son, Cave of the Ankhegs')
           Dart of Stunning   |
           Dart of Wounding __|

Plot:
 - We're here to pick up the NPC Ajantis (if you want a Paladin, that is), and
   to do the subquests here.

Subquests:
 - The Fishermen and the Sea Priestess
   Seems that whenever these fishermen get out on their boat, a horrible storm
   appears and disrupts their fishing activity.  They blame the Priestess of
   Umberlee, Tenya, for cursing them unjustly--or so they claim.  Agree to
   help them, and go north again to the Baldur's Gate Bridge. (unless you want
   to fight a lot of Ankhegs, when you go north, stay as far to the west as
   you can manage!)  Don't actually cross the bridge, but head as far north as
   you can manage.  Once you have found the Priestess' cottage, save it, and
   move the members of your party around her.  Talk to her, and say that you
   have come to end her "villainous deeds".  After a short battle, she should
   talk to you (if you killed her, reload!) and tells you that the fishermen
   are the real menace here (she's no innocent either).  Go back, talk to the
   fishermen and demand the bowl, then kill the fishermen, and take their
   Flail +1. Give the Bowl to the Priestess to get your reward: 2500 exp.
   Fishermen: Farm N of Friendly Arm Inn (x 700 y 2643)
   Priestess: Baldur's Gate Bridge (x 3989 y 720)

 - Farmer Brun's Son (or the Cave of the Ankheg's)
   Just to the East of the Fishermen you will find Farmer Brun.  It seems that
   his son has gone missing.  Agree to help him.  Go a little to the west to
   what appears to be a giant pit in the ground, and go into it.  Go down the
   tunnels to the east, when you get the option, you usually want to take the
   north path.  Eventually you will find a treasure horde, in which you will
   find Wand of Fire, Chain Mail +1, Dagger +1, Dart of Stunning, Dart of
   Wounding, 2 spells (Dire Charm and Ghost Armor), 3 potions (Cloud Giant
   Strength, Antidote, and Magic Protection), 560 gp, and Nathan's corpse.
   (In case you are wondering, there is nothing else down here except for more
   Ankheg's) Return with the corpse to Farmer Brun's to get your reward:
   500 experience points.

   NCPFLJohn sent me this:

     "After you bring farmer brun his son back from the ankheg pit talk to him
     again and chose to give him 100gp because it is weighing you down. He
     will graciously accept your money and give you 1000 exp and a reputation
     +1."

   Farmer Brun: Farm N of Friendly Arm Inn (x 3492 y 2328)
   Ankheg Pit: Farm N of Friendly Arm Inn (x 2137 y 2404)
   Nathan's Body: Ankheg Pit (x 2458 y 137)

Other:
 - Gerde and the Ankheg Fighting
   You may find Gerde around.  She explains a few things about Ankheg's and
   will let you hunt up to 9 of them.  Kill every Ankheg that you can find on
   the screen and she will give you 75 gp.

 - There are some various minor treasures locked in the 3 houses here.
   Nothing more than about 32 gp though.

Note:  The Baldur's Gate Bridge is important later, and we will come back this
      way again.

      You CANNOT enter Baldur's Gate itself until after the Cloakwood Mine in
      chapter 5.


-------------------------------------------------------------------------------
8. On the Trail of Bandits (Area N of Beregost Revisited)            [8NTHTR]
-------------------------------------------------------------------------------

Plot:
 - Go to the downed Caravan (x 4291 y 2528), there will be a bunch of bandits
   there.  Kill them, and scalp them.  Now go east and out of the Area to the
   Larswood Forest.


-------------------------------------------------------------------------------
8a. Larswood                                                         [ALRSWD]
-------------------------------------------------------------------------------

Companions: none

Enemies: Gibberlings, Bandits, Black Talon Elites, Wild Dogs, Dire Wolves,
        Wolves, Brown Bears,

Plot:
 - We're here looking for bandits, and there are two ways to go about this.
   When you find Teven (x 1458 y 2245) you have the option of either joining
   (say the most bloodthirsty thing on there), or attacking.  If you skipped
   by Tranzig you may want to join so that you can find the camp.  But if
   you'd rather just attack, well go for it! (975 exp, Minor Treasure)

 - If you joined up with Teven skip down to section 9. Bandit Camp, if not
   continue on through Peldvale, and from there to the Bandit Camp.

Subquests:
 - Osmadi's Mistake
   In the North East of the Area is a Druid shrine that was being built, but
   the builder's were mostly killed by bandits.  One of the survivors, Osmadi,
   mistakes you for those bandits, and no matter what you say attacks you,
   which pretty much forces you to kill him. (1000 exp, 12 gp, Leather Armor)
   Afterwords talk to the Druid Corsone to find out exactly what happened
   here.

   Jon WolF has this to add:

     Well, yes, you can talk to him to find out what happened. Unless you
     press him, he'll lie however. If you press him, he'll finally confess
     to having poisoned Osmadi (which expalins why he helps you kill
     Osmadi). Of course having confessed to being a murderer, he'll then
     want to kill you as well.

     This also makes Seniyad's warning (Cloakwood Forest) about the Shadow
     Druids much more credible.

   Osmadi: Larswood (x 4678 y 674)

Other:
 - A Tower
   Tower: Larswood (x 2048 y 3228)


-------------------------------------------------------------------------------
8b.  Peldvale                                                        [BPLDVL]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Viconia      10 19 8  16 15 14     Drow Elf     Cleric         Neutral Evil
   When you first encounter Viconia she asks you to help her with a small
   matter of the Flaming Fist trying to kill her.  Help her out and she offers
   to join.  However, if you turn Viconia down when she asks to join, she
   vanishes forever.  Once she joins your reputation goes down 2.
   Where she is:  Peldvale (x 447 y 731)

Enemies: Bandits, Cave Bears, Brown Bears, Black Bears, Black Talon Elites,
        War Dogs, Wild Dogs, Huge Spiders, Giant Spiders

Treasures:  War Hammer +1 (Raiken)

Plot:
 - We're just passing through heading towards the Bandit Camp to the North.

   Can't find the Bandit Camp?  Go back to Beregost, Feldepost's Inn, Second
   Floor and talk to Tranzig there.

Subquests: none

Other:
 - Palin
   Palin has some advice for you adventurer's, mainly that it is deadly
   business, and best left alone.
   Palin: Peldvale (x 3376 y 461)

 - Raiken
   In the North you will find a bandit named Raiken who wants to rob you, or
   kill you.  Or both. (650 exp, Chain Mail, M. Shield, War Hammer+1, 31gp)
   Raiken: Peldvale (x 3706 y 509)


-------------------------------------------------------------------------------
9.   Bandit Camp                                                     [9BNDTC]
-------------------------------------------------------------------------------

Note: When you first approach the Bandit Camp you are treated to a little movie
     (on Disc 4) of some Gnolls and a human prisoner.

Companions: none

Enemies: Wild Dogs, Chill Hobgoblins (same as normal Hobgoblins, but can also
        be scalped), Bandits, Gnoll Veterans, Flinds, Gnoll Slashers, Zombies,
        Skeletons

Treasures:  Bow of Marksmanship (Plot, Third Item, Hakt)
           Full Plate       ¯¯|
           Medium Shield +1   |-- Taugosz Khosann
           War Hammer +1    __|

Plot:
 - If you joined up with the Bandits, you will have to prove your worth to
   Tazok by fighting him.  Win and he lets you wander around the camp.

 - Eventually we want to get rid of Tazok.  He is hiding in the Big Tent
   (x 3588 y 900).  As you near the tent you will be attacked by its defenses
   (which may or may not include Taugosz, see subquests below).

 - Inside you will find 4 enemies and that prisoner that you saw in the
   opening movie (the one that opened the area anyway), be sure not to kill
   the prisoner (so don't shoot off random fireballs).  Here's what you get
   from each enemy. (by the way, you may want to get that Mage first, he tends
   to cast Horror, which causes your party to run around like chickens with
   their heads cut off.)  Too bad Tazok wasn't here...
   Venkt:  900 exp, 3 spells, Robe, 2 potions, 92gp
   Raemon:  1200 exp, Scalp, Composite Long Bow, Magic Arrows, 1gp
   Hakt:  750 exp, Bow of Marksmanship, Leather Armor, 62gp
   Britik:  900 exp, Gold Ring, Jade Ring, Garnet Gem, Halberd

 - Now talk to the prisoner here who will explain just a little bit more about
   the bandit groups, and also tell you that your next place to search is the
   Cloakwood Forest.

 - Finally open up that big treasure chest to the left.  It is trapped and a
   lightning bolt will shoot out.  (you may want to disarm the trap)  Take the
   scrolls to get to Chapter 4.  There is also 2000 gp in here and some
   spells.

Subquests:
 - Taugosz Khosann
   Usually hiding out by the big Tent (x 3588 y 900), this nasty fighter has a
   large number of neat treasures after you defeat him.  Treasures:  2000 exp,
   Full Plate, M. Shield+1, War Hammer+1, 105gp.

Other:
 - Treasures
   Regardless of how you got here, you probably want to kill everyone and
   steal everything.  On the exterior map are a lot of little chests, bags,
   etc., with a lot of minor treasures (30-40 gp, daggers).  As you get closer
   to the Big Tent (where Tazok is hiding) the treasures get better, Magic
   Short Swords, and Shields, more gold, potions, etc.  All the chests are
   invariably locked, so I hope you have a good thief handy! (or a Knock
   spell)

 - Huts
   Inside each of the huts you may find enemies, and some more minor
   treasures.

 - Cave
   You can go inside the Cave at (x 2411 y 683).  Inside are some Gnolls that
   are being punished by Tazok.  They started a brawl a few nights ago.

 - Treasures in the Big Tent
   In addition to the main treasure chest (the one that is trapped) in the Big
   Tent, you can also find a potion and about 700 gp in there.


-------------------------------------------------------------------------------
9a. Area E of Larswood (AR 3000)                                     [ARFLRS]
-------------------------------------------------------------------------------

Note: Beware of Web Traps that may be in the area!

Companions: none

Enemies: Giant Spiders, Wraith Spiders, Ettercaps, Huge Spiders, Tasloi, Sword
        Spiders, Phase Spiders,

Treasures:  Ring of Energy (Red Wizards)
           Robes of various minor types (Red Wizards)

Plot:
 - Just a subquest and some wizards here.  Also a good place to get experience
   if you like to fight Spiders.

Subquests:
 - Fahrington's Scroll
   The Sage Fahrington had his Scroll of Wisdom stolen by a naughty Tasloi,
   who took off to the east and was killed by Ettercaps.  Go east, kill the
   Ettercaps and retrieve the Scroll (it is a Scroll of Protection, although
   you may find other random scrolls).  Take the scroll back to Fahrington to
   get your reward: 300 exp, and he lets you keep the Scroll.  By the way, the
   scroll is cursed.
   Fahrington: Area E of Larswood (x 1473 y 1067)
   Ettercap: Area E of Larswood (x 3527 y 605)

Other:
 - The Red Wizards
   In the Ruins in the center of the Area are the Red Wizards.  They don't
   like people, and if you go near them they attack.  Your best bet to beating
   them without getting hurt at all is to approach them from the north, and
   when you see the 3 wizards, stop, and launch a fireball or two at them.
   Once all 4 wizards are dead, go in and collect the booty:
   Denak--1200 exp, Ring of Energy, Robe, 2 Heal Potions, 102gp
   Diana--600 exp, Robe, 2 spells, 81gp
   Lasla--30 exp, Robe, 2 spells, 81gp
   Brendann--300 exp, Robe, 2 spells, 81gp

     Note:  If you have Edwin in your party, the Wizards won't attack you
            since Edwin is a Red Wizard. (from Jones)

   Ruins: Area E of Larswood (x 1726 y 1566)


-------------------------------------------------------------------------------
10. Back to Beregost                                                 [10B2BR]
-------------------------------------------------------------------------------

Plot:
 - We now need to go back to Beregost to pick up our reward from Officer Vai
   for having killed off the Bandits. (reputation +1)  Of course you have to
   sell her your scalps first...

   Sergio D. Morozov notes the following:

     Officer Vai gives reward to the party and leaves only after party gets
     letters from Bandit Camp AND if party speaks to her WITHOUT any bandit
     scalps in inventory. Thus it is possible to have her present for the
     remainder of the game and sell her goods - party just should not speak to
     her without bandit scalps in inventory.

     Officer Vai pays:
         50 gp for each Bandit Scalp
        500 gp for each Winter Wolf Pelt
       1000 gp for each Wyvern head

After this we have a choice of doing some more areas around here, or going
straight up to Cloakwood.  The walkthrough will go to the Lighthouse, but feel
free to skip straight to Cloakwood.  To get to the Lighthouse we have to go to
the Area W of High Hedge first.


-------------------------------------------------------------------------------
10a. Area W of High Hedge   (AR 3100)                                [ARWFHH]
-------------------------------------------------------------------------------

Companions: none

Enemies: Wolves, Ghasts, Dire Wolves, Ogrillons, Half-Ogres, Ogres, Ogre
        Berserkers, Carrion Crawlers, Ghouls, Kobolds, Sirines (be careful of
        these, they tend to cast Improved Invisibility and Dire Charm)

Treasures:  Helmet of Defense (Shoal the Nereid)

Plot:
 - Just a few subquests to do here.

Subquests:
 - Shoal the Nereid
   Shoal the Nereid is "lost" and asks for your help to find her way.  Agree
   to help her and she asks for a kiss to show her affection.  Have someone
   (NOT your main character!) kiss her, and she will blast them into a hundred
   pieces.  After that, attack her until she talks to you again.  She says
   that it isn't her intention to kill you.  Ask her to restore your companion
   back to life, and she will do it.  She then explains that she is the
   prisoner of an Ogre Mage who holds her _shawl_ and therefore she is a slave
   to his cruel will.  (you may want to get your companion's gear back from
   the ground)  The Ogre Mage will come to investigate the goings-on here, and
   you will have to attack him.  Kill Droth (975 exp, Helmet of Defense,
   150gp) and then talk to Shoal to get a reward: 750 exp.

   Tip: You can pickpocket a pearl off of Shoal. (Yamian)

   Shoal: Area W of High Hedge (x 2931 y 506)

 - Mad Arcand's Crazy Adventures
   Arcand the Mad (aka Mad Arcand) will also be standing there waiting for you
   to arrive (why don't any of these NPC's seem to ever do anything except
   wait for you to talk to them?).  Talk to him and he asks you to retrieve an
   item from a Pirate Ship that will "make you like me".  Sounds great.  Who
   wouldn't want to be crazy.  Head west and a little to the south to find the
   wrecked ship.  You'll find the treasure at the front of the boat.  You will
   find a Ring.  This is the Ring of Folly.  A cursed ring.  DO NOT PUT IT ON!
   Take it back to Mad Arcand to get your reward:  300 exp, and an Oil of
   Fiery Burning.
   Mad Arcand: Area W of High Hedge (x 2002 y 1275)
   Pirate Ship: Area W of High Hedge (x 859 y 1598)

Other:
 - The Surgeon
   Standing there like a post is the Surgeon, a man clad in black who will
   heal your party for no particularly good reason other than the fact that he
   can.  Sounds great!  Ask him the 3rd option and he will give you a potion
   before healing you (Potion of Magic Protection).
   Surgeon: Area W of High Hedge (x 2884 y 2079)


-------------------------------------------------------------------------------
10b. Lighthouse (AR 3600)                                            [BLGHTH]
-------------------------------------------------------------------------------

Note: To get to the Lighthouse head west from the Area S of High Hedge.

Companions:      S  D  C  I  W  Ch
 - Safana       13 17 12 16 9  17      Human        Thief      Chaotic Neutral
   Safana wants to find some treasure in the Flesh Golem cave, and afterwords
   she will stay with you forever.
   Where she is:  Lighthouse (x 3750 y 2390)

Enemies: Sirines, Worgs, Dread Wolves, Hobgoblins, Hobgoblin Elites, Taslois,
        Carrion Crawlers, Flesh Golems

Treasures:  Darts of Wounding       ¯¯|
           Cloak of the Wolf         |__ Flesh Golem Cave
           Wand of Paralyzation      |
           Manual of Bodily Health __|

Plot:
 - There's a decent (and sensual!) thief here and some really neat treasures
   (see the Flesh Golem Cave in Other below).

Subquests:
 - Ardrouine's Lost Boy
   Ardrouine has lost her son in the Lighthouse, and now can't go up there to
   find him because there are Worgs up there.  Go north from her to get to the
   Lighthouse, there you must kill all the Worgs.  You won't find any trace of
   the boy.  I am guessing that you know what happened to him.  Yep, he's
   hiding up in the lighthouse itself and won't come down for mere bloody
   adventurers!  Go back to Ardrouine to get your reward: 500 exp, 60 gp, and
   a Reputation +1.
   Ardrouine: Lighthouse (x 1414 y 3681)
   Lighthouse Ruins: Lighthouse (x 1100 y 2950)

Other:
 - Pallonia, the Bitterest Seer
   Near the center of the Area you will be approached by a seer named
   Pallonia, but she doesn't offer you any useful information, merely telling
   that there are mighty forces at work in the world.
   Pallonia: Lighthouse (x 3425 y 1580)

 - Arkushule, the Reluctant Seer
   There is another Seer south of Pallonia.  This one will start to read your
   palm, but just when she gets to something interesting, she stops and wants
   her money.  Seems she saw something that scared her, and she won't tell you
   what.  If you demand to know, she will attack you (600 exp, Robe, 1 Spell,
   38 gp) or you can just give her the money (she'll refuse to take it).
   Arkushule: Lighthouse (x 3498 y 2955)

 - Flesh Golem Cave (Manual of Bodily Health--Constitution +1!)
   You'll find the Entrance to the Cave in the NW of the Area by the Coast.
   Oh and it is guarded by three pesky Sirines (one of which has a name, Sil).
   The strategy to beat them can be found below in the Monster & Monster
   Strategies section.  It takes awhile, but a lot less people die that way.
   Go into the cave.  There are bunches of Flesh Golems in here.  Take a left
   until you get to the room with the water in it.  There is an island there,
   move your mouse over it and you will see that it is filled with treasure.
   Treasure: 4 potions, 10 Darts of Wounding, Cloak of the Wolf, Wand of
   Paralyzation, Manual of Bodily Health, 312 gp.  After that if you have
   Safana she'll offer to become a permanent member of the party.
   Flesh Golem Cave: Lighthouse (x 427 y 890)


-------------------------------------------------------------------------------
10c. Area S of Lighthouse (AR 4100)                                  [CRSFLS]
-------------------------------------------------------------------------------

Companions: none

Enemies: Gnolls, Gnoll Slashers, Gnoll Chieftan, Gnoll Elites, Flinds, Gnoll
        Veterans, Ghouls, War Dogs, Hobgoblins, Kobold Commandos, Cave Bears,
        Tasloi, Diggers, Doomsayer, Huge Spiders, Black Bears

Treasures:  Cursed Two Handed Sword of Berserking +3 (The Insane Captain Brage)

Plot:
 - There are some really good subquests to do here, namely taking care of
   Captain Brage (from Nashkel) and the Archeological Dig.

Subquests:
 - The Archeological Dig for the Evil Idol
   In the Center of the Area are some ruins that are being excavated for
   profit.  Talk to the foreman Charleston Nib, and he will ask for your
   protection.  Seems a variety of small "accidents" have been plaguing the
   camp.  Agree to help defend the camp.  Then one of the diggers, Gallor,
   will come up to you with another proposition, this one quite a bit more
   bloody (he wants you to kill everyone here to keep all the loot for
   yourselves).  If you are an evil person you could do what he asks,
   otherwise tell him no.  Now talk to Charleston again and they will have
   found something inside the ruins.  A quick cutscene later and you are
   inside.  The diggers will go insane due to the god Kozah, and you will have
   to kill them.  Once they're dead talk to Charleston to get your reward:
   1000 exp, and a Reputation +1.  If you would like a challenge, open the
   tomb and take the Idol.  When you leave the Ruins a Doomsayer will attack
   you, and they ain't easy to kill!  (4000 exp)

     Note:  If you want the Vampiric Sword, be sure to keep the Idol, and take
            this item as well as the Ancient Armor from the Firewine Ruins to
            the Ghost of Ulcaster to exchange these items for the Vampiric
            Sword. The sword isn't very good, though.

   Kelvin Groves sent me this:

     I have discovered a flawless way to defeat the Doomsayer without even
     taking a hit.  To do this you will need to be playing multiplayer and
     have someone who can either read a scroll or cast the spell Skull Trap
     (Mage Lvl 3 - necromancy).  It would also help to have some sort of
     summoning scroll or wand or spell - Monster Summoning or Animate Dead,
     you get the drift...

     First, have this spell memorised before talking to anyone.  Then talk to
     all the people and go inside and do all the storyline bit and kill the
     diggers.  Do not get the idol.  Do not even TOUCH it.  Take all of your
     party except for one person back outside the cave.  Make sure that the
     person with Skull Trap is Outside.

     Have that person cast the spell down near where the Doomsayer appears --
     If you aim for the top of that big christmas tree in the foreground you
     can't miss.

     Then switch back to the person inside the cave and pick up the idol.  The
     instant you do this the Doomsayer will appear triggering the Skull Trap
     and hopefully not damaging a single one of your characters -- keep them
     well back from the range of the spell.

     Now I know as well as you do that one Skull trap will not kill the
     Doomsayer no matter what level you are on.  BUT here's the glitch.  For
     some reason when you switch characters back to the person inside the cave
     the Skull trap MULTIPLIES into about a dozen. I do not know why but I
     don't really care.  If you are really quick you can change characters
     back outside straight after you pick up the idol and watch them all
     explode -- VERY FUN !!!

     After the rubble fades away there will probably still be a few [traps]
     left!  If you placed the spell at the top of that tree you can walk
     single file around them to the right without setting them off, but it is
     much easier to just summon some creatures and send them to set the traps
     off for you...

     I am fairly sure that this is how it works. It has been a while since I
     tried it.  If this does not work, try taking the WHOLE party outside
     before touching the idol, cast the spell, and send someone back in after
     the idol; or you could cast the spell before you even ENTER the cave (but
     that might kill the people outside).  But the first way should work...

     You could also try some sort of variation on this to get it to work in a
     single-player game, but multi-player is so much better anyway.

   Dig Site: Area S of Lighthouse (x 2900 y 1500)

 - The Insane Captain Brage
   Just to the south and east of the Ruins you will find Captain Brage.  He
   walks right up to you and asks you a riddle, the answer is DEATH.  Now you
   have a choice of what to do with him.  Offer to take him to the Temple of
   Helm, and you will immediately be there.  The Priest offers Brage some
   forgiveness and you get a reward: 1000 exp, Reputation +1, Cursed 2 Hnd
   Sword of Berserking +3, and 1000 gp.

   Alternatively:  If you approach his place by the west, you will see
   (from Tonton    Laryssa, Brage's cousin. She will talk to you as soon as
   Fred)           she sees you (no need to get close). If you choose the
                   first reply (who is Brage ?), she will leave you alone and
                   you can take care of the Captain. But if you choose the
                   second reply, she will attack you. Be careful, she is a
                   cleric, although a weak one. She is worth 600 exp and
                   carries a Shield +1, if I remember correctly. Now the
                   problem is, if you get close to her, you will reveal Brage,
                   who will come up and talk to you. If you kill him too,
                   that's ok, since you stay on the map, you can loot both
                   bodies. But what if you wanna have the shield AND take
                   Brage to the Temple of Helm?

                   The solution I found was to send archers/spellcasters to
                   take her down with ranged attacks from as far as possible
                   (ie not activating Brage behind her). When she went down,
                   two characters would get close, one of them acting as a
                   bait for Brage. Since Brage needs to be in contact to start
                   the dialog, just lead him away with one of you characters,
                   paying attention not to let him get close enough to talk to
                   you, while the other character can ruthlessly search the
                   body of her unfortunate cousin (aren't we sweet). Once you
                   get the shield, stop the first character, so that Brage
                   talks to him and go the Temple of Helm.

   Brage: Area S of Lighthouse (x 3709 y 1985)

Other:
 - Bar'uk the Hobgoblin (be quiet!)
   Near the western section of this area you will encounter a surly Hobgoblin
   by the name of Bar'uk.  You'll know that it's him because he demands that
   you "be quiet"!  If you taunt him, he'll have some Kobold Commandos attack
   you. (165 exp, Composite Long Bow, and other minor treasures)
   Bar'uk: Area S of Lighthouse (x 980 y 1180)


-------------------------------------------------------------------------------
11. Cloakwood Forest (2200)                                          [11CLKD]
-------------------------------------------------------------------------------

Note: To get to the next Cloakwood Forest, you can head North, West or South.

Companions:      S  D  C  I  W  Ch
 - Coran        14 20 12 14 9  16     Half-Elf    Fighter/Thief   Chaotic Good
   Coran wants to go sack some Wyverns in the 4th Cloakwood forest, so do that
   immediately or he will leave.  After you beat the wyverns, he will stay
   forever.
   Where he is:  Cloakwood Forest, On a Bridge (x 1515 y 691)

Enemies: Tasloi, Dread Wolves, Worgs, Huge Spiders, Wolves

Treasuers:  Cloak of Non-Detection (Gurke's Cloak Part Two)

Plot:
 - We're just passing through here to get to the next Cloakwood Forest area.

Subquests:
 - Gurke's Cloak Part Two
   The Tasloi who stole Gurke's cloak can be found here at the eastern side of
   the area.  Get the cloak and return it to Gurke in the Jovial Juggler in
   Beregost to get your reward: 300 exp, and you get to keep the Cloak of
   Non-Detection.
   Tasloi: Cloakwood Forest (x 4391 y 3472)

 - The long tale of Aldeth Sashenstar (this is entirely from Andy Miller)
   In front of the hunting lodge there, I ran into a fellow named Aldeth
   Sashenstar, yelling for help.  He told me that some druids had killed his
   friends simply because they had been hunting in the area, and asked my
   help in protecting him from them.  I agreed.  Then a group of three druids
   walks up; the leader's name is Seniyad.  He then asks me to step aside so
   that he can take care of Aldeth, claiming that rather than being a simple
   hunter, Aldeth had actually killed some druids.  Aldeth of course denies
   this.

     Tip: Before talking to Aldeth and picking a side, pick his pockets for
          some potions, a diamond, and the Bastard Sword +1, +3 vs.
          Shapeshifters. This can be repeated when you meet him again in
          Baldur's Gate.
          (from Josh Clue)

   Here there are two choices.  If you defend Aldeth, you have to kill the
   three druids, getting some nice exp from the kills (Seniyad is worth 4000
   exp, as you noted elsewhere in your FAQ), and Aldeth tells you to stop by
   the Manycoins Merchant League if you're every in Baldur's Gate, and he'll
   help you out. (More on that later.) If you side with the druids, you kill
   Aldeth, and the druids warn you about a dangerous group of Shadow Druids
   lurking deeper in the Cloakwood Forest.  In either case, you get 2000 exp
   for the miniquest when it's all done.

   I decided to save the game in which I helped Aldeth, for the simple reason
   that Seniyad's exp was better than Aldeth's, and so that I could check out
   the Manycoins Merchant League in Baldur's Gate. As it later turns out that
   the Shadow Druids are allies against Davaeorn, it seems that Seniyad and
   his buddies can't be trusted (they warned me against the Shadow Druids,
   remember).

   Anyway, once I got to Baldur's gate, I paid a visit to the Manycoins
   Merchant League.  Aldeth Sashenstar was standing outside, and he asked for
   my help again (boy, this guy sure knows how to attract trouble!).  It
   seems that his business partners have been acting VERY strange lately
   (making very bad business decisions, etc.), and he wanted me to
   investigate.  I agreed, and went inside.  I talked to the head guard in the
   Merchant League (whose name escapes me now), told him I was working for
   Aldeth, and he asked me to try to find some hard evidence against the other
   two business partners (whose names also escape me).  In one of the
   partners' offices (on the second floor of the building), I found some
   letters indicating that the business partners are actually doppelgangers
   (just like in the Seven Suns).  I took the letters to the head guard, and
   immediately a fight broke out as all the doppelgangers reverted to their
   natural form.  After I slayed all the doppelgangers on the first and second
   floor, I talked to Aldeth again to get my exp/gp award.  (There is also a
   horde of doppelgangers on the third floor to take care of, if one so
   desires, and some fairly nice treasures throughout the building.)

     Tip: At this point, your need for Aldeth and his profitable nature
          expires. You should consider punishing him for slaying those druids
          in the Cloakwood Forest, and gaining an additional 650 XP in the
          process. Why would you want to do that? Well, this way, his brother
          Dabron, who holds the Heavy Crossbow of Accuracy, will now be out on
          the hunt for you! Please see 15e. Baldur's Gate Central Section
          (AR 0700) for more details. In summary, using this unorthodox
          approach, we have the best of both worlds, exploiting both scenarios
          wherein we helped Aldeth but still got the Heavy Crossbow of
          Accuracy not to mention multiple copies of the Bastard Sword +1, +3
          vs. Shapeshifters. (from Josh Clue)

   Aldeth: Cloakwood Forest (x 2650 y 2100)

Other:
 - The Moose Lodge
   There is a cabin here that has some treasure inside locked away in a chest.
   Loot:  Necklace, 2 potions, Arrows, 395gp.
   Lodge: Cloakwood Forest (x 2447 y 1709)


-------------------------------------------------------------------------------
11a. Cloakwood Forest Two (AR 2100)                                  [ACLKWD]
-------------------------------------------------------------------------------

Note: Beware of Web Traps here! They cannot be detected by your Thief. Webs
     don't just root you in place, like entangle, they also stop all actions.

Note: You must head north to go to the next Cloakwood.

Companions: none

Enemies: Huge Spiders, Giant Spiders, Phase Spiders, Sword Spiders, Ettercaps

Treasures:  Spider's Bane (Tiber, his brother, the Spiders, etc.)

Plot:
 - Again just passing through, but be sure to get the Spider's Bane (see the
   Subquest below).

Subquests:
 - Tiber, his Brother, the Spiders, and the Spider's Bane
   Just to the north and west of where you enter this area for the first time
   (it's really in the south east corner of the area) you will find Tiber.  He
   tells the tale that his brother is trapped in a spider infested area of the
   forest.  They had found the sword the Spider's Bane and thought that they
   could easily kill all spiders.  They were wrong.  Agree to help him and
   he'll tell you that his brother's name is Chelak.  You will find a small
   Cave-like thing a ways to the west, go inside to find the Spider Queen,
   Centeol.  After a brief Villainy speech she sets her spiders to attack you.
   There are 2 Sword Spiders, some Giant Spiders, and some Ettercaps, as well
   as the Queen herself. (1000 exp)  Search by the Queen to find Chelak.
   There is also some other good treasure here like: The Spider's Bane, 2
   Rings (one is cursed), and a Wand.  Return the body to get an extra 800
   exp.

   Note: Centeol was cursed by Jon Irenicus to become the Spider Queen.

   Tiber: Cloakwood Forest Two (x 4650 y 1200)
   Cave: Cloakwood Forest Two (x 1830 y 1150)

Other: none


-------------------------------------------------------------------------------
11b. Cloakwood Forest Three (AR 1600)                                [BCKFT3]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Eldoth       16 12 15 13 10 16      Human         Bard         Neutral Evil
   Eldoth wants to join you so that he can "rescue" his lover Skie from her
   father in Baldur's Gate.
   Where he is:  Cloakwood 3 (x 3181 y 3492) (in the forest)

 - Faldorn      12 15 11 10 16 15      Human        Druid         True Neutral
   Faldorn wants to free the forest from the evils of the Iron Throne, which
   has taken up residence in the Cloakwood Mine.
   Where she is:  Cloakwood 3, In the Druid Shrine (x 639 y 2885)

Enemies: Dread Wolves, Brown Bears, Wolves, Cave Bears

Plot:
 - Just passing through.  There are some good companions here if you need
   them.  Head East to reach the final Cloakwood Forest.

Subquests:
 - Laskal's Potion
   After you cross the bridge, you will be approached by a Druid named Laskal,
   who claims to have a message for the Iron Throne.  He asks if you represent
   the Iron Throne.  Say that you are the enemies of the Iron Throne and he
   gives you an Invulnerability Potion.
   Laskal: Cloakwood Forest Three (x 3344 y 2132)

Other:
 - Druid's Tree Fort
   In the western edge of this Area is a giant tree that the Druids have built
   into a fort.  You can go inside and up the stairs to talk to the Shadow
   Druid's Archdruid Amarande.  Tell him that you hunt bandits and he'll tell
   you about the Bandit Mines to the East.  Be advised that if Jaheira is in
   your party, he'll attack (since Shadow Druids do not like the druidic group
   that Jaheira belongs to).  This fort also has some minor treasures that you
   can burgle if you feel so inclined.
   Fort: Cloakwood Forest Three (x 850 y 2115)

 - Izefia despises Peter the North
   Near the cave where Peter the North is training Baby Wyverns, you'll be
   accosted by a Shadow Druid by the name of Izefia.  He'll explain the
   situation about Peter the North and wander off.  Be advised that if Jaheira
   is in your party, he, too, will attack (since Shadow Druids do not like the
   druidic group that Jaheira belongs to).
   Izefia:  Cloakwood Forest Three (x 1986 y 1534)

 - Peter the North's Baby Wyverns
   In a small cave to the east of the Fort hids a bandit by the name of Peter
   the North.  He is raising Wyverns for ... well who knows, but it can't be a
   good reason.  Go in that cave and wipe him out! (240 exp)  You'll have to
   kill the Baby Wyverns as well, but they aren't so tough. (450 exp each)
   Cave: Cloakwood Forest Three (x 2320 y 920)


-------------------------------------------------------------------------------
11c. Cloakwood Forest Four                                           [CCLKF4]
-------------------------------------------------------------------------------

Note: When you first enter this area you get to watch a movie (on Disc 4) of a
     Wyvern flying off with a cow.

Companions: none

Enemies: Hamadryads, Guards, Baby Wyverns, Huge Spiders, Wyverns, Worgs, Wolves

Plot:
 - You can kill the Wyverns here if you need to keep Coran, or you just want
   the Experience and the Bounty on their heads.  When you are done with that
   head East to get to the Mines.

Subquests:
 - The Wyvern Cave
   We heard about this before with Coran (assuming that you talked to him).
   Go inside and kill all the Wyverns inside (hehe!).  There is one really big
   one in there that seems to have been dead for quite some time.  Take the
   heads from any Wyverns you kill and take them to the Temple to the East of
   Beregost for 2000 gp.  (He'll only buy one, the rest can be sold for 500gp)
   You can also sell Wyvern heads to Officer Vai in Beregost for 1000gp.  Once
   you complete this, Coran will stay with you forever.  Assuming you added
   him to your party that is.  There is also some treasures on a body near the
   gigantic dead Wyvern.
   Wyvern Cave:  Cloakwood Forest Four (x 4063 y 1681)
   Treasures:  Wyvern Cave (x 399 y 592)

Other: none


-------------------------------------------------------------------------------</pre><pre id="faqspan-6">
12. Cloakwood Mines (Exterior)                                       [12CKMX]
-------------------------------------------------------------------------------

Companions: none

Enemies: Wolves, Black Talon Elites, Guards

Treasures:  Boots of Speed ¯¯|
           Morningstar +1   |-- Assassination Attempts
           Plate Mail +1  __|

Plot:
 - We're here to get into the mines.  You have to cross the bridge onto the
   island in the center of the Area.

 - The entrance to the mines is at (x 3215 y 591).  Go inside, down the
   stairs, into the elevator, and down into the Mines.

Subquests: none

Assassination Attempts: 1
 Near the Stables (x 1575 y 1877)
 Drasus--1400 exp, Boots of Speed, Morningstar +1, Chainmail, Potion, 56gp
 Rezdan--1200 exp, Robe, 32gp
 Genthore--1600 exp, Plate Mail +1, Large Shield, 66gp
 Kysus--1400 exp, Robe, 66gp

Other:
 - Lakadaar
   There is a Guard named Lakadaar in the northern section of the Area.  He
   demands to know who you are and what you are doing.  You could tell him the
   truth and fight him, or you can tell him that you are looking for wyverns,
   and that they are poisonous.  If you do he will run off.  Heh.
   Lakadaar: Cloakwood Mines, Exterior (x 1640 y 540)

 - Barracks
   There are some minor treasures located in the Barracks.  There are some
   Guards in here.  And on the second floor is a Guard who runs away from you.
   Barracks: Cloakwood Mines, Exterior (x 1332 y 1776)

 - Storehouse
   Just to the North and East of the Barracks is the Storehouse.  Inside is a
   Guard who attacks you.  Sorry, nothing else to do in there!
   Storehouse: Cloakwood Mines, Exterior (x 1806 y 1566)


-------------------------------------------------------------------------------
12a. Cloakwood Mines (Interior)                                      [ACLKMI]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Yeslick      15 12 17 7  16 10      Dwarf      Fighter/Cleric   Lawful Good
   You find Yeslick in the Cloakwood Mines, and all he wants to do is help.
   How noble.
   Where he is:  Cloakwood Mines, Level 2 (x 851 y 1727)

Enemies: Guards, Black Talon Elites, Ghasts, Hobgoblins, Ogre Mage, Mustard
        Jellies

Treasures:  Traveller's Robe (Natasha and Fourth Level, Davaeorn)
           Adventurer's Robe (Second Level)
           Robe of the Evil Archmagi (Fourth Level, Davaeorn)
           Bracers AC 8 (Fourth Level, Davaeorn)

Walkthrough:
 Entry Level:  Wander up the northern passage to get to (x 1980 y 240) and
               talk to the Miner who is standing in front of the Giant Plug.
               Agree to help free him, and he'll tell you how to destroy the
               Mine.  All you have to do is get the Key from the Keeper of the
               Mine.  You can talk to all the Miner's here, some you can free,
               some ask for you to kill them.  Go to (x 1450 y 1500) to get to
               the next level.

 Second Level: Head South East to (x 1387 y 605), and from there South West to
               (x 1019 y 1143).  Be careful, there are 2 lightning traps here.
               Here is a very large group of people for you to kill.  The Mage
               has an Adventurer's Robe and some Spells.  Talk to Rill at
               (x 710 y 1634) and give him the 100 gp to free the slaves.  You
               can also pick up Yeslick on this level.  The stairs to the
               next level are at (x 385 y 1610).

 Third Level:  You will enter into a room filled with enemies (immediately
               at the start so be ready for some brawling).  There are all
               sorts of treasures to be found on this level, as well as lots
               of enemies (that constantly re-spawn).  The northern section
               has most of these treasures (in chest and furnitures so be
               thorough).  There is an Ogre-Mage near (x 2977 y 1921).  Once
               you are done up there, go southwards.  Go to the Forge at
               (x 1825 y 2680) and from there go south east.  The passage to
               the next level is at (x 2712 y 2860).

 Fourth Level: Davaeorn is on this level.  Be careful to check for traps, as
               when they trigger, Battle Horrors (very nasty enemy) appear.
               There are 3 traps, the first at (x 1267 y 523).  Find them and
               disarm them.  There is a fourth one just past those, disarm it
               as well.  Now you should find Davaeorn and kill him (6000 exp,
               Traveller's Robe, Robe of the Evil Archmagi, Bracers AC 6, Key,
               3 Scrolls, 4 Spells, 109gp) to start Chapter 5.  Be sure to get
               all the treasure on this level.  Go to the Elevator at (x 270
               y 1168) to get back to the Entry Level.

              KyleEChu sent me this:
                "If you attack him immediately, he summons Battle Horrors (not
                a fun battle) and starts teleporting around while slinging
                powerful spells.  Instead of attacking him immediately, do the
                following:  after your thief disarms the 4 traps, use stealth
                mode to scout out where Davaeorn is standing, then stash your
                thief in one of the side rooms.

                "Have your mage or cleric step forward and cast Dispel Magic
                towards Davaeorn to knock out his shield and mirror images.
                Do not let him see you do this.  Don't save your game at this
                point, because he automatically recasts them every time you
                load the area.  Let your mage now step forward and cast
                Stinking Cloud at him.  Again, don't let him see you do this!
                Wait a few moments for the spell to knock him out.  When he
                falls unconscious, move up and let him have it with projectile
                weapons!  He will die quickly, and your party will not have
                taken a scratch."

                Editor's Note:  Instead of the Stinking Cloud (which I didn't
                                have), I just sent out some Summoned Monsters.
                                Once he wasted all his spells on them, I
                                attacked with my party.

 Entry Level: Go back to the River Plug and talk to the Miner there.  Tell him
              that you talked to Rill and he'll open it up.  A short movie
              later and you get control back, outside again.  Depending on
              your actions inside (if you didn't talk to Rill and give him the
              100gp then you get less) you get your reward: 2000 exp, and a
              Reputation +2.

 You can now enter the City of Baldur's Gate.

Subquests: none

Other:
 - Armory -- Third Level
   There is an armory here with some weapons, armors (like a Small Shield +1).
   Armory: Third Level (x 2160 y 500)

 - Natasha -- Third Level
   The Mage Natasha is hiding in an office on the third level.  Kill her (1200
   exp, Traveller's Robe, 4 spells).
   Natasha: Third Level (x 3100 y 857)

 - Stephan -- Fourth Level
   The apprentice to Davaeorn can be found on the fourth level in Davaeorn's
   Library.  Grill him for information.  You can kill him if you want.  He
   doesn't give you that much, though.
   Stephan: Fourth Level (x 727 y 1186)


-------------------------------------------------------------------------------
13. Gullykin (AR 4000)                                               [13GLLY]
-------------------------------------------------------------------------------

Companions: none

Enemies: Kobolds, Ghasts, Ankhegs (NW corner)

Treasures:  Morningstar +1 ¯¯|
           Chainmail +2     |—— Assassination Attempts
           Long Sword +1  __|
           Leather Armor +1  (Gandolar)

Plot:
 - Just some Kobolds to get rid of.

Subquests:
 - Gandolar's Quest
   Talk to Gandolar a couple times and he'll ask you to clear out the Firewine
   ruins of their kobold menace.  He tells you that there is a "secret
   entrance" to the ruins in the winery.  Once you've disposed of Jenkal and
   the Ogre Mage (see Jenkal's Kobolds below) he'll give you a meager reward
   of 250 gp.

   Gandolar has Leather Armor +1. After claiming reward for clearing Firewine
   Ruins party might wish to take him to wolf hunting (charm him before he
   runs away, then find some respawning monsters). And wolves may kill him.
   Party may then retrieve his armor. (from Sergio D. Morozov)

   Gandolar:  Gullykin (x 720 y 1210)

 - Jenkal's Kobolds
   In the basement of Jenkal's Home you will find the surliest halfling of
   all, Jenkal.  He is so surly that he is quite suspicious.  Accuse him of
   smuggling in Kobolds, and he'll admit to it, and attack you.  Also once
   that is done you will see a hidden door appear.  If you go into the door it
   will take you directly into the Firewine Ruins, more specifically to the
   Ogre Mage within.
   Jenkal:  Gullykin (x 200 y 900)

Assassination Attempts: 1
 To the SE of the Area (x 3715 y 3575)
 Morvin--650 exp, 38 gp, Minor Treasures
 Drakar--1200 exp, Morningstar +1, Potion, 34 gp
 Molkar--1200 exp, Chainmail +2, Long Sword +1, Potion, 84 gp
 Halacan--650 exp, 2 Spells, 38gp

Other:
 - Ruins Entrance
   There is another Secret Entrance to the Ruins (in addition to Jenkal's) in
   the Winery.
   Winery:  Gullykin (x 350 y 315)

 - Other Treasures
   There is a sling +1 in one the houses in the village. There are also some
   protection scrolls in the village houses. (from Sergio D. Morozov)

-------------------------------------------------------------------------------
13a. Firewine Bridge (AR 4500)                                       [AFRWNB]
-------------------------------------------------------------------------------

Companions: none

Enemies: Zombies, Skeletons, Kobold Commandos, Wild Dogs

Treasures:  Gauntlets of Weapon Expertise (Meilum)
           Long Sword +1 (Meilum)

Plot:
 - Beyond picking up the Gauntlets of Weapon Expertise from Meilum, the only
   thing to do here is to go into the Ruins (x 4000 y 2000).

Subquests:
 - Carsa's Jar, or Karhk the Greatest Ogre Mage
   Talking with Mad Carsa doesn't really get you anywhere (she's just to the
   north of the bridge).  Demand that she give you the Jar, and she'll refuse.
   Keep demanding it until she unleashes the Ogre Mage Karhk.  He'll come up
   to you and talk to you (after killing Carsa of course), and then attack.
   Kill him to get 3500 exp, 3 Gems, and 150 gp.  (When I killed Karhk a
   different time he gave me different -- better -- treasures, a Laeral's Tear
   Necklace for example)
   Carsa:  Firewine Bridge (x 3500 y 930)

Other:
 - Bentan of Ilmater
   Bentan has been wandering around for quite some time suffering for his
   faith, that of Ilmater the God of Suffering.  He asks that you join him by
   casting off all your belongings and wandering the world with him in pure
   suffering.  I think you know what to do here.
   Bentan:  Firewine Bridge (x 470 y 415)

 - The Poet Poe
   You will encounter Poe, a poet, on the Bridge itself.  He will sing you a
   song, and afterwords you can give him 10 gp.
   Poe: Firewine Bridge (x 2810 y 1560)

 - Meilum the Best Swordsman in the Sword Coast
   In the eastern edge of this area you will encounter a Swordsman by the name
   of Meilum.  Challenge his pompous self to a duel and beat him up (1200 exp,
   Gauntlets of Weapon Expertise, Long Sword +1, and 64 gp)
   Meilum: Firewine Bridge (x 4865 y 700)



-------------------------------------------------------------------------------
13b. Firewine Ruins (AR 5201)                                        [BFRNRS]
-------------------------------------------------------------------------------

Note: What makes this dungeon tough isn't the type of enemy you fight, it's how
     many of them there are.  Not only are there a lot of Kobold Commandos to
     start with, but they constantly re-spawn making it hard to get anywhere.

Enemies: Kobold Commandos, Ogre Mage, Kobolds, Ogrillons, Ghost Knights

Plot:
 - The only real thing to do here is to find the Ogre Mage (x 575 y 250) and
   kill him.  The easiest way to do this is described in the Gullykin section
   under the Jenkal subquest.

Subquests:
 - The Ancient Armor
   In one of the corridor's you will encounter an undead knight who asks you
   to strike him down and take his armor.  Do so.  Later in the passage you
   will encounter a Ghost Knight which asks for the armor.  The armor and the
   ghosts vanish and you get your reward:  1500 exp.

     Note:  (from Sergio D. Morozov) Ghost Knights have a Longbow of
            Marksmanship +2 on them, which can be pickpocketed. As far as I
            recall they do not have it in plain BG, only in [BG + ToSC] or
            [Original Saga]. I have pickpocketed it from the topmost ghost
            knight, but maybe it is irrelevant which ghost knight to
            pickpocket. Anyway, they only have one bow. Also blur effect can
            be dispelled from them. Funny.

     Note:  If you want to pick up the Vampiric Sword, be sure to keep the
            Ancient Armor, and take this item as well as the Idol of Kozah to
            Ulcaster, there talk to the Ghost of Ulcaster to exchange the two
            items to get the Vampiric Sword. (You must also kill the Doomsayer
            when you get the Idol)

   Knight: Firewine Ruins (x 1450 y 360)
   Ghost Knight: Firewine Ruins (x 730 y 985)

Other:
 - Lendarn the Mage
   This bugger will attack you without even giving you his Evil Rant.  Now
   where's the fun in that?  For killing him you get 1400 exp, Robe, 4 Spells,
   2 Potions, 150 gp.
   Lendarn: Firewine Ruins (x 355 y 533)


-------------------------------------------------------------------------------
14. Baldur's Gate Bridge                                             [14BDGB]
-------------------------------------------------------------------------------

Companions:      S  D  C  I  W  Ch
 - Quayle       8  15 11 17 10 6     Gnome  Cleric/Illusionist Chaotic Neutral
   Quayle is an insulting little person, who will join up for no apparant
   reason.  No matter which direction you say that you are going, he is going
   that way too.  Can't get him until the Cloakwood mines are cleared.
   Where he is:  Baldur's Gate Bridge (x 486 y 797)

Plot:
 - As you cross the Bridge you will be accosted by a Flaming Fist Soldier who
   demands that you pay them a tax.  Give him the "Nymph's" comment and he'll
   make you talk to his commander, Scar.  He asks if it was you who has been
   causing such a ruckus lately, say that it was.  He asks for your help,
   agree to give it.  He wants you to break into the Seven Suns compound in
   the SW corner of the city.

 - Head west to enter Baldur's Gate itself.  However, if you head north from
   the Baldur's Gate side of the Bridge you can get to a new area, the Farm
   N of Baldur's Gate Bridge.

Subquests:
 - Nester's Dagger
   Just slightly to the north of Tenya's home an Ankheg may appear, kill him
   and take the dagger on his corpse.  We will take this to Quinn in the NW
   Section of Baldur's Gate later (check that section for more information).
   Ankheg:  Baldur's Gate Bridge (x 4070 y 100)


-------------------------------------------------------------------------------
14a. Farm N of Baldur's Gate Bridge (AR 0400)                        [AFRMNB]
-------------------------------------------------------------------------------

Companions: none

Enemies: Zombies (lots of them!)

Treasures:  Cloak of Protection +1 (Cloak of Protection)

Plot: none

Subquests:
 - Wenric and the Zombie Killing
   Talk to the Farmer Wenric to the north and he asks for your help to kill
   all 20 of the zombies wandering about.  Do so and return to the farmer to
   get your reward:  800 exp, and 150gp.
   Farmer:  Farm N of Baldur's Gate Bridge (x 615 y 543)

Other:
 - Cloak of Protection
   Search the Farmer's house to get a Cloak of Protection +1, and some other
   small treasures.
   House:  Farm N of Baldur's Gate Bridge (x 593 y 371)


-------------------------------------------------------------------------------
15. Baldur's Gate (AR 0800)                                          [15BDLR]
-------------------------------------------------------------------------------

Note: When you first enter Baldur's Gate you are "treated" to a little movie,
     which is on Disc 5.  After that Elminster will come up to you and tell
     you that you can trust Scar of the Flaming Fist, as well as his
     commander, Duke Eltan.  Navigating Baldur's Gate can be a little tricky
     due to the wall in the center of town which prevents you from simply
     crossing from one end of the city to the other.

Baldur's Gate is divided into 9 sections, and as such, this section is divided
into 9 sub-sections, one for each of the city sections. (plus another one for
the sewers)

Companions: none

Enemies: none

Treasures: Tome of Dexterity (Niklos and the Bandits)

Plot:
 - There are a lot of things in Baldur's Gate worth doing, subquests and
   very good treasures.

Subquests:
 - Brevlik's Telescope
   In the Elfsong tavern is a wheezy gnome named Brevlik who wants you to
   steal a telescope from the Hall of Wonders.  Agree to help him out, and
   try to increase your fee as well.  Now all you have to do is to break
   into the Hall of Wonders.  You'll find the Hall of Wonders in the W
   Section of the city.  Break into it at night (you'll probably find Alora
   there, see the Baldur's Gate W Section below for more information, if you
   have Alora in your party you'll be able to steal things here without them
   noticing), and steal the Telescope.  Return it to Brevlik to get your
   reward:  5500 exp, 500 gp, and a Lightning Wand.
   Brevlik:  Baldur's Gate (AR 0800, x 1800 y 2370)
   Telescope:  W Section (AR 0600, x 1600 y 2200)

     MartectX recommends this:

       While in the Hall of Wonders charm ALL people running around (get
       Nymph's cloak first!) and quicksave. Now unlock the chests and get a
       Rogue Stone (worth 2500gp!) and a star sapphire! If someone recognizes
       you anyway - determine him/her, reload and search for that person:
       Charm him/her.

 - Arkion's Corpse
   A Necromancer who lives in the southern part of this area wants you to find
   him a body from the Sewers and bring it to him.  You can find a corpse
   in the sewers that are under the SW Section of the city.  There are 2 more
   corpses in the W Sewers.  You only need one corpse, however.  Take it to
   Arkion to get your reward:  250 gp, and 1800 exp.
   Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)
   Corpse:  SW Sewers (AR 0224, x 2520 y 2360)
   Corpses:  W Sewers (AR 0225, x 3700 y 2860)

 - The love triangle of Ordulinian, Nemphre and Arkion
   This subquest should be tackled only once you completed the Arkion's Corpse
   subquest (see above) and Nemphre subquest (see Baldur's Gate SE Section).
   Although he may not ask you to, give him Arkion's Bloostone Amulet and
   Nemphre's Onyx Ring to get 3500 exp.  He's in The Sorcerous Sundries.
   Ordulinian:  Baldur's Gate (AR 0800 x 1025 y 1950)
   Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)
   Nemphre:  SE Section (AR 1300, x 1750 y 240)

 - Niklos and the Bandits
   In the center of the Area you will find a bandit named Niklos.  He says
   that his boss wants to talk to you, and gives you 50gp just to talk to him.
   He tells you to go into the building to the north of him, and if asked for
   a password to reply "fafhrd", there to meet with the boss.  Go inside the
   building, give the guard your password, and go further in.  All the way to
   the back is a man named Alatos, the Boss.  Talk to him.  Be careful what
   you say, as they might attack you.  What he wants you to do is to steal
   some items from Oberon's House in order to prevent the construction of "Sky
   Ships".  You get 10 days to complete this quest.  Once agreed to, you have
   free run of the Guild.  For more information go down to the section titled
   Baldur's Gate Central Section and look under the subquest marked "Oberan's
   Estate."  Once you have the items return them to the Thieves' Guild.  Now
   you give him the items and you get a reward of 4000 exp, however, the
   client thinks that you were too "messy" in your operation and wants to
   terminate you, but if you did the Narlen Subquest below, Narlen will come
   in and kill the client instead, and you are thereafter a full member of the
   Thieves' Guild.

   NOTE:  Even if you simply sneak in and steal the pieces, Resar still tries
          to have you killed.

   Niklos:  Baldur's Gate (AR 0800, x 1550 y 1790)
   Boss:  Baldur's Gate (AR 0800, x 1450 y 1250)
   Oberan's House:  Central Section (AR 0700, x 3400 y 100)

     MartectX adds this:

       Sure, Black Lily sells a lot of good items, but what's in that barrel
       behind her? Uhuu, a low-cost Tome of Dexterity!

 - Narlen Darkwalk's Thievery Test
   In the Thieves' Guild you will encounter Narlen Darkwalk who wants to test
   your thievery abilities.  Agree to it, and he'll ask for a THIEF (and only
   a thief) to meet him by the Splurging Surgeon Inn.  Go there.  (It's a
   little tricky to get to where we need to be.  Go west to the Central
   Section and then North to the North Section, and finally go East to the NE
   Section)  Talk to Narlen again, and you'll be automatically taken to where
   you need to be.  Eventually a Flaming Fist will come up to you and ask what
   you're doing.  Yell out a warning to your "mates", and flee back to the
   Thieves' Guild.  (Don't fight the Fist!)  You will get 100 gp for the first
   job, and another job will be given out.

   This time we're stealing a Rogue Stone from Gantolandan.  This time he
   wants to meet up at the Blade and Stars Inn, which is in the SE Section of
   the city.  Meet up with Narlen there, and then follow him to Gantolandan's
   house.  Go inside and steal the stone (for more information on this go down
   to the SE Section below and look under the Gantolandan in "Other"), and
   then return to the Guild again.  Talk to Narlen for the last time to get 3
   Pearls. (the Rogue Stone, if you had sold it, is worth 2500 gp, while 3
   Pearls are worth 300... methinks someone here took more than their fair
   share!)
   Narlen:  Baldur's Gate (AR 0800, x 1450 y 1250)
   Splurging Surgeon Inn:  NE Section (AR 0300, x 500 y 2970)
   Blade and Stars Inn: SE Section (AR 1300, x 200 y 666)

Other:
 - Four Mages
   On the second floor of the Sorcerous Sundries are a quartet of mages who
   are practicing spells.  They are very put out if you go near them, and will
   attack you.
   Oulam--1200 exp, Robe, minor treasures
   Wheber Ott--1500 exp, Robe, minor treasures
   William Garst--1500 exp, Robe, minor treasures
   Niemain--2000 exp, Cursed Ring of Clumsiness, Wand of Fire, 280 gp

     Note:  If you have Xzar in your party, the Mages here won't attack you
            since Xzar is a member of their order.

   Sorcerous Sundries:  Baldur's Gate (AR 0800, x 1025 y 1950)

 - Husam the Bandit
   Inside the Bandit's hideaway (see Niklos and the bandits above) you can
   talk to Husam.  He has a bit of information on the Iron Throne, like who
   the leaders are, and what their plans are.
   Husam:  Baldur's Gate (AR 0800, x 1450 y 1250)


-------------------------------------------------------------------------------
15a. Baldur's Gate NE Section (AR 0300)                              [ABLDNE]
-------------------------------------------------------------------------------

Note: When you first come into this area from the first BG Section, you will
     confronted by two goons from the Iron Throne, Marek and Lothandar.  They
     tell you to stay out of Throne business and leave.  Also this area is
     divided in half by the inner wall.

Companions: none

Enemies: none

Treasures:  Cloak of Balduran (Quenash and the Cloak of Balduran)
           Gauntlets of Weapon Skill (Larze the Would Be Ogre Assassin)

Plot:
 - Just some subquests to do.

Subquests:
 - Brielbara and Yago's Book of Curses
   A mage of minor power here has a task for you.  Her daughter was cursed by
   the mage Yago, and in order to remove the curse, you need to retreive his
   book of Curses.  You can find Yago in the Low Light Tavern (it's really a
   boat) at the Harbor.  Go in and take him out (he is on the third level).
   Once that is done return with the book to the Splurging Surgeon Inn and
   give it to Brielbara to get your reward:  200gp, 1000 exp, and a Reputation
   +1.

   I got this from Peter Cheong Choon Wah:
   Apparently Coran was Brielbara's lover and her daughter's true father.  If
   you approach Brielbara with Coran in your party, she would badger him about
   this turn of events; Coran would be forced to do something about Yago and
   he would ask if you/the party would aid him. (I can not confirm, but if you
   refuse in this case, Coran *might* leave the party to settle the issue
   himself...)

   When you help Coran to settle the matter and return to Brielbara, after she
   rewards you, she would have one last tiff with Coran, asking if he's ready
   to be a responsible father.  Coran would be uncertain and she would depart,
   leaving him with your party.
   Brielbara:  NE Section (AR 0300, x 715 y 2250)
   Low Lantern:  Harbor (AR 1200, x 3420 y 3090)
   Splurging Surgeon:  NE Section (AR 0300, x 411 y 2885)

 - Larze the Would Be Ogre Assassin
   In the Blushing Mermaid Tavern you find yet another assassination attempt,
   this time from a none-too-bright Ogre named Larze.  If you want you can
   talk him out of attacking you (900 exp).  Or you could attack him, which I
   think may be the better course of action.
   Larze--2000 exp, Gauntlets of Weapon Skill, 1 Spell, Minor Treasures
   Blushing Mermaid:  NE Section (AR 0300, x 200 y 1750)

Other:
 - Quenash & the Cloak of Balduran
   Quenash in the Undercellars somehow got a hold of the Cloak of Balduran.
   Find her and steal it from her to get a really really good cloak (that 25%
   Magic Resistence will come in handy!).  To get into the Undercellars go
   through the back door in the Blushing Mermaid.
   Quenash:  Undercellars (x 1300 y 1315)

     Silviu has more Info on the Cloak:

       The woman that possesses the Cloak of Balduran is in reality the lover
       of the elf you delivered in Felonius Gist.  There is a hint in the
       letter he gives you that points to her, when he says that the cloak is
       with his "fallen angel"(a prostitute).  If you go to see her, you can
       obtain the cloak from her by saying that you are one of his friends and
       by describing him.

 - Kill the Mustard Jellies
   After talking three times to a drunk named Lusselyn, he will bet you 100gp
   that you cannot kill the mustard jelly upstairs. Upon completion of the
   quest, you will discover that Lusselyn has only 60gp remaining, having
   spent the rest on "Boozsh an' schtuff".
   (from Arashikage The Magnificent, Illusionist Without Peer)
   Lusselyn:  Splurging Surgeon, NE Section (AR 0300, x 411 y 2885)

 - Always Keep the Pantaloons! (from Sir Erik Esoteric)
   A man on the 2nd floor of the Splurging Surgeon named Mr. Shade provides
   a funny conversation if you pretend to play along with it. Eventually, you
   will have to confess, but you can ask him what this was all about.
   Apparently, he was waiting for the owner of the golden pantaloons, and
   since you have obviously stolen them, he decides to take them from you and
   leave. I didn't want to sacrifice getting the Big Metal Unit in BG II ToB,
   so I decided to kill him netting 1 experience point (w00t) and getting back
   the precious pants. All in all, I just thought it was a pretty funny
   interaction.


-------------------------------------------------------------------------------
15b. Baldur's Gate SE Section (AR 1300)                              [BBLDSE]
-------------------------------------------------------------------------------

Companions: none

Enemies: none

Treasures:  Light Crossbow +1 (Taxek and Michael, Bandits)
           Long Sword +1 (Gantolandan's Rogue Stone)

Plot:
 - Just some subquests to do here.

Subquests:
 - Nemphre
   To get Nemphre to even talk to you, you must talk to her with any male in
   your party.  (There goes that all female party!)  She wants you to get an
   amulet back from her former flame, Arkion.  You'll find Arkion back in the
   first Baldur's Gate section in the southern part of that area.  Go into his
   house, don't bother talking to him, and steal the Bloodstone Amulet.  Take
   it back to Nemphre to get called a fool (but a sweet fool!), and receive a
   small reward:  1000 exp, and the spell Vampiric Touch.
   Nemphre:  SE Section (AR 1300, x 1750 y 240)
   Arkion:  Baldur's Gate (AR 0800, x 1600 y 3200)

   Alternatively... Starlight sent me this:
     "I went and retrieved nemphres amulet and took offence at being called a
     fool, albeit a sweet fool.  So after saving the game I  tried to charm
     her so I could rob her, this did not work, so still feeling verbally
     abused I set all five of my party on to her.  I have a heroic reputation
     (20) after her death which was quick, in Another life maybe she will hold
     her tongue, no flaming fist arrived so I ransacked the place and found:

       Cloak of Protection +1
       War Hammer
       Minor Gem
       18 Gold Pieces
       And on her
       Robe of Electrical resistance
       Bloodstone Amulet
       Onyx Ring
       And a Dagger

     I reckon just short of 3000 gp not a bad earner wouldn't you say.

 - G'Axir the Seer
   In the Blade and Stars Inn you will meet a seer named G'Axir who wishes
   to tell your fortune, but requires a Sphene Gem to do such a task.  Find
   one and bring it back to him (if you'd rather just cheat it, it's MISC37)
   and he'll give you your fortune and a reward of 1000 exp.
   G'Axir:  SE Section (AR 1300, x 200 y 666)

 - Nadarin's Basilisk
   Someone decided to ship a basilisk somewhere, and somehow it escaped and is
   wreaking havoc at the harbor.  Talk to Nadarin in the warehouse to get the
   quest, then head over to the harbors.  You will find the Basilisk in a
   warehouse, once inside you will be warned that it is in there.  Kill it
   (it has a Sphene Gem if you need one for G'Axir) and then return to
   Nadarin.  Your Reward:  1300 exp, and 1800 gp.
   Nadarin:  SE Section (AR 1300, x 800 y 1930)
   Basilisk:  Harbor (AR 1200, x 3264 y 1146)

Other:
 - Taxek and Michael, Bandits
   Taxek and his buddy Michael are from the Thieves' Guild have decided to rob
   a house in this area.  You have several options on how to handle this, but
   the best is to say that it isn't your house, but that you aren't going to
   let them leave.  They will attack you, kill them and steal their treasures.
   Taxek--975 exp, Light Crossbow +1, Magic Bolts, 2 Gems, 75gp
   Michael--300 exp, Magic Arrows, 2 Gems, Long Bow, 54 gp
   Bandits:  SE Section (AR 1300, x 1733 y 1075)

 - Gantolandan's Rogue Stone (or the Stray Cat Thief)
   On the second story of a house in this area you will encounter a sleeping
   man named Gantolandan.  Near his bed is a trapped chest with a Rogue Stone
   inside (very valuable! 2500gp!), but as you steal it, Gantolandan will wake
   up and ask "Who's there?"  You could impersonate a cat and say "Meow".
   Take the Rogue Stone, and he'll say "I don't own a cat".  Claim to be a
   stray and he'll go back to bed.  It's fairly safe to leave.  Or you could
   just kill him to get 1200 exp, Long Sword +1, 64gp.  This is the second of
   Narlen's tests if you care about the Thieves' Guild.
   Gantolandan:  SE Section (AR 1300, x 785 y 1190)

 - Nikolai
   You can talk to a local "tour guide" called Nikolai here.
   Nikolai:  SE Section (AR 1300, x 1000 y 210)


-------------------------------------------------------------------------------
15c. The Harbor, Baldur's Gate S Section (AR 1200)                   [CBGTHS]
-------------------------------------------------------------------------------

Note: You may encounter Entillis Fulsom here, a friend of Elminster.  He urges
     you to curry the favor of Scar and Duke Eltan to protect yourself from
     the Iron Throne.

Companions: none

Enemies: none

Treasures:  Gauntlets of Ogre Power ¯¯|
           Long Sword +1             |__ Desreta, Vay-ya and the Void
           Dagger +1                 |
           Wand of Fire            __|
           Gauntlets of Weapon Skill (Noralee's Gauntlets)
           Ring of Free Action ¯¯|
           Halberd +2            |
           Bracers AC 7          |__ The Iron Throne
           Mace +1               |
           Wand of the Heavens   |
           War Hammer +1       __|

Plot:
 - There are some subquests to do here, as well as the Gauntlets of Weapon
   Skill.

 - The Iron Throne Tower
   You can find the Iron Throne's Headquarters in this area to the North West.
   Go inside.  When you first enter you get to see a little movie (Disc 5).

     1st floor:  A fat merchant will come up to you and say that there is
                 madness inside.  Well we knew that.  There is a lone guard at
                 (x 731 y 493).  You can tell him that you are seeking
                 employment or can beat him up.  Your choice.

     Basement:   You'll find a lone guard here and some treasures at (x 147
                 y 328) and (x 182 y 218).  There is an exit that leads to the
                 sewers here at (x 678 y 526).

     2nd floor:  Here you'll encounter another guard named Dra'tan.  Either
                 tell him that you're delivering a message to Sarevok, and
                 that you'll pass his comments on or fight him (if so, he'll
                 summon two other guards to help him out).  There is some
                 guards on this level (they all have minor treasures).

     3rd floor:  Another guard will accost you here.  Again pass yourself off
                 as new recruits who don't yet have their uniforms.  Also on
                 the third level, Nortuary will come up and talk to you.  He
                 wants to know where the Iron Throne higher ups are.  Tell him
                 that they are upstairs.  An Emissary from the Grand Dukes
                 named Tar will initiate a conversation with you.  Do not kill
                 her or you'll lose reputation.

     4th floor:  Do not kill anyone on this floor or you'll lose a lot of
                 reputation points.  You can impersonate the Emisary Tar when
                 talking to Destus Gurn to get some free information.  There
                 are some scrolls at (x 1136 y 508) and (x 877 y 412).

     5th floor:  A really big fight will ensue from your entrance on this
                 floor with several tough Iron Throne leaders.  I'd recommend
                 using a Fireball or three, and/or a Cloudkill.  You can also
                 use Dire Charm on some of them to get some free added
                 firepower.  Beyond that, good luck.  Don't forget to search
                 everywhere for letters, treasures, etc...  You'll also
                 discover what happened to Emissary Tar here.  I didn't keep
                 track of which treasures belong to which person, but here's a
                 list of treasures you'll get:  Ring of Free Action, Wand of
                 Lightning, Halberd +2, Bracers AC 7, 7 Spells, Mace +1, Wand
                 of the Heavens, War Hammer +1.

                   MartectX has this battle strategy to add:

                     First have your thief hide in shadows and go up. Go
                     to Thaldorn and talk to him - because now unintentional
                     killing of the Emissary isn't too bad. You could also
                     charm Thaldorn later and force-talk to him. Now go up
                     with your highest-hitpoints character (should be your
                     fighter) and the one or two mages that you are instantly
                     visible to should start casting a spell.

                     Quickly (!) go down the stairs and go back up
                     immediately. Again he/they will start casting a spell.
                     Down again. Repeat until all visible mages come towards
                     you. DON'T WALK UP TO THEM! At this point you'll probably
                     want to shoot one or two arrows at them, don't you? When
                     they reach you they'll begin casting again - get out NOW!
                     Repeat until they are out of spells - behead them!

                     Now the more complicated part: Quicksave first, go 2
                     meters to the middle of the room - Cloudwulfe should
                     begin shooting you (not to be prevented) - go on until
                     the last mage starts casting. NOW RUN BACK! You should
                     make it down with those magic arrows being 2-3 meters
                     away. Poohhhhhhh. Quicksave? Repeat this process. This
                     has two advantages: Cloudwulfe gets out of arrows (or he
                     did in my case) the last mage becomes dog-biscuit. Get
                     your party up (or only the fighters and archers), beat
                     Cloudwulfe and his other fighting companion (I guess it's
                     Gardush or whomever).

                 And here's the Experience you get from it:
                 Zhalimar Cloudwulfe--3000 exp
                 Gardush--1800 exp
                 Alai--1800 exp
                 Naaman--2000 exp
                 Diyab--1600 exp
                 Aasim--1800 exp

   Once that's done find Thaldorn and threaten him until he tells you where
   the other leaders of the Iron Throne are. (Candlekeep)  And also gives you
   information on all their dirty deeds, which he claims Reiltar has.  Kill
   him if you want to get 975 exp, a Short Sword +1, and a Studded Leather +1.
   Iron Throne:  Harbor (AR 1200, x 400 y 600)

Subquests:
 - Ghorak the Diseased
   In a house near the south of the area you will find a diseased man who
   cannot be cured by conventional (and by that I mean magical) means.  There
   is, however, a way to cure him.  Simply go to the Three Old Kegs Inn, there
   you will find a Skull behind a painting on the second floor.  Take the
   Skull to Agnasia at the Lady's Hall.  She'll tell you a little story about
   the Skull's previous owner, and give you 1000 exp, and a Reputation +1.
   You can if you want, go talk to Ghorak again to see him cured, but you get
   nothing more.
   Ghorak:  Harbor (AR 1200, x 4230 y 1925)
   Skull:  N Section (AR 0200, x 3700 y 2370)
   Agnasia:  W Section (AR 0600, x 1300 y 1000)

 - Nadarin's Basilisk Part 2 (see the above sub section)

 - Noralee's Gauntlets
   In a warehouse to the south of the Basilisk warehouse you will find a
   female archer by the name of Noralee who has lost some Gauntlets.  She asks
   you to pick up the Gauntlets before someone else does.  Go pick up the
   gauntlets, and return them to her (they are Gauntlets of Weapon Skill) to
   get your reward: 1000 exp, 2 Potions, and a Reputation +1.  Or you could
   just keep them. (THAC0 +1)  Once you give them to her, she leaves, so
   decide if you want them before that!
   Noralee:  Harbor (AR 1200, x 3550 y 1520)
   Gauntlets:  Harbor (AR 1200, x 730 y 2700)

 - Cordyr's Sirines
   Cordyr has been having some trouble with Sirines far to the south.  If the
   party has a low or medium reputation, he'll ask them to get rid of them.
   Kill them to get a reward:  a Haste Scroll.  The Sirines he wants dead are
   in the Lighthouse Map (AR 3600) and you may have already killed them (one
   of them is named Sil).  See Flesh Golem Cave in Lighthouse Map (AR 3600)
   for more information.
   Sil and 2 sirines:  Lighthouse (AR 3600, x 383 y 1209)
   Cordyr:  Harbor (AR 1200, x 3060 y 875)

Other:
 - Desreta, Vay-ya and the Void
   A wench in the Low Lantern (a brothel if you must know) by the name of
   Desreta will come up to you on the second level, and blabber on about being
   "one with the void" and how life is meaningless.  Long story short, you
   have to fight her as well as her mage companion Vay-ya.
   Desreta--1200 exp, Gauntlets of Ogre Power, Long Sword +1, 172 gp
   Vay-ya--2000 exp, Wand of Fire, Dagger +1, 2 Spells, 2 Gems, 94 gp
   Low Lantern:  Harbor (AR 1200, x 3420 y 3090)

 - Yago
   Yago is on the third level of the Low Lantern, you can kill him if you
   want.  You get 1400 exp, a Knave's Robe, and Yago's Book of Curses.  You
   can search the chest near his bed for some good spells (like Fireball if
   you don't already have it) and some gold.  Yago's Book of Curses is
   important in a subquest in the NE Section (Brielbara and Yago's Book of
   Curses).
   Low Lantern:  Harbor (AR 1200, x 3420 y 3090)

 - Larriaz the Sirine
   Larriaz was abducted by a fisherman, and has now exacted her revenge by
   killing his entire family.  Kill her and you get 30 exp.  Whee.  You can
   then search the house for some more minor treasures.
   Larriaz:  Harbor (AR 1200, x 3970 y 1660)

 - Child's body from Umberlee's temple
   You can wander into Umberlee's temple and talk to the Bitch Queen's
   Priestess here (that's what Umberlee is known as).  Ask to talk to Tenya
   (she's the girl you helped retrieve that BOWL awhile back) and she will
   appear and give you a corpse.  This is to complete the subquest in the
   W Section of the city titled "Varci Roaringhorn and the High Price..."
   Temple:  Harbor (AR 1200, x 870 y 2340)

 - Ogre Mages
   In one of the buildings here you will find 4 Ogre Mages (this could have
   been listed as an Assassination attempt, except none of them have names)
   who want to kill you.  A fifth one is invisible and will become visible
   once he initiates a conversation with your party.
   Building:  Harbor (AR 1200, x 1140 y 1215)


-------------------------------------------------------------------------------
15d. Baldur's Gate SW Section (AR 1100)                              [DBLDSW]
-------------------------------------------------------------------------------

Companions:     S  D  C  I  W  Ch
 - Tiax        9  16 16 10 13 9        Gnome      Cleric/Thief    Chaotic Evil
   Tiax is a very bizarre fellow who believes that he will one day "ascend" to
   become the ruler of the Realms.  He thinks that that is his "destiny" as
   foretold to him by Cyric.
   Special Abilities:  Summon Ghast
   Where he is:  Baldur's Gate SW Section (AR 1100, x 1440 y 1610)

Enemies:  Dopplegangers, Green Slimes

Treasures:  Spear +1 (Seven Suns)
           Wand of Magic Missiles (Seven Suns)
           Medium Shield +1 (Duke Eltan's Office)
           Splint Mail +1 (Duke Eltan's Office)

Plot:
 - Go talk to Scar again in the Flaming Fist HQ, and he'll ask for you to
   investigate the Seven Suns.  This is done in two parts, freeing Jhasso, and
   killing the Dopplegangers, so be sure to get both rewards.  See The Seven
   Suns below for more info.

 - The Sewers
   Scar wants you to check the sewers of the city for a beast of some sort.
   Go to the eastern end of the city, and down into the sewers.  Then go to
   (AR 0226, x 1335 y 1590) and kill the Ogre Mage (Bastard Sword +1) and his
   Carrion Crawler buddies.  Take all the items from the Ogre Mages body, but
   don't sell them.  Go back to Scar and tell him what the Ogre Mage was doing
   down there, and then give the Ring to Scar for your reward:  3000 exp, and
   3000 gp.

 - Finally to finish Chapter 5 and leave Baldur's Gate talk to Scar again
   until he wants to talk to you about the Iron Throne.  Go outside and talk
   to him, and agree to meet with Duke Eltan.  Tell the Duke what you know (if
   you went into the Iron Throne's HQ tell him about Reiltar) and he'll
   transport you to Candlekeep to get information from the Throne.  If you
   haven't done the Iron Throne yet, you'll have to before you can leave!
   Also if you haven't done the Iron Throne yet, you can wander around Duke
   Eltan's office, and swipe his items.  On Duke himself you'll find the
   History of the Nether Scrolls, and in another room you'll find a Medium
   Shield +1 and a Splint Mail +1.

Subquests:
 - The Seven Suns
   When we first entered Baldur's Gate we were asked by Scar to investigate
   the Seven Suns merchant guild.  Now we have the opportunity to do just
   that.  Enter the building, and a merchant will talk to you.  Go downstairs
   (the stairs down are in the SW end of the room) to find a Doppleganger and
   the head of the guild, Jhasso.  Talk to him and say that you are there to
   rescue him.  He'll say that the guild was taken over by Dopplegangers.  You
   can search the basement for a Spear +1, a Wand of Magic Missiles, and other
   minor treasures.  Go back upstairs and talk to any merchant over and over
   until they crack and turn into Dopplegangers.  Kill all the ones here, then
   go upstairs and kill the two up there.  Once that is done go over to the
   Flaming Fist HQ, go inside and talk to Scar to get your reward: 9000 gp,
   4000 exp, and a Reputation +2. (MartectX mentions that dialog option 2
   leads to the good reward, option 3 leads to a much lesser reward) He'll
   also give you another job which is covered below.
   Seven Suns:  SW Section (AR 1100, x 3480 y 1240)
   Scar:  SW Section (AR 1100, x 1500 y 1300)

 - Fergus' Angel Skin Ring
   If you have an Angel Skin Ring handy (and you should by now), go to the
   Flaming Fist HQ and talk to Fergus (he's just down the hall past Scar).  He
   wants a ring for his special someone.  Talk to him again to give him the
   ring, and get your reward:  800 exp, and a Reputation +1.
   Fergus:  SW Section (AR 1100, x 1500 y 1300)

Other:
 - Green Slime Tavern
   There is a tavern that has been invaded by green slimes.  Go inside and
   kill the slimes.  However, whatever you do, several people will be killed
   (even if you kill all the slimes really quickly!).
   Tavern:  SW Section (AR 1100, x 2470 y 725)

 - Thieves Looting a House
   There are four members of the Shadow Thieves' Guild (Dirk, Sath, Meakin and
   Wiven) looting a house.  They all have minor treasures.
   Thieves:  SW Section (AR 1100, x 2250 y 1770).

 - Sunin the Mage
   When you break into Sunin's house (in the southern part of this area) he
   of course assumes that you are thieves, and will attack you.
   Sunin--2000 exp, Robe, Ring of Wizardry, 2 Spells, 102 gp
   Joular--1200 exp, Long Sword +1, 64gp
   Maka--1300 exp, Plate Mail, Magic Arrows, 39gp
   Sunin:  SW Section (AR 1100, x 1700 y 2500)

 - Phandalyn
   As you enter a tavern in the SW part of this area, a paladin by the name of
   Phandalyn will approach you.  If you have any Evil party members, he will
   attack.  However, he is still considered Non-Threatening (i.e. his circle
   is still blue) so if you attack and kill him, you still get the appropriate
   loss in reputation.  Sucks.
   Phandalyn:  SW Section (AR 1100, x 1100 y 2200)


-------------------------------------------------------------------------------
15e. Baldur's Gate Central Section (AR 0700)                         [EBLDCS]
-------------------------------------------------------------------------------

Companions: none

Enemies: none

Treasures:  Necklace of Magic Missiles (Halruuan Skyship)
           Eagle Bow (Lothandar's Geas)
           Dagger +2 (Lothandar's Geas)
           Tome of Wisdom (Lothandar's Geas)

Plot:
 - Just some subquests to accomplish.  If you have a Thief be sure to pick up
   the Eagle Bow (Lothandar's Geas).

Subquests:
 - Ragefast's Nymph
   You will encounter a Lady Hannah here who complains about Ragefast the Mage
   who has enslaved a Nymph in the Western part of the city.  Check the
   Section titled Baldur's Gate W Section for information on completing this
   subquest.

   Hannah:  Central Section (AR 0700, x 330 y 870)
   Ragefast:  W Section (AR 0600, x 2875 y 475)

 - The Statues of Felonius Gist
   Do not free any of these statues until you talk to Degrodel in the NW
   Section!  Inside of Felonius' town house you will find a series of statues.
   Free the one in the North West corner and demand to know where the Helm of
   Balduran is (you get a small reward of 500 exp for freeing him).  He will
   give you a scroll that gives you a bit of a clue about it, saying that it
   is in an Inn.  You can free the others, but you don't get anything more.
   Town House:  Central Section (AR 0700, x 1750 y 1000)

   Note:  (from danecobain) If you free the guy in the corner and get the
          information from him then if you say that you want to fight him then
          you can kill him for some exp. Then all of the statues turn red and
          you can use the scrolls on them one at a time to get them to attack</pre><pre id="faqspan-7">
          you one at a time and kill them all. Doing this I got 5800 xp, a
          load of arrows, 2 healing potions and a mage robe of electric
          resistance with no reputation loss.

 - Lothandar's Geas
   When you wander around the Tents in this area you will be confronted by
   Lothandar (again if you talked to him in the NE Section) who tells you that
   you have been poisoned in your sleep.  If you help him remove a Geas from
   himself, he'll help you get rid of the poison.  Sounds good enough.  He
   takes you to see a Diviner, ask the Diviner how to help Lothandar and he
   directs you to the Temple of Umberlee.  Go to the temple and ask to see the
   High Priestess (you'll have to bribe them).  Talk to her and ask for help
   to remove the Geas and she'll ask for you to get a Book from the Temple of
   Tymora.  Wander over to the West section of the city and into the Lady's
   House (the Temple of Tymora), there ask the priest there for the book, and
   say that you'll die if you don't get it.  He decides that that is a worthy
   enough cause, and gives you the Book of Wisdom.

   Now go back to the Temple of Umberlee and give the Priestess the book (say
   that you don't trust her to get the Scroll of Remove Geas before handing
   her the book).  Now go to the Blade and Stars Inn to find Lothandar to give
   him the Scroll.  He will give you his HALF of the antidote (as well as 1500
   exp) and tell you to get the second half from Marek in the Blushing Mermaid
   Inn.  You'll find Marek on the Second Level of that Inn, and he will fight
   you instead of just giving it to you.  You get 10000 experience for curing
   the poison.
   Marek--650 exp, Eagle Bow, Dagger +2, 3 Potions, 200 gp
   Lothandar:  Central Section (AR 0700, x 2650 y 1120)
   Diviner:  Central Section (AR 0700, x 2500 y 800)
   Temple of Umberlee:  Harbor (AR 1200, x 872 y 2340)
   Temple of Tymora:  W Section (AR 0600, x 1300 y 1350)
   Blade and Stars Inn:  SE Section (AR 1300, x 220 y 670)
   Blushing Mermaid Inn:  NE Section (AR 0300, x 200 y 1725)

     Dark Angel ([email protected]) had an alternate way to complete
     Lothandar's Geas:

       In the section 15.e (Baldur's Gate Central Section) who wrote how to
       complete the subquests Lothandar's Geas. You described how to acquire
       to book of wisdom to the high priestess of The Bitch Queen.  I thought
       that letting her have this valuable tome (which raises wisdom by 1
       point) was somehow deceiving.  So after telling her that I did not
       trust her and receiving the scroll, I told her that I did not had the
       book.  Because of that she decide to attack me.  After killing her and
       all of her priestess (the normal priestess only attack after you kill
       the high priestess, and doesn't cast spells), nothing happened.  No
       reputation losses, no becoming a fallen paladin (I'm a paladin with a
       reputation of 20), nothing.  So I decided to keep that game.  The best
       part of it was that killing the high priestess gave me 6000 exp
       points, and if you haven't done the "Varci Roaringhorn and the High
       Price of Umberlee" subquest, well there a body of a young child on her
       (which was a strange thing for my game because I had already done it).

 - Nadine's Son
   Nadine's Son has wandered off again to one of Baldur's Gate's many taverns.
   She wants you to give him a good luck talisman, an Amulet +1.  You'll find
   Euric (her son) in the SE Section.  He says that the Amulet looks funny,
   but he isn't coming home.  For your trouble you get 1100 exp.  (thanks to
   Stephen Ashton for the solution to this one)  Go back to Nadine and talk to
   her to get a Necklace of Missiles and a Reputation + 1 (thanks to Andrey
   Moujikov for that).
   Nadine:  Central Section (AR 0700, x 4150 y 880)
   Son:  SE Section (AR 1300, x 1655 y 2314)

 - Oberan's Estate
   In a house in the northern part of this area are several components which
   are required to create a Halruuan Skyship, a Gem, a Statue and a Book.  Go
   inside the house, you can claim to be a servant (if you aren't "well armed"
   at the time!), but it isn't necessary.  Go up to the third floor, and kill
   the three guards there.  Then search the desk to find the three things.
   Whatever you do, don't attack the servant!  Even if he turns red!
   Delorna--1400 exp, Necklace of Magic Missiles, Traveler's Robe
   House:  Central Section (AR 0700, x 3400 y 100)

Other:
 - The Rabid Chicken Invasion
   One of the shops here was overtaken by Rabid Chickens.  Go inside and kill
   the chickens for the amazing Experience of 1 each.
   Store:  Central Section (AR 0700, x 660 y 500)

 - Dabron Sashenstar
   He is the cousin of Aldeth Sashenstar and will only appear if you've killed
   Aldeth in the first Cloakwood Forest.  As you might have guessed, he
   doesn't like you so be prepared for a fight.  He has a magical heavy
   crossbow on him and some other treasures.
   Dabron Sashenstar:  Central Section (AR 0700, x 786 y 1683)


-------------------------------------------------------------------------------
15f. Baldur's Gate W Section (AR 0600)                               [FBLDGW]
-------------------------------------------------------------------------------

Companions:     S  D  C  I  W  Ch
 - Alora       8  19 12 14 7  10        Halfling         Thief    Chaotic Good
   You'll find Alora burglarizing the Hall of Wonders at night.  Agree to
   stand watch for her, then talk to her twice more and she'll offer to join.
   Where she is:  W Section (AR 0600, x 1600 y 2200)

Enemies: none

Treasures:  Large Shield +1 +4 vs. Missiles (Varci Roaringhorn and the...)
           Nymph Hair (Ragefast's Nymph)

Plot:
 - Just some subquests.

Subquests:
 - Varci Roaringhorn and the High Price of Umberlee
   Just north of the Lady's House you will encounter a runt named Varci who
   needs your help with something.  Agree to help and he'll take you into a
   house.  Go into the house and a priest of Tymora will explain that a child
   and Varci wandered into the Umberlee temple with mischief on their minds,
   and for that one of them was killed.  He wants you to go to the Temple and
   retrieve the body so that he can revive him.  Go to the Harbor, and into
   the temple.  Ask to talk to Tenya (the girl you retrieved the Elemental
   Bowl for) and she'll give you the body.  Return with the body, and give it
   to the priest.  He will walk a little ways away, talk to him again and
   he'll revive his son.  They argue a bit, and leave.  Talk to Varci to get
   your reward:  5000 exp, 2000 gp, Large Shield +1 +4 vs. Missiles.
   Varci:  W Section (AR 0600, x 1040 y 825)
   House:  W Section (AR 0600, x 875 y 666)
   Temple of Umberlee:  Harbor (AR 1200, x 870 y 2340)

 - Ragefast's Nymph
   Ragefast the great Mage has taken a Nymph captive and it's your job to free
   her.  Go into his house in the northern part of this area, and talk to him.
   Be firm that she must be free, but don't threaten him.  You can talk him
   into letting her go, and if you do you get a reward:  2000 exp, and Nymph
   Hair.

   What does one do with Nymph's hair?  Matt Canfield sent me this:

     I discovered that if you talk to Halbazzer Drin in the Sorcerious
     Sundries, he offers to purchase the Nymph Hair from you for 500 gp.  If
     you decline and say it is too precious and you will not part with it he
     offers to weave a Nymph Cloak for you for an extra 100 gp, which is a
     total of 600 gp.  Agree to this and he gives you the Nymph Cloak, he
     already has one made.  This cloak is identical to Algernon's Cloak and
     gives you a Charisma +2 bonus.

   Ragefast:  W Section (AR 0600, x 2875 y 475)

Other:
 - Fenten's Ankhegs
   Fenten, the Dwarf, wants to buy Ankheg Shells from you.  He will buy every
   shell you have for 250 gp, and there's no limit to how many times you can
   do this.  So to maximize your profits, place all but one shell on the
   ground, and then talk to him.  (To get to Fenten go north from the SW
   Section)
   Fenten:  W Section (AR 0600, x 3400 y 3200)

 - Brathlen's Tour of the Hall of Wonders
   Talk to Brathlen just inside the Hall of Wonders to get a tour of the
   place.  He'll walk to a place, and stop.  There you talk to him again to
   learn more about whatever it is that you are looking at.
   Brathlen:  W Section (AR 0600, x 1600 y 2200)

 - The Lousy Bard
   In the Temple of Gond (aka the High Hall of Wonders) you will find a bard
   who wants to buy stories off of you.  But when you tell one to him, he
   isn't satisfied and leaves.
   Bard:  W Section (AR 0600, x 3800 y 940)


-------------------------------------------------------------------------------
15g. Baldur's Gate NW Section (AR 0100)                              [GBLDNW]
-------------------------------------------------------------------------------

Companions:     S  D  C  I  W  Ch
 - Skie        11 18 15 15 8  13      Human         Thief        True Neutral
   When you first enter the NW Area in Baldur's Gate Eldoth (if he is with
   you) will offer to take you up to Skie's father's estate.  Go inside the
   estate and you will find Skie.  She will only join you if Eldoth is with
   you, otherwise she thinks that you are thieves come to kill her.
   Where she is:  NW Section (AR 0100, x 1170 y 1625)

Enemies: Battle Horrors, Doom Guards, Invisible Stalkers, Helmed Horrors

Treasures:  Helm of Balduran  (Degrodel and the Helm of Balduran)
           Battle Axe +2 ¯¯|
           Bracers AC 7    |—— The Maulers and the Gorpel Hind
           Long Sword +1 __|

Plot:
 - Definately pick up the Helm of Balduran (you don't really need to do the
   whole Degrodel subquest, just go into the Helm and Cloak Inn and get it).

Subquests:
 - Degrodel and the Helm of Balduran
   In Degrodel's House in the southern part of this area you will have to
   fight a lot of really tough monsters.  Battle Horrors, Invisible Stalkers,
   and Doom Guards.  Once past those, talk to Degrodel and he'll offer you a
   job, take the job and he'll explain that 6 people were turned to stone by
   Ragefast, and then sold to an art dealer.  One of those people had the Helm
   of Balduran on him, and Degrodel wants you to retrieve it.  To accomplish
   this he gives you 6 scrolls of Stone to Flesh.  Go to the Central Section,
   and into the house of Felonius Gist.  You'll see the statues in the north
   end of the room.  Free the statue in the corner and demand the Helm of
   Balduran from him.  He'll say that he doesn't have it, press further and
   he will give you a Scroll with a clue on it.  In case you haven't guessed
   it we're going to the Helm and Cloak Inn in the NW Section.  Go inside, and
   then go up the stairs in the back of the inn.  Find the painting in this
   room and search it to find the Helm.  Careful 'tis trapped!  If you give it
   to Degrodel he'll give you 5000 gp, but then have 3 monsters attack you and
   leave with the Helm.  It's much more worth it to keep the Helm.  What I did
   was I gave him the Helm, then killed him and took the Helm back.
   Degrodel:  NW Section (AR 0100, x 2100 y 3000)
   Statues:  Central Section (AR 0700, x 1750 y 1000)
   Helm and Cloak:  NW Section (AR 0100, x 3550 y 2900)

   Scott Werner had this to add:

     I already had the Helm of Balduran when I finally did this quest.  When
     I talked to the guy who used to be a statue about the helm, I told him
     about Degrodel's plan and said that I didn't need the helm.  For my
     honesty he said that I should go see his lover Quenash in the
     Undercellar and ask her for the Cloak of Balduran.  If for some odd
     reason you happen to notice that her lover is an elf with blonde hair (I
     had to reload a few times to get the answer right) she will give you the
     Cloak.

 - Quinn and Nester's Dagger
   Enter Quinn's house and he'll bug you to go check the Baldur's Gate Bridge
   area for signs of Nester who was attacked by an Ankheg.  Go there, and to
   the north of Tenya's cottage you will find an Ankheg, kill it and take the
   dagger from its body.  Take the dagger back to Quinn for your reward:  950
   exp, a Shandon Gem, and a Reputation +1.
   Quinn:  NW Section (AR 0100, x 3676 y 2225)
   Ankheg:  Baldur's Gate Bridge (x 4070 y 100)

 - The Twin's Boogeyman
   There is a "Boogeyman" peeping on a pair of twins near the center of this
   area.  Talk to one of the girls, and she'll say that they're being peeped
   upon.  Then a mage named Gervasse will enter and tell you that a Druid
   called Voltine is to blame for this.  Seems she is polymorphing into
   something unpleasant.  Well Voltine will appear in the room, go talk to
   her, and she says that Gervasse is to blame.  Interesting.  Go kill
   Gervasse (900 exp, Robe, 72gp) and then report to Voltine.  She'll give you
   a Wand of Polymorph for your trouble.  Go talk to one of the twins to get a
   Scroll (protection from evil) and 1000 exp.
   Twins:  NW Section (AR 0100, x 2770 y 2270)

 - Wanted: Algernon's Cloak
   A Dwarf named Pheirkas has need of Algernon's Cloak, so long as you don't
   kill Algernon.  Go to the Feldepost's Inn and filch it off of him (if you
   haven't already), and bring it back for a reward:  300 exp, and 200 gp.
   Pheirkas:  NW Section (AR 0100, x  y )
   Feldepost's Inn:  Beregost (x 1406 y 2640)

Other:
 - The Maulers and the Gorpel Hind
   In the Helm and Cloak Inn you will find four Adventurer's from the Gorpel
   Hind at the bar.  Talk to the second from bottom person and tell him your
   adventures from the Cloakwood forest and Mines.  Now go back to the
   entrance of the Inn and you will be accosted by Gretek and the Maulers.
   You aren't going to take that are you?  A big fight breaks out, and the
   Gorpel Hind will help you fight off the Maulers--although they aren't all
   that helpful!  If you really want their help, lead the Maulers up towards
   the bar.
   Gretek--1200 exp, Battle Axe +2, Plate Mail, 86gp
   Caturak--750 exp, Composite Long Bow, Arrows, 25gp
   Wilf--800 exp, Minor Treasures
   Nader--750 exp, Magic Arrows, Minor Treasures
   Arlin--850 exp, Adventurer's Robe, Gem, 38 gp
   Pargus--900 exp, Bracers AC 7, Long Sword +1, Gem, 48 gp
   Helm and Cloak:  NW Section (AR 0100, x 3550 y 2900)

   Scott Slonaker adds this:

     When you go to that bar and talk with Gorpel Hind, Gretek and his buddies
     show up and start a fight.  They have pretty decent treasure.  But what
     I've discovered (and this has been done several times) is that you can
     talk to Gorpel another time, immediately after the first and ANOTHER
     Gretek and Co. shows up!  You can then waste all of 'em for double
     experience and double treasure.  You have to be careful if you're going
     to use Fireball or something similar to get the extras, though, as some
     of the time I also knocked off the waiter hanging around, and lost half
     of my 20 reputation.  (Of course, with the cash you get, getting back to
     18 isn't too tough.)  And a couple of Gretek's buddies (specifically, the
     archer with the mean arrows) can get deceptively tough when they're
     twins.  Be sure to position your guys ahead of time.


-------------------------------------------------------------------------------
15h. Baldur's Gate N Section (AR 0200)                               [HBLDNS]
-------------------------------------------------------------------------------

Companions: none

Enemies: Mustard Jellies, Ghasts, Hobgoblin Elites, Kobold Commandos,

Treasures:  Cloak of Protection +1 (Petrine's Cat Angel)
           Helm of Glory (Jardak's House)
           Long Sword +1 (Jardak's House)
           Amulet of Metaspell Influence (Ramazith)
           Ring of Protection +2 (Ramazith)
           Tome of Clear Thought, INT +1 (Ramazith's Tower)

Plot:
 - Lots of good items to pick up here.

Subquests:
 - Petrine's Cat Angel
   Petrine has run away, and the only thing she misses from her old way of
   life is her cat angel.  Go into the house that she's standing by (do not
   listen to Bheren when he says he wants you to kill the cat!  You can pick
   his pocket to get a Cloak of Protection +1 as well), go upstairs.  Search
   the drawer to find an Angel Skin Ring.  Take this to Petrine.  For your
   trouble you get 500 exp.
   Petrine:  N Section (AR 0200, x 660 y 2775)

 - Rinnie's Book
   Rinnie wants you to pick up a Book for her so that she can have a more
   reliable source of information than mere hearsay.  If you have a History of
   Unicorn Run, give it to her. (it's BOOK55 if you just want to cheat it)
   Your reward:  900 exp, and a Protection from Poison Scroll.  You can find
   the book in Ramazith's tower at the top level.
   Rinnie:  N Section (AR 0200, x 1200 y 2800)

 - Ramazith and Ragefast's Nymph
   Just in front of the Giant Pagoda tower you will be propositioned (not THAT
   way!) by a Mage to fetch him a Nymph (ok, maybe it IS that way!) from
   another Mage, Ragefast.  Go to the W Section of the City and into
   Ragefast's home.  Talk to Ragefast, and he isn't about to hand the Nymph
   over, so you'll have to kill him (2000 exp, Amulet +1, Knave's Robe, Wand
   of Paralyzation), and take her yourself.  (or you could free her yourself
   and get 2000 exp and Nymph's Hair)  Take her back to Ramazith.  Now here's
   what I would do here.  Give her to Ramazith, then kill him and free her.
   Ramazith--400 exp, Amulet of Metaspell Influence, Ring of Protection +2.
   If you had freed the Nymph before this, just kill Ramazith and take his
   nice treasures.

     Jesse LaCroix sent me this:

       For some reason, when I returned the nypmh to Ramazith, he rewarded me
       with nothing.  No treasure or XP.  After you retrieve the Nymph for
       him, instead of killing him immedietely for 400 (four hundred) XP,
       lounge around in his entry room for a bit, and he will become angry and
       demand that you leave.

       If you try to talk to him first, you won't get the desired response, so
       let him talk to you.   Say something to piss him off, and he will fling
       a lightning bolt (I let him hit my lead character wearing boots of
       grounding and the Helmet of Defense which offers 20% Elec resistance.)
       and teleport to the top of the tower and say something to the effect of
       "find me in the top of the tower if you dare."  Each level sports a
       small troop of monsters.  The first one is the toughest (nasty Mustard
       Jellies) and the rest are relatively mediocre... Ghasts, Archer
       Hobgoblins, and Elite Kobolds.  Finally at the top is Ramazith.  Easily
       dispatched, killing him THIS way gives you 4000 (four thousand) XP.

       The Nymph can then be rescured for the normal 2000 xp and lock of hair
       before or after you go to the top of the tower.  Killing all the
       monsters on the way up also provides a moderate bit of treasure and
       some good XP, and I even found an Angel Skin Ring on one of the Ghasts
       so I don't have to go and buy one for that Flaming Fist guy.

   Ramazith:  N Section (AR 0200, x 3620 y 1585)
   Ragefast:  W Section (AR 0600, x 2875 y 475)

 - The Noblewoman and Cyrdemac
   On the third floor of the Three Kegs Inn you will find a Noblewoman who
   wants you to find and kill Cyrdemac in an Elfsong Tavern.  He has been
   spreading "rumors" about her.  She offers you 2000 gp as an incentive.
   Return when he's dead and she'll pay you only 500 gold.  You could
   blackmail her, then return in 2 days for another 500 gold.  Now if you
   return a few days later and she'll have hired someone to kill you.  Oh
   dear.

   Interestingly, if you search her floor for treasure (most of it minor
   stuff) you'll find a cabinet with 208 Ziose Gems. (Lucky Dog)

   TRICK:  (from Thomas de Roode)  In the city of Baldur's Gate, there is an
           Inn at the north section, called the Three Old Kegs. On the upper
           floor of the Inn, there is a Noblewoman who wants you to get rid of
           some guy Cyrdemac in the Elfsong Tavern. Instead of doing that,
           charm the Noblewoman. Talk to her again, and she'll give you 500 gp
           for your trouble. Talk to her over and over and over again, and
           every time you get 500 gp from her! There's no limit in this I
           think! So now you can get rich without cheating.

   Noblewoman:  N Section (AR 0200, x 3700 y 2370)
   Cyrdemac:  Baldur's Gate (AR , x  y )

Other:
 - Jardak's House
   When you enter Jardak's house his butler (Drelik) will assume that you are
   Thieves (which you probably are) and will attack you (1200 exp, Short
   Sword +1).  Go upstairs and you'll find Jardak himself, and he'll attack
   you as well.  (3600 exp, Helm of Glory, Long Sword +1, etc.)
   Jardak:  N Section (AR 0200, x 2450 y 1230)

 - Ramazith's Tower
   Climb Ramazith's Tower and you will encounter different enemies on each
   level.  On the first level Mustard Jellies, second Ghasts, third Hobgoblin
   Elites, fourth Kobold Commandos.  On the top level you find a library.
   There are bunches of History Books here, 4 Spells, a Tome of Clear Thought
   (which raises your stats by INT +1), a Wand of Paralyzation, 400gp, and
   a Potion.

   Tip: You can pickpocket Ramazith to get a Ring of Protection+2 and Amulet
        of Metaspell Influence. Then if you end out killing him, you get those
        items again. (Yamian)

   Tower:  N Section (AR 0200, x 3600 y 1400)


-------------------------------------------------------------------------------
15i. Sewers Beneath Baldur's Gate (AR 0224, AR 0225, and AR 0226)    [ISWRSB]
-------------------------------------------------------------------------------

Companions:  none

Enemies:  Phase Spiders, Ghasts, Kobold Commandos, Mustard Jellies, Carrion
         Crawlers

Treasures:  Bastard Sword +1 (See The Sewers, Baldur's Gate SW Section)

Plot:
 - We're here to finish the subquest that Scar gave us (The Sewers, Baldur's
   Gate SW Section).

 - Once in Chapter 7, you can use the sewers to get from one point in the city
   to another in order to avoid the Flaming Fist Soldiers that will be
   patrolling for you.  Personnally, I think it is easier to simply run away
   from the Flaming Fist Soldiers that'll see you and not use the sewers at
   all.  The enemies keeps respawning here so you could waste a lot of
   valuable ammunition on them.

AR 0224:

 - You'll find Schlumpsha The Sewer King here.  He and his goons have standard
   treasures.  You can also choose to fighting them or not (depending on how
   you answer with them).
   Schlumpsha The Sewer King and friends:  Sewers (AR 0224, x 2236 y 2063)

 - Exit to Undercellar
   Exit to Undercellar:  Sewers (AR 0224, x 152 y 808)

 - Exit to basement of the Iron Throne Tower
   Exit to basement of the Iron Throne Tower:  Sewers (AR 0224, x 66 y 417)

 - All other exits either lead out to the streets or to Sewers AR 0225.


AR 0225:

 - You'll find the arrogant Kobold Commando named Ratchild here.  Ratchild has
   killed some people so do the same to him.  Be advised that once attacked,
   he'll summons his clan (some Kobolds Commandos) to assist him.  They'll all
   appear in the adjacent tunnels so if your party is in the middle of the
   room (near Ratchild), they will get pelted from every side.  The
   recommended tactic is to send your best (and most padded) fighter to
   initiate the conversation while the rest of your party hangs back in one of
   the tunnels.  When the fight begins, almost all of the summoned Kobold
   Commandos will attack your fighter (since they won't have a line of sight
   with the rest of your party.  Take out Ratchild quickly since although he's
   just a Kobold Commando, he can cast spells.  They all have standard Kobold
   Commandos treasures.
   Ratchild:  Sewers (AR 0225, x 2304 y 2090)

 - Exit to Undercellar
   Exit to Undercellar:  Sewers (AR 0225, x 2182 y 3243)

 - All other exits lead out to the streets, to Sewers AR 0224 (exits on the
   left hand side of the map) or to Sewers AR 0226 (exits on the right hand
   side of the map).

AR 0226:

 - You'll find an Ogre Mage here (see subquest The Sewers, Baldur's Gate SW
   Section) with some Carrion Crawlers around him (his pets).
   Ogre Mage:  Sewers (AR 0226, x 1354 y 1587)

 - There are 4 places (corpses) to search for some treasures.
   Corpses with treasures:  Sewers (AR 0226, x 836 y 1440 and x 694 y 1414
                            and x 527 y 1382 and x 397 y 1370)

 - Exit to Undercellar
   Exit to Undercellar:  Sewers (AR 0226, x 131 y 1356)

 - All other exits either lead out to the streets or to Sewers AR 0225.


-------------------------------------------------------------------------------
16. Candlekeep Revisited (AR 2626)                                   [16CNDL]
-------------------------------------------------------------------------------

Companions: none

Enemies: Dopplegangers, Greater Dopplegangers

Treasures:  Ring of Protection +1 (Koveras)

Plot:
 - We're here to search for the leaders of the Iron Throne.

 - Make your way to the Central Keep (I would go to the Inn first, and sleep
   until you gain your new special ability first) and go inside.  You get to
   watch a little movie (which is quite inconveniently placed on Disc 2) and
   then you're inside.  Almost immediately Karan your old tutor will come up
   and talk to you.  You can trust him.  He has some things to say about this
   new person Koveras, who apparantly knows the prophecies of Alaundo by
   heart.

 - On the second level you will encounter Koveras who wants to give you a Ring
   of Protection +1, it doesn't matter if you take it in the end, although it
   will change what happens slightly.  Also on the second level is Chanter
   who will tell you about the Catacombs under Candlekeep.

 - On the Third level you can find the Leaders of the Iron Throne, and if you
   didn't take the Ring, Koveras told you to kill them.

 - On the Fourth Level you will find Shistal, and although he looks like a
   Monk he is really a Greater Doppleganger.  Keep on harassing him until he
   gives up the charade.

 - On the Fifth Level we can find Gorion's Old Room (x 665 y 1000) and a
   letter that explains once and for all who you are.  You are the "spawn of
   bhaal" one of the "Dead Three" (if you bothered to read that book).  As
   such you are special, and therefore everyone (most especially Sarevok and
   later Joneleth Irenicus) wants to use you for their own purposes.

 - On the Sixth Level you will be arrested for killing the leaders of the Iron
   Throne whether you did it or not. (so you may as well do it before coming
   up to this level, hey if you're going to do the time anyway... may as well
   do the crime!)  Let him arrest you and take you to their prison.  Ulraunt
   will visit you, but has nothing nice to say.  Then Tethtoril will appear,
   ask him about Koveras and he'll say that Koveras is Sarevok backwards.
   Take him up on his offer of teleportation to get to the Candlekeep
   Catacombs.

Subquests: none

Other:
 - The Priest of Oghma
   If you want a taste of things to come, go into the priest's house (it's
   where we were attacked back in the Prologue) and bother the priest a lot
   about what he is doing to the cat (he says he is studying it, but I suspect
   that he was going to eat it), he will turn into a Doppleganger and attack
   you.
   Priest's House:  Candlekeep (x 2970 y 425)

 - Parda
   You can find Parda in the Bunkhouse, but he isn't a Doppleganger.  He tells
   you that he feels something foul afoot, and although we already knew that,
   it shows that not everyone is a complete fool missing the evil right under
   their noses.
   Bunkhouse:  Candlekeep (x 2870 y 2650)

 - Cadderly
   An old friend of Gorion is near the entrance to the central library.  You
   can reminisce about old times if you want.
   Cadderly:  Candlekeep (x 3100 y 2070)

 - Star Sapphire (from Silviu)
   On the second floor of the Candlekeep Inn, there is a lock that is very
   hard to pick.  You'll probably not be able to open it in the Prologue but
   when you come back in chapter 6, you'll be able to do so.  Inside there is
   a Star Saphire (worth 1000 Gp).


-------------------------------------------------------------------------------
17. Candlekeep Catacombs (AR 2615)                                   [17CNDC]
-------------------------------------------------------------------------------

Enemies: Dopplegangers, Phase Spiders, Ghasts

Treasures:  Ring of Fire Resistance
           Tome of Understanding WIS +1
           Cloak of Protection +2
           Manual of Gainful Exercise STR +1
           War Hammer +1
           Wand of Fire

Plot:
 - You'll appear in a small room, search the bookshelves for spells, then
   leave the room to enter the Catacombs proper.  All treasures in the
   Catacombs are going to be placed in Other, so you may want to go through
   those before you leave the Catacombs.  Oh and there are lots of traps, so
   be careful.

 - Go down the hall to (x 3400 y 1250) where you will be attacked by the
   Phlydia Doppleganger.  The NW and SW passages lead to various treasures,
   the way out is to the NE.

Subquests: none

Other:
 - Treasures
   Ring of Fire Resistence, Tome of Understanding WIS +1 -- (x 3140 y 2121)
   Potions, Bloodstone Amulet, Protection Scroll -- (x 2480 y 1900)
   Cloak of Protection +2, Manual of Gainful Exercise STR +1 -- (x 360 y 875)
   War Hammer +1, Wand of Fire, Gems, Potions -- (x 900 y 500)


-------------------------------------------------------------------------------
17a. Candlekeep Catacombs 2 (AR 2619)                                [ACNLC2]
-------------------------------------------------------------------------------

Enemies: Dopplegangers, Skeletons, Greater Dopplegangers

Plot:
 - Almost immediately you will be attacked by the Dreppin Doppleganger.  You
   may also encounter the Dwarf Arkanis here, he won't turn into a
   Doppleganger and attack you, so you can trust him.

 - Wander up to the NW into the passage and you'll find Elminster and Gorion.
   Now I bet you're thinking that they are Dopplegangers.  Well you are right.
   If you follow them down the passage, they'll all turn into Dopplegangers
   and attack you.

 - Continue down and out the passage.

Subquests: none

Other:
 - Reevor
   You can kill the Reevor Doppleganger here if you want.
   Reevor:  Catacombs 2 (x 4450 y 1075)

 - Parda
   The Parda Doppleganger can also be fought here.
   Parda:  Catacombs 2 (x 3900 y 766)

 - Fuller
   Asking you to lick his boots, you can find the Fuller Doppleganger here
   too.
   Fuller:  Catacombs 2 (x 3480 y 375)

 - Karan
   Yep, your tutor was a Doppleganger too.
   Karan:  Catacombs 2 (x 1960 y 1450)

 - Hull
   Hull bemoans the fact that you fed his elixer to a cow.
   Hull:  Catacombs 2 (x 2475 y 1825)

 - Jondalar
   This bugger seems to have built himself a torture chamber.
   Jondalar:  Catacombs 2 (x 3000 y 2150)


-------------------------------------------------------------------------------
17b. Candlekeep Catacombs 3 (AR 5506)                                [BCNDC3]
-------------------------------------------------------------------------------

Enemies: Sword Spiders, Phase Spiders, Wraith Spiders, Greater Basilisks,

Treasures:  Throwing Axe +2 (Prat)

Plot:
 - Wander a little to the south to find a band of Sarevok's goonies, who will
   attack you.  Be sure to get the letter from Prat's corpse, as it explains
   all of Sarevok's evil schemes.  Convenient.
   Prat--1400 exp, Throwing Axe +2, 5 Spells, 170gp
   Bor--650 exp, Magic Darts, Minor Treasures
   Sakul--1600 exp, 6 Spells, 130 gp
   Tam--1300 exp, Magic Arrows, 1 Spell, Minor Treasures

 - Head in a general southerly direction until you get to the Basilisks lair
   (x 1000 y 2000), and then go down the south passage which goes west.

 - Talk to Diarmid and impersonate Prat.  Pump him for as much information as
   you can get about the Iron Throne's scurvy schemes.  Exit the Cave and
   Chapter 7 should start.

Subquests: none

Other: none


-------------------------------------------------------------------------------
18. Baldur's Gate Revisited                                          [18BLDG]
-------------------------------------------------------------------------------

Note: Remember to rest in an Inn to get your Special Ability for this chapter.
     Also try to avoid the Flaming Fist as they don't like you anymore.
     After all you did for them.

Note: If you get arrested by the Fist, talk to Neb to get yourself released.
     The answer to his sequence thing is 33.

Note: If you get caught by flaming fist but you have Shar-Teel in your group,
     then Angelo will release you. Why? It seems that Shar-Teel is the
     daughter of Angelo!  (from Jones)

Enemies: Flaming Fist

Treasures:  Short Sword of Backstabbing +3 (Slythe)
           Dagger +2 Longtooth (Krystin)
           Sling +1 (Krystin)

Plot:
 - After doing the Full Plate +1 quest (see below) go to the Harbor at
   Baldur's Gate and a peasant will talk to you, mentioning that Sarevok is
   about to become the Grand Duke.  Goodie.

 - Enter the Iron Throne compound, and you'll find Dhanial trying to flee.
   Talk to her and pump her for information on Sarevok's plans.  A little
   further in you'll find Pang who has a little more info on Sarevok.  Go
   upstairs to find yet another dispirited Iron Throne goon, Gregor.  He may
   attack you if you answer him wrong (650 exp, Short Sword +1, 150 gp).  Also
   Tralithan can be found on this level, and yes he has more information on
   Sarevok.  Go upstairs again and talk to Kalessia, who is from the main
   branch of the Iron Throne.  Go upstairs again and talk to Wirthing here.

 - Go up to the last level and talk to Cythandria, and you'll have to fight
   her and two Ogres.  Make sure to get the Diary of Sarevok off her body.
   She also has two letters on her from the assassins of the Grand Dukes.
   Cynthandria--2000 exp, 144gp

 - Go to the N Section of the City and a Flaming Fist named Sorrel will talk
   to you telling you that Angelo is taking over the Flaming Fist, and that
   Duke Eltan has taken sick.  Find a Flaming Fist and get yourself arrested
   (it's faster this way).  You'll be confronted by Angelo in the Flaming Fist
   HQ, and he will reveal that he is under the employ of Sarevok, although
   that hardly seems to matter now.  He may kill one of your party.  You will
   be stuffed into a jail cell.  Talk to Neb a few times until he offers to
   get you out of jail, the answer to his sequence is 33.

 - Go back into the Fist HQ, and go up the stairs (you can fight the battle on
   the main floor if you want, or can't get past it).  Talk to Kent here, who
   says that the healer working on Eltan isn't all that he seems.  Go into the
   next room and talk to the healer, and accuse him of ... whatever.  He'll
   turn into a Greater Doppleganger and attack you.  Talk to Eltan and he'll
   ask to be taken to the Harbormaster's House to recover, and he'll also give
   you a letter and a charge, to find the Assassins Slythe and Kristin before
   they can kill the last two Dukes.

 - Take Eltan to the Harbormaster (x 2650 y 1835) and you'll get 2500 exp.

 - Go back to the Iron Throne building, go inside, and go down into the
   basement.  (The stairs down are in the SE corner of the main floor)
   Dispatch the guard, and search for the door to the sewers.  Now go out the
   exit at (AR 0224, x 100 y 800) to get to the Undercellars.  Walk down into
   the place a bit until you bump into the two assassins.  They'll talk
   amongst themselves for a bit then attack you.  Kill them and take the
   scrolls from off of Slythe, one of them is an Invitation to Sarevok's
   Coronation.  Slythe--5000 exp, Short Sword of Backstabbing +3, Minor
   Treasures Krystin--3000 exp, 7 Spells, Magic Bullets, Dagger +2 Longtooth,
   Sling +1

   Another way into the Undercellar is to go through the back door in the
   Blushing Mermaid. (If you missed the Cloak of Balduran the first time
   through the city, make sure to pick it up now, see NE Section above for
   more details.)

 - Go to the N Section of the city, and to the Ducal Palace (you can't miss
   it).  Talk to the guard there and show him the invitation.  Go inside.

Subquests:

 - The Full Plate +1 Quest (from Silviu)
   When you enter Baldur's Gate in Chapter 7, there is a nice quest that you
   can do and that leads eventually to the best armor in the game, the Full
   Plate Mail +1.  First, you'll have to find Tamoko (Sarevok's lover) near
   the center of this map, by the Sorcerous Sundries.  She will begin to talk
   to you and what is really important in this first encounter is that you
   tell her that you did NOT kill the Iron Throne leaders in Candlekeep,
   otherwise she won't continue the discussion.  After a few exchanges, she'll
   tell you to meet her in front of the Flaming Fist Castle in the SW part of
   the city.  Do so.  There, she'll tell you that Sarevok was not as lucky as
   you in life and that he had no one to guide him.  She'll tell you that he
   is not that evil after all and that Cythandria is the one that has a bad
   influence on him.  She will ask you to remove her and will make you promise
   that when the final battle comes, you will not kill Sarevok, as silly as it
   may seem.  Promise her that.  Then, do the rest of the quests in the city
   until you come in front of Sarevok's house in the Undercity.  There, you'll
   meet Tamoko again and she'll tell you that Sarevok's considers her as a
   traitor now and that she has to kill you to regain his confidence.  You can
   talk her out of it, but fighting her is ultimately the best (and most
   rewarding) solution.  Besides the Flail +1 and Large Shield +1, she also
   carries the very nice Full Plate Mail +1.

     Note: While the Full Plate +1 is the best armor, the best combination of
           armor and other items is the regular Full Plate and a the Ring or
           Cloak of Protection +2.


-------------------------------------------------------------------------------
19. Ducal Palace (AR 0108)                                           [19THDC]
-------------------------------------------------------------------------------

Note: When you first enter the palace you get to watch a little movie (Disc 5).

Plot:
 - Once inside they ask for your invitations again.

 - Go forward just a bit into the next room to watch the Coronation Ceremony.
   Things go well until Sarevok notices you, and then all the nobles turn back
   into Dopplegangers and attack you and the other two Dukes there.  Kill
   the Dopplegangers (don't let the Dukes get killed now!), and then show the
   Duke your evidence against Sarevok.  Sarevok gets mad and decides to
   attack.

 - Beat Sarevok up until he teleports away.  Belt will then Divine where he
   went and teleport you to the Thieves' Guild.


-------------------------------------------------------------------------------
20. On the Trail of Sarevok                                          [20NTHT]
-------------------------------------------------------------------------------

Enemies: Green Slimes, Ochre Jellies, Mustard Jellies, Grey Ooze, Doom Guards,
        Skeleton Warriors, Invisible Stalkers,

Plot:
 - You'll appear in the Thieves' Guild and they seem a bit put out by all the
   people teleporting into their location.  Ask where Sarevok went and they'll
   point you down the stairs at (x 1050 y 500).  He also mentions that you
   can buy supplies here if you need.

 - You'll find a wounded thief down here who can give you some information on
   what you're facing, the Thieves' Maze.

 - The Thieves' Maze is surprisingly straightforward with little challenge
   (besides the monsters and traps anyway).  Make your way through the maze
   and eventually you will end out at (x 550 y 1180) to talk to one of
   Sarevok's allies whom Sarevok has discarded.  Talk to him then go out the
   exit.


-------------------------------------------------------------------------------
21. The Hidden City (AR 0123)                                        [21THHD]
-------------------------------------------------------------------------------

Note: When you first enter the Hidden City you will be treated to a movie (Disc
     5 still).

Enemies: Skeletons, Skeleton Warriors, Ghouls, Ghasts, Zombies, Battle Horrors

Plot:
 - Walk to the west a little bit until you are confronted by Rahvin of the
   Iron Throne.  Say what you will, he'll attack you anyway.
   Gorf--2000 exp, 2 Spells, Minor Treasures
   Haseo--1500 exp, Ring of Protection +1, Long Sword +1, 64gp
   Rahvin--1800 exp, Ring of Protection +1, Magic Arrows, 1 Spell
   Carston--2400 exp, Magic Arrows, Minor Treasures
   Wudei--1200 exp, Studded Leather +1, 14gp
   Shaldrissa--1200 exp, Robe, etc.

 - When you're ready go to the Big Building that is the only non-ruined
   structure here (x 1688 y 1327) and go inside.

 - Here you have to fight a really big (and final) battle.  You needn't kill
   the supporting goons if you don't want, you only have to get rid of
   Sarevok.

   Once that is done then you have won the game!

   Angelo--9800 exp, Long Bow +1, Magic Arrows, Wand of Lightning
   Tazok--4000 exp, Minor Treasures
   Semaj--3000 exp, Robe, 2 Spells, 85 gp

   Strategy on fighting Sarevok (from Dennis Matheson):

     While in Baldur's Gate I stocked up on as many Monster Summoning II
     scrolls and Potions of Explosions/Oils of Firey Burning as I could find.
     Then, in the final battle with Sarevok I did the following.

     I equipped my main character with Boots of Speed and gave him the
     potions/oils and the Necklace of Missiles.  He walked around the carving
     on the floor until I could just see the corner of the podium that Sarevok
     and his cronies are on. I then started tossing the potions and missiles
     at the podium.  I couldn't see any of them but they kept taking damage.
     It took a *lot* of potions but eventually I killed Angelo, Tazok and
     Semaj without them ever taking a single action against me.  (Apparently
     they just stood there wondering where the explosions were coming from
     until they died.)

     Then, I had Dynaheir cast Monster Summoning II where my main character
     was then had him step forward until Saverok saw him.  After the
     conversation exchange, I had everyone attack Saverok while my main
     character ran out of the way.  The summoned monsters kept Sarevok busy.
     The entire party kept attacking Sarevok with missiles except for Dynaheir
     who kept summoning monsters.  Sarevok died without a single member of my
     party taking a single hit.  I took zero damage in the entire final
     battle!


Congratulations on passing Baldur's Gate!



===============================================================================
                   Tales of the Sword Coast WALKTHROUGH:            [TLSFTH]
===============================================================================

-------------------------------------------------------------------------------
1. Ulgoth's Beard (AR 1000)                                          [1TSLGT]
-------------------------------------------------------------------------------

Note: When you first arrive at Ulgoth's Beard a little text blurb appears in
     your window.

Companions: none

Enemies: none... yet

Plot:
 - Ulgoth's Beard is a good starting point for any adventure into the other
   areas in the Tales of the Sword Coast expansion.  Come here before tackling
   Durlag's Tower, for example.

Subquests:
 - Hurgan's Soultaker
   Inside the Ulgoth's Beard Inn is a Dwarf who has a bit of a mission for
   you.  He tells you the sad tale of the end of Durlag Trollkiller, and asks
   that you retrieve an item from the Tower of Durlag, a dagger called the
   Soultaker (which belonged to his grandda).  Agree to help him.  You'll find
   the Soultaker deep within Durlag's Tower.
   Hurgan: Ulgoth's Beard (x 2360 y 535)

 - Shandalar's Quest
   The Mage Shandalar asks that you perform a little retrieval operation for
   him.  Agree to it (if you don't want to be teleported there right now, ask
   for some time to prepare) and he will teleport you to a bizarre ice place.
   He wants you to pick up his cloak which is located somewhere in this
   dungeon.  But beware, there are a great many surly mages in here, who have
   apparantly been trapped here for years.  And they aren't too happy that you
   have a way out!  Check out the Ice Dungeon sub section below for more
   information on it.  Give him the cloak to get your reward: 500 exp.

   Tip: You can pickpocket some potions and spells off Shandalar. (Yamian)

   Or you can try to kill him...

   Shandalar: Ulgoth's Beard (x 1712 y 644)
   Cloak: Ice Dungeon (x 711 y 259)

 - Kill Shandalar!! (from Sir Erik Esoteric)
   After doing the Shandalra's Cloak quest in Ulgoth's Beard, I was quite
   annoyed that I only got 500xp for completing it. I decided reuniting
   him with his daughter's was the better option, and proceeded to attack
   him. I quickly learned that his spells could not be interrupted and
   after losing several times, decided on a new method. Casting haste and
   chant on my party and summoning Holy Might for my main character, I
   beefed up our protections a bit. I positioned my melee characters
   around him and kept my archers/spell casters in the distance (Shandalar
   loves to use lightning bolts). I force attacked him and had my mage begin
   pelting him with magic missiles. The first thing Shandalar will do is cast
   minor globe of invulnerability, but with your improved speed you can hit
   him with 3 sets of magic missiles (as well as any other damage) before the
   globe hits. As soon as the globe is up, cast dispel magic (which also
   eliminates the effects of his second spell, confusion). You will lose all
   of your protections (hence why you shouldn't cast more than the ones I
   listed) on your melee characters, but if your archers and spell casters are
   far enough away they should keep all of their enhancements. Shandalar will
   then target one character with lightning over and over again, so watch his
   health to make sure he doesn't die. The rest is just hacking him to death,
   and keep using magic missiles as Shandalar's protections are now gone.

   After this is all done, you will lose some reputation BUT you will get the
   robe of Neutral Archmagi, 2 potions of Heroism (ironically), many spells,
   and a whopping 26,000xp! By this point of the game, you should have plenty
   of gold to get your reputation back up. I figured it's a much better option
   than taking the 500xp he offers if you talk to him, and you get to keep his
   stupid cloak!

     Tip: Others have sent in their strategies for killing Shandalar as well.
          He sure is popular! They mostly involve using mass magic missiles
          before he gets his defenses up. Brad McClintock suggests using a
          Wand of Paralyzation before attacking.

 - Mendas' Quest
   Some time ago the Merchant's League in Baldur's Gate found a shipwreck
   believed to be that of Balduran himself.  Mendas would very much like to
   get his hands on Balduran's Logbook, but to do so he needs you to get the
   Charts from the Merchant's League's Counting House in Baldur's Gate.  Agree
   to help him.  You'll find the Counting House in the North East Section
   (AR 0300).  Unlock it and go inside.  If you want to get through this
   non-violently, tell the Guard that you are here to clear your debt, and
   that you have Tea and Spices from Kara-Tur.  Go upstairs and talk to the
   captain.  Ask him if there is anything that you can do for him, and he'll
   ask for the hardest liquor from Te'Tranion at the Blushing Mermaid.  Get it
   for him to get the Charts, or just steal them.  Return to Mendas and give
   him the charts.  He will give you 2000 gp, and tell you to meet him at his
   boat.  Go north and west up to the docks and talk to Mendas again, get on
   the ship and go.  You will shipwreck on Werewolves island.  (see that
   section below)
   Mendas: Ulgoth's Beard (x 850 y 1250)
   Charts: Baldur's Gate, North East Section (x 2350 y 3100)

 - Therella's Son Dalton
   Therella has a son who took to the life of adventuring and went to Durlag's
   Tower, and never returned.  His mother, Therella, asks that you find him
   and if possible return him.  After you've rescued Dalton, go back to
   Therella to get your reward: 300gp.  She'll also tell you that Dalton is
   out adventuring again.  Idiot.
   Therella: Ulgoth's Beard (x 1555 y 416)
   Dalton: Durlag's Tower, Underground, Level Six (x 1160 y 470)

 - Ike's Tours
   If you would like a tour of Durlag's Tower (which is completely
   unnecessary, you can go there on your own at any time) you can talk to Ike
   who will set up a tour for you.  It costs 60gp, and you have to get to the
   tower on your own.</pre><pre id="faqspan-8">
   Ike: Ulgoth's Beard (x 2181 y 632)

Other:
 - Galken's Runestone
   Inside the Ulgoth's Beard Inn, near the Innkeeper you will find a commoner
   named Galken who will give you a Runestone if you pay his bar tab (900 gp).
   Agree to do so to get the Runestone.  He warns you that someone may be
   after that Rune (which he just may have stolen).   The Rune is important
   for Durlag's Tower.
   Galken: Ulgoth's Beard (x 2360 y 535)

 - Delsvirftanyon's Liquidation Sale
   Delsvirftanyon is selling off everything he has and for the low low price
   of only 500 measely gp you can have his entire inventory!  You mostly get
   some crap, but you do get one Dwarven Runestone (the other Rune he has is a
   forgery).
   Delsvirftanyon: Ulgoth's Beard (x 1573 y 1186)

 - Fenrus
   If you need more information on Durlag's Tower, you can come by the Docks
   and talk to Fenrus.
   Fenrus: Ulgoth's Beard (x 615 y 1322)

 - Dushai
   If you want more information on Balduran's Last Voyage, you can go talk to
   Dushai near the entrance to Ulgoth's Beard.  You will have to bribe her to
   get her to talk, though.  She will only talk to you AFTER you have already
   talked to Mendas.
   Dushai: Ulgoth's Beard (x 2443 y 811)

 - Ring of Free Action (from Master.SoR)
   If you pick pocket the meditating dwarf to the East of Shandalar she has
   a ring of free action!


-------------------------------------------------------------------------------
1a. The Ice Dungeon (AR 1008, 1009)                                  [ATSCDG]
-------------------------------------------------------------------------------

Note: Beware of traps here!  There are lots of Fireball traps, and Lightning
     traps.

Companions: none

Enemies: Polar Bears, Winter Wolves, Mountain Bears

Treasures:  Knave's Robe     ¯¯|
           Wand of Fear       |-- Group One
           Traveller's Robe __|
           Wand of Paralyzation (Group Three)

Plot:
 - We're here to pick up Shandalar's Cloak since we can't leave until we
   accomplish that.  To get the cloak you have to go all the way through the
   passages, fight off Dezkiel, and take the Cloak. (x 711 y 259)

 - Go up the stairs to get outside then wait to be teleported back to Ulgoth's
   Beard.

Enemy Wizards:
 - Group One (x 1840 y 1250)
   Andris--6000 exp, Knaves Robe, 2 Spells, Journal, 109gp
   Beyn--1800 exp, Wand of Fear, 66gp
   Marcellus--2000 exp, Travellers Robe, 1 Spell, 81gp

 - Group Two (x 891 y 591)
   Tellan--3000 exp, Darts, 78gp

 - Group Three (x 1312 y 672)
   Cuchol--1800 exp, Wand of Paralyzation, 66gp

 - Group Four (x 1055 y 1114)
   Garan--2000 exp, 4 Spells, 66gp
   Lots of Ankhegs here as well.

 - Final Group (x 711 y 259)
   Dezkiel--1800 exp, Shandalar's Cloak, Scroll, 66gp

Other:
 - Winter Wolves
   Each Winter Wolf that you kill here is worth 500 gp back in Nashkel, if you
   need some quick money.


-------------------------------------------------------------------------------
2. Durlag's Tower (exterior) (AR 0500)                               [2TSDRL]
-------------------------------------------------------------------------------

Note: When you first approach Durlag's Tower you get to watch a little movie
     about it (on Disc 6).

Companions: none

Enemies:  Battle Horrors, Skeletons, Basilisks, Greater Basilisks,
         Doppelgangers, Greater Doppelgangers

Plot:
 - We need to get inside the tower (x 2700 y 2200).

Subquests:
 - Ike Part 2
   If you hired Ike back in Ulgoth's Beard, you'll find him just past the
   first gate on the way into the tower.  Talk to him, and then follow him.
   Talk to him again on the Drawbridge and then he'll go inside.  Again,
   follow him.
   Ike: Durlag's Tower, Exterior (x 1950 y 3090)

Other:
 - Get on the Wall
   You can get up onto the Wall and fight some more Battle Horrors, and some
   Skeletons, if you feel so inclined.
   Entrance: Durlag's Tower, Exterior (x 1500 y 1050)

 - Get on Another Wall
   You can get up the other wall by going up a large staircase to fight, yes
   more Battle Horrors and more Skeletons.
   Stairs: Durlag's Tower, Exterior (x 4100 y 1950)


-------------------------------------------------------------------------------
2a. Durlag's Tower (interior, above ground)  (AR 0502)               [ATSDTI]
-------------------------------------------------------------------------------

Note:  Beware of traps while in the Tower!  It's safe to assume that every
      chest that you'll come across will be trapped, and that most passageways
      are as well.  Use your thief's Detect Trap skill wisely!  Also I suggest
      that you don't just use the Quick Save while in Durlag's Tower, have
      several backup saves ready just in case...

Companions:  none

Enemies:  Ghasts

Treasures:  Staff Spear +2   ¯¯|
           Leather Armor +?   |-- Nymph's Hair
           Short Sword +?   __|
           Robe of Electrical Resistance ¯¯|
           Cloak of Protection +1          |
           Darts of Wounding               |
           Darts of Stunning               |-- Treasures (in Other below)
           Halberd +1                      |
           20 Acid Arrows                  |
           Scimitar +2                   __|


Walkthrough:
 Entry Level (AR 0502):  Not much to do here.  Ike is at (x 565 y 649) if you
           hired him.  Be advised that there is a trap at (x 473 y 356).
           There are two separate sets of stairs here.  The central stairs
           goes up and down, and the other set of stairs only goes up.  Go up
           either one.

             Note:  If you hired Ike, talk to him several times until you get
                    a conversation option.  Buy the token from him (doesn't
                    matter how much you pay, you'll get it back), and a Demon
                    will appear and start shooting Fireballs.

                    So it would be wise to talk to Ike with only ONE of your
                    party, have the others hide.  Then try to dodge the
                    fireballs.  Oh, and you can't kill the demon yet, so don't
                    bother trying.

 Second Level (AR 0503):  There are some minor treasures here, as well as some
           Ghasts and lots of traps.  Again there is more than one way to go
           up, pick one and go up the stairs.  The chest in the south room is
           trapped.  Also note that there is a way to the balcony outside at
           (x 1010 y 770).  If you want to go out there, be careful as there
           are a lot of Basilisks out there (1 Lesser Basilisk and 3 Greater
           Basilisks but they give good EXP, and there are some good items on
           the top balcony (see Other below) so...).

 Third Level (AR 0504):  Here you can talk to Riggilo (see the Nymph's Hair
           subquest below), a fellow adventurer, if a bit of a jerk.  You can
           also take the Southern Passage here to find a Ghost  (see Ghost
           down in the Other section).  Also don't forget to pick up the Tome
           of Understanding (x 1350 y 125) before going up to the next level.
           Be advised that this Tome is trapped by a Dire Charm Spell so send
           only one character to get the book and after, dispel the Dire Charm
           Spell (unless not charmed).  There are also two trap on this level
           which are at (x 479 y 786) and (x 1314 y 698).

 Fourth Level (AR 0505):  There are some good treasures here, as well as
           Kirinhale the Nymph (see Nymph's Hair in subquests, as well as
           Treasures in Other).  There is a trap at (x 1218 y 487).

Subquests:
 - Nymph's Hair -- Levels 3 and 4
   In the tower on level 3 you will come across a jerk named Riggilo.  Don't
   kill him.  On level 4, you'll find a Nymph named Kirinhale at
   (x 239 y 357), agree to help her out, and she gives you a lock of Nymph
   Hair.  Go back to Riggilo and give him the hair.  If he doesn't trust you,
   tell him that you don't want a "Dagger in my back", and he'll trade you a
   Potion of Storm Giant Strength for it.  Finally go back to the Nymph and
   get your reward: 4000 exp.  Also Riggilo is now trapped in the tower for
   eternity.  It's win-win!  If you want, go back and talk to Riggilo again,
   and he will get upset and attack you.  Kill him for 1400 more exp, and some
   minor treasures.

   A bizarre bug hit me here, each time I went to Level 4, it was like I had
   never been there before.  In other words, I could complete this subquest as
   many times as I liked!!  See the Strange Things section for more info on
   this and other bugs.  If you instead killed Kirinhale you get 3000 exp, a
   Staff Spear +2, and a Lock of Hair.
   Riggilo:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 1350 y 600)
   Kirinhale:  Durlag's Tower, Above Ground, Level 4 (AR 0505, x 220 y 360)

Other:
 - Free money -- Entrance Level
   4 gp:  Entrance Level (AR 0502, x 285 y 557)
   2 gp:  Entrance Level (AR 0502, x 845 y 847)

 - Treasures on top balcony
   Here you can find 104 gp, 20 acid arrows and a Scimitar +2.  Be careful
   though, it is trapped (fireball).
   Treasures:  Top of Tower (AR 0500, x 2305 y 570)

 - Free Black Opal -- Level 2, Above Ground
   Black Opal:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 624 y 99)

 - Free money -- Level 2, Above Ground
   7 gp:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 163 y 170)
   6 gp:  Durlag's Tower, Above Ground, Level 2 (AR 0503, x 775 y 135)

 - Ghost -- Level 3, Above Ground
   In the southern passage on level three you will find a ghost who mistakes
   you for Durlag.  Say what you will to him, for no matter what you say, he
   will attack you.  Also note that the Chest by the ghost is trapped.
   Ghost:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 413 y 846)

 - A free Healing Potion -- Level 3, Above Ground
   Healing Potion:  Durlag's Tower, Above Ground, Level 3
                    (AR 0504, x 947 y 125)

 - Free money -- Level 3, Above Ground
   17 gp:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 222 y 283)
   63 gp:  Durlag's Tower, Above Ground, Level 3 (AR 0504, x 592 y 796)

 - Treasures -- Level 4
   Robe of Electrical Resistance and Cloak of Protection +1 at
   (AR 0505, x 550 y 750), Darts of Wounding and Darts of Stunning at
   (AR 0505, x 1217 y 487) and Halberd +1 at (AR 0505, x 400 y 100)
   Treasures:  Durlag's Tower, Above Ground, Level 4

 - Free Moonstone Gem
   Moonstone Gem:  Durlag's Tower, Above Ground, Level 4
                   (AR 0505, x 674 y 111)


-------------------------------------------------------------------------------
2b. Durlag's Tower (interior, UnderGround) (AR 0511, 0512, 0513)     [BTSIND]
-------------------------------------------------------------------------------

Note:  To get underground, go back to the level where we entered the tower, and
      take the stairs that go down in the center of the chamber.  Beware of
      traps while down here!  It's safe to assume that every chest that you
      open is trapped, and that most passageways are trapped as well.  Use
      your thief's Detect Trap skill wisely!  Also I suggest that you don't
      just use the Quick Save while in Durlag's Tower, have several backup
      saves ready just in case...

Companions:  none

Enemies:  Ghasts, Ghouls, Greater Dopplegangers, Skeletal Warriors, Mustard
         Jellies, Skeletons, Flesh Golems, Zombies, 4 Dwarven Doom Guard,
         Greater Ghouls, 3 Ashirukurus, Crypt Crawlers, Helmed Horrors,
         Ettercaps

Treasures:  Ring of Protection +1 (Entry Level Treasures)
           Leather Armor +1 (Entry Level Treasures)
           Two Handed Sword +1 (Second Level Treasures)
           Small Shield +1 (Second Level, Second Riddle)
           Plate Mail +3 (Second Level Treasures)
           Kiel's Helmet (Third Level, Throne Room)
           Kiel's Morningstar, CURSED (Third Level Treasures)
           Kiel's Buckler +1 Dex (Third Level Treasures)
           Bala's Axe (Fourth Level, Hedge Maze)
           Two Handed Sword +3 (Fourth Level, Chess Board)
           Long Sword +1 Flametongue (Fifth Level)
           Staff of Striking (Fifth Level)
           Cloak of the Shield (Fifth Level, by Clair De'Laine)
           Mace +2          ¯¯|
           Leather Armor +3   |__ Fifth Level Treasures
           Large Shield +2    |
           Sling +3         __|
           Large Shield +1 (Sixth Level on the Demonknight himself)

Walkthrough:
 Level 1 Underground (AR 0501):  Talk to Bayard here (x 637 y 520) to find out
           about the rest of Durlag's Tower.  If you came in search of Dalton
           (see Ulgoth's Beard above), then you can also ask him about that.
           When done, he'll vanish forever.  You can pick up some treasures
           here.  There are some traps here: (x 297 y 427) and (x 599 y 591)
           and 3 near (x 1174 y 393).  There is a secret door at (x 473
           y 158).

           When done, go through the secret passage at (x 470 y 160).

 Level 2 Underground (AR 0511):  There is a fireball trap just past the door
           here.  Lots of treasures here (magic arrows, money and others) and
           too numerous to give coordinates of each of them so be thorough.
           Go South and West until you reach the 4 Dwarf Warders near
           (x 2010 y 1150).  Talk to each of them.  They all have a little
           riddle for you to solve, and they aren't all that difficult, if you
           know what you are doing.  There are also quite a large number of
           trapped chests with various assortments of goodies here (like Magic
           Arrows, and Spells and such).  There is also a lot of hidden doors
           on this Level so keep your Thief's Detect Trap Skill on at all
           times.

            The Four Dwarven Warders Puzzle:
                As you complete each puzzle (you'll know when you do),
                you can go back to the Warder, and talk to the one that asked
                the riddle you've just finished.  He'll then disappear and
                you'll get 2000 exp (you'll get 2000 exp for each riddle you
                complete).

                Drop down to the round library (x 250 y 1500), and click on
                all of the books.  After that is done, you will hear a click.
                Go into the room across the hall to see Durlag's Pride (Sword)
                at (x 1004 y 1417) being raised in Glory (or something like
                that).

                Wander over to the treasury, fight off its Skeletal Guardians
                (x 1660 y 2100) and search the piles for a Big Blue Gem
                (called a Glittering Beljuril Gemstone) and an Oddly Shaped
                Key.  There are some other treasures here, like a Small
                Shield +1.  Now go south west into the bed chamber, and open
                up the chest at (x 1409 y 2260), which had been locked.  Open
                the thing up and take the Switch for an Engine and whatever
                treasures that you want.

                Now go into the little closet (x 930 y 2200), and pick up the
                Grapes, and any other treasures you want (Note:  don't forget
                that other chest in the bedchamber! see Second Level Treasures
                below for what's inside).

                Go up a little ways into a room with a giant machine
                (x 2095 y 1525), and go up the ramp on its side, and on the
                wall use your new switch.  Now go up into the next room, and
                use the Giant Wine Press (x 2869 y 1450) to make and fill a
                bottle of Magic Wine (don't drink it).

                Run up to well... another library (x 3400 y 850) and fight
                your way through the Greater Dopplegangers.  On one of the
                shelves you will find a Mallet Head.

                Go back to the 4 Dwarf Warders, and in a barrel just
                to the south west of them (x 1530 y 1235) you will find
                the Mallet Handle.  Go up to the forge room (x 1628 y 222)
                and use the Anvil there to repair the Mallet.  Now head
                south and west to get to the Gong Room (x 403 y 1096).
                Click on the Gong.

                Go back and talk to the Dwarves, they will attack you,
                and you must kill them.  Search their bodies to get a
                Rune Stone to go to the next level.

               Use the Elevator thing to go to Level 3.

 Level 3 Underground (AR 0512):  This level is my least favorite of the whole
               Tower.  Ugh.  Lots of treasures here (magic arrows, money and
               others) and too numerous to give coordinates of each of them so
               be thorough.  There is also a lot of hidden doors, and traps,
               on this Level so keep your Thief's Detect Trap Skill on at all
               times.  Finally, if you attempt to rest, you'll be attacked by
               a Greater Doppleganger that takes the forms of Durlag, Islanne
               and Kiel.

               Go Southwest into the room with all the weird Gargoyle Statues,
               and two of them are Clickable.  By all means, click them (x 952
               y 1287) and (x 1075 y 1404).

               Now go back to the center, and from there go south and east
               into the bedroom, and take the Runes at (x 1675 y 1300),
               (x 1820 y 1080) and (x 1925 y 1170).  This causes Durlag to
               appear, he mutters some craziness, then turns into a Greater
               Doppleganger that you must destroy.

               Now go back out, and back to the Center.  Now the North West
               door is open.  Go up that way and whack the Sparring Dummies.
               When you do, Durlag appears again, and makes even less sense
               this time.  Again he turns into a Greater Doppleganger.

               Return to the Center again, and this time we can go North-East
               and into the Throne Room.  Go up and take the Helmet by the
               Throne (x 2100 y 540), and again Durlag will appear.  This
               time, however, he explodes into three seperate Greater
               Dopplegangers, and this battle is quite fun.  Ugh.

               Douglas D. sent me this:

                 "A little note on dealing with the throne-room dopplegangers
                 in Durlag's Tower that has worked for me.  My main character
                 had the boots of speed at this point in the game (or use a
                 haste spell from one of the scrolls in the SE room).  I had
                 him (a paladin) run up and grab the helm and race back to the
                 entrance, keeping the rest of the party in the entrance room
                 to that level.  Everytime I ran back with the helm, the door
                 to the throne room would close after Durlag gives his crazy
                 speech.  After that, the dopplegangers would cast their
                 cloudkill/stinking cloud spells and soften themselves up.

                 "After the spells disapated, I attacked the appropriate dummy
                 in the NW room, opened the door back up, and took out the
                 dopplegangers without too much trouble."

               Go into the North West passage (you can go into the South East
               one as well, but I like the NW one).  Be very careful of traps
               as there are about 8 or so in here.  There is also a potion on
               the ground, don't drink it.  Once you go into the next room,
               you will have to start fighting various members of Durlag's
               family which are really Greater doppelgangers in disguise,
               Islanne, Kiel, Fuernabol, and Durlag.  They aren't as tough as
               you might think.

               In this room get the Teleportation Rune from a pot (x 865
               y 700) once you have it, weird runes will appear on the ground.
               Click on them to teleport to the other side of the room.

               Go into the next room (x 392 y 1047) and disarm all the traps.
               Every one of the treasures on the walls is trapped with
               lightning and each contains a Potion of Healing.  Go South-East
               through the door and into the little room here.  Search the
               giant Statue (x 725 y 1165) to get the Exit Rune for this level
               then quickly exit this room since the statue will soon after
               start launching a couple of Cloudkill Spells.

               Now go through the passage to the South West, of course you
               have learned to check for traps, as there are fireball traps
               down here as well as some Ghasts.  Go down to the room with the
               Stairs, but DON'T go down these stairs since they are trapped
               and fake (x 1034 y 1868).  If you do click on them, not only
               will you stay on this level but a Stinking Cloud Spell will be
               launched at the middle of the stairs (where your party is) and
               some Skeleton Warriors will appear (pretty tough fight). If you
               want go into the next room and search for treasures, it is
               covered down in Other.  To kill the 4 Dwarven Doom Guards
               there, entangle them all with the spell of the same name
               (although it is almost certain that you'll need more than 2
               Entangle Spells to entangle them all).  After that, start
               launching Fireballs or Magic Missiles at them (preferably with
               a wand) since they can endure a couple of these to kill them.
               Be advised that if you decide to search the chest at the feet
               of the bed, they'll attack you (that is why we kill them before
               doing this since they are guarding it).  You can also explore
               the rest of the level (the other path) if you wish.  There is a
               secret door to the South that opens with the Rune stone
               containing the real stairs that lead out of this level.  Go
               south and down these stairs (x 1044 y 2279).

 Level 4 Underground (AR 0513):  The first thing you'll notice when you open
               the door is that Fireballs are being constantly fired in this
               room.  There are some treasures in this room (Magic Darts,
               Potions, etc...) at (x 3094 y 1243) and (x 3176 y 1135) and
               (x 3227 y 2039) and (x 3272 y 1253).  To get them, you'll have
               to cast Haste or equip one of your characters with Boots of
               Speed (so that he can get away from the constantly shooting
               Fireballs and not get fried).  You'll need multiple passes to
               get all the treasures from all 4 locations.  Once you got what
               you wanted, head into the North-West room.

               In there, a skeleton (x 2365 y 632) will talk to you explaining
               what you'll need to do to be able to get out of this room.
               Basically, you can get your own little Hero Army by touching
               the statues there.  Do so, and you will get 5 Dire Charmed
               "Heroes", although since some of them are monsters, it's not
               very heroic.  You can use them to fight off the Greater Wyverns
               in here (use them as cannon fodder while the real firepower
               comes from all of your characters equipped with ranged weapons.
               And like all Dire Charmed creatures, they will eventually turn
               on you (so once all 3 Greater Wyverns are dead, kill the
               "Heroes".  One of these "Heroes" has a Full Plate. In the
               bottom left of this room is the exit.

               Follow the tunnel but do not enter in any cavern yet.  Instead,
               get to a room with the large masks.  Click on each of them to
               know what is to do.  At this point, you can either go into the
               4 caverns and kill the "Special" Monster or explore the rest of
               the level.  There are 2 rooms to the north. The one to your
               left has various round platforms and skeleton archers. There
               are a lot of them, they aren't worth much xp, and don't have
               any good treasures. Skip. The garden room at the East of the
               map contains Kala's Axe (careful, it's trapped) and also 3
               Ashirukurus (Invisible backstabbing Sirines).  Once you're done
               exploring, head back to the room with the masks.

               There are now Four Tunnels each to the southwest, for
               simplicity let's number them, the bottom-most being 1 the
               topmost being 4.  Enter each tunnel and kill every Special
               Monsters that are inside.  Once you kill the fourth special
               Monster, you'll be automatically teleported out to a giant
               chess board.

               Tunnel 1:  There are 2 or 3 Phoenix Guards in here.  If you've
                          never fought these before, when you kill them, they
                          explode into a Fireball.  Kill them with ranged
                          weapons, or use fire resistance. If you don't have
                          either, make sure they die separately. Make sure
                          that they are actually dead before continuing, as
                          they can return from death.

               Tunnel 2:  In this room you will find an Air Aspect (it looks
                          an awful lot like a Baby Wyvern but much faster) and
                          3 Invisible Stalkers.

               Tunnel 3:  Here you will find a Fission Slime.  You must kill
                          it with Fire.  Any other method, and the Slime will
                          divide and you'll have 2 to kill.

               Tunnel 4:  In this room are 4 winter wolves, and a Polar Bear
                          named Kaldran The Bear (if you want to gather their
                          pelts to sell in Nashkel, don't do this room last,
                          do tunnel 3 last).

               You are now on a giant chess board.  There are some vague rules
               to follow here, but I wouldn't worry too much about them.
               Launch your most powerful magics (such as oh... Fireball) to
               take out the pawns, then lay into the more powerful enemies
               with your fighters and archers.  Be sure to check the treasures
               when you win to get the Two Handed Sword +3 on the King.

               Go through the north east door to get to the fifth level.

 Level 5 Underground (AR 0514):  Walk a little south and east, ignore the
               door to the southwest, and talk to Durlag, but this time he
               doesn't turn into anything and doesn't try to kill you.  He
               instead merely offers some advice.  How nice.

               Continue past him up the passage.  You will notice a secret
               door on the right (x 3293 y 1393), go into it and into a very
               large green area.  There are lots of secret passages here, and
               be quick when walking on the green puddles, as they are acidic
               and hurt you.  There are lots of little treasures along the way
               in the small puddles that are connected to the walls and in the
               packs of mushrooms growing on the floor.  Some decent potions,
               but otherwise not that significant. Make your way west, through
               a secret wall to (x 674 y 3152) and kill Grael there.  Search
               the mushrooms by the wall to get the Compass Rune.

               Now go up to (x 4000 y 2680) and through this secret passage.
               In the chest at (x 4281 y 2200) you will find the Long Sword +1
               Flametongue and a Staff of Striking, two very good weapons.  Go
               around the passage to the North and West to (x 3785 y 1862).
               There are a LOT of gems here.  Click on the throne (x 3805
               y 1851) to be teleported to a strange room with statues.  Talk
               to the North East statue, the answer is the Third option.  You
               can also talk to the other statues in this room if you wish
               (they give you the clues to be able to answer the riddle of the
               North East statue).

               You will be back at the beginning of the level near Durlag's
               Ghost.  Go back up the same passage, but instead of going down
               the secret passage, continue forward.  You will find the Ghost
               of Islanne near (x 3866 y 749), and turn her offer down for now
               (unless you want to leave Durlag's Tower and have to come all
               the way back).  Open the door to the northwest first, kill
               the Helmed Horrors. Search the room for the Bone Warstone.
               Open the door to the South West, and go through it.  You are
               now in a large chamber.  Avoid the Runes on the ground as they
               will shoot spells at you.  Continue down the hall into the
               room with the machine (x 2109 y 749) and use it (it will take
               the Bone Wardstone) to deactivate the traps on the previous
               room.

               Go back to the runed room. Be sure to pick up the treasures
               (see Level 5 Underground Treasures in the Other Section).  When
               you are ready, click on the stretched leather (looks like a
               bed) at (x 2500 y 700).  Talk to the topmost statue, this time
               it is the first answer.  You can also talk to the other statues
               in this room if you wish (again, they give you the clues to be
               able to answer the riddle of the topmost statue).

               Again you are back at the start of the level.  Now go through
               the door which is just to the South West of Durlag's Ghost.  Go
               down the passage to a large room filled with Spiders and
               Ettercaps.  From there go to the statue at (x 1860 y 830), and
               click on it.  He asks you several of these possible questions:

                 Who is Durlag's eldest son?        Kiel
                 Who was Durlag's younger son?      Fuernebol
                 What was Durlag's nickname?        Trollkiller
                 What name was Bolher known?        Thunderaxe
                 Who was the 'mother of the sons'?  Islanne

               You will be teleported to another room with some statues, and
               again you talk to the top one.  Tell him the third answer.  You
               can also talk to the other statues in this room if you wish
               (they give you the clues to be able to answer the riddle of the
               topmost statue).

               And for the last time you are teleported back.  Talk to
               Durlag's Ghost, and tell him that you will fight the Evil.  He
               will then walk up the passageway, follow him.  He opens up the
               South-East passage by Islanne, go through that and open the
               door.  Here you meet up with Clair De'Laine who was with
               Dalton's party, who are all now dead except for her, the
               Demonknight having killed them all.  She will tell you a way to
               beat the Demon easily, having to do with a special mirror, if
               you listen.  There is a treasure chest here (trapped, as usual)
               with a Cloak of the Shield in it.  When you're ready, go down
               the stairs.

 Level 6 Underground (AR 0506):  In the center of the room is the Demonknight.
               Kill him to get 15000 exp, a Large Shield +1, and the
               Soultaker.  Here, you have two options:  killing the
               Demonknight the old fashioned way or attacking the mirror that
               he's standing by.  Attacking the mirror will cause the
               summoning of some creatures that will attack everyone in the
               room (including the Demon Knight).  If the summoned creatures
               kill him (which happens 100% of the time unless you kill them
               first)), you will not get the 15000 exp and you will have to
               then dispose of them (although they are easier to kill
               individually than the Demonknight is for a low level party).
               Don't go too crazy buffing your party before attacking, his
               first tactic is to cast dispel magic on you.

               Once beaten, talk to Dalton (x 1160 y 470) on the east side,
               who will run off.

 The easiest way out is to take Islanne up on her teleportation offer.  Then
 you want to return to Ulgoth's Beard to return the Soultaker to Hurgan and
 talk with Dalton's mother (Therella) to get your reward (see Ulgoth Beard
 Section above).

Subquests:  none

Other:
 - Entry Level Treasures
   Ring of Protection +1 and Star Saphire Gem and 560 gp at
   (AR 0501, x 1150 y 415) and Leather Armor +1 at (AR 0501, x 815 y 370)

 - Free Sunstone Gem and Turquiose Gem
   Sunstone and Turquiose Gem:  Durlag's Tower, Level 1, Underground
                                (AR 0501, x 199 y 414)

 - Free money
   97 gp: Durlag's Tower, Level 1, Underground (AR 0501, x 736 y 337)

 - Level 2 Underground Treasures
   Two Handed Sword +1 and Helmet and Tchazar Gem (Skeletal Warrior) at
   (x 500 y 1775), Plate Mail +3 and Spells and Potions and Arrows at
   (x 1050 y 2290), Cloudkill Spell and Bolts and Books at (x 3480 y 1220),
   Wand of Monster Summoning and some potions (x 1484 y 1224).

 - Level 3 Underground Treasures
   Adventurer's Robe and 4 Spells and Darts and 331gp at (x 1710 y 1155),
   Kiel's Morningstar (CURSED) and Kiel's Buckler +1 Dex and 432gp at
   (x 1390 y 2112) potions and gold (x 2000, y 1390)

 - Level 5 Underground Treasures
   Mace +2 and Leather Armor +3 and 200gp and 2 gems (TRAPPED) at
   (x 3000 y 700), Large Shield +2 and Sling +3 and 5000gp and 3 gems
   (TRAPPED) at (x 2650 y 550)


-------------------------------------------------------------------------------
2c. Ulgoth's Beard Revisited (Or the Soultaker and The Aec'Letec)    [CUBRSA]
-------------------------------------------------------------------------------

Treasures:  War Hammer +1, +4 vs. Giants (Hurgan's Reward)

Plot:
 - When you first re-arrive in Ulgoth's Beard you will be confronted by a Cult
   Leader, who steals your Soultaker.  Plus you will then be attacked by a
   bunch of raving lunatic cultists Archers and Warriors who look
   like Flaming Fist.

 - Go to the Inn and talk to Hurgan about the Soultaker.  He'll inform you
   that the Cult worships a demon, and some other stuff about his granda and
   Durgan.  The gist of it is that you have to find the cultists since the
   Soultaker contains the Demon.

 - Wander up to (x 1275 y 655) and talk to the Cult Guard there.  You cannot
   bribe him so don't bother trying.  Just hack your way through him.  He
   will, of course, summon more guards to help out.  Go inside the Building
   that he was guarding.

 - In here you will find a Cult Wizard, two Cult Assasins, and a Cult Archer.
   They'll talk to you, and I chose to fight the pants off of them.  He also
   tells you that you are too late, and that the Demon will already be free
   by the time you get there.  Go down the stairs (save first!).

     Note:  Aec'Letec attacks almost entirely with magic. Potions of Magic
            Blocking and similar will greatly reduce his abilities to harm
            you.

 - Again a cultist will talk to you telling you that you are too late.  Kill
   the woman magic user first then the cultists (if you kill Aec'Letec while
   any of them are still alive, he will regenerate completely from their form
   which means that you would have to fight him again!).  When he dies you get
   16000 exp.

     Note:  I've heard that Aec'Letec is particularly weak against Cloudkills.

 - Finally go back and talk to Hurgan and ask for your reward to get his War
   Hammer +1, +4 vs. Giants.


-------------------------------------------------------------------------------
3. Werewolves Island (AR 2000)                                       [3TSWWI]
-------------------------------------------------------------------------------

Note:  To get to the Werewolves' Island you talk to Mendas back in Ulgoth's
      Beard. He sends you to Baldur's Gate's Counting House Inn to retrieve
      the Sea Charts first. See the Ulgoth's Beard section above for more
      details.

Companions:  none

Enemies:  Brown Bears

Plot:
 - Talk to Solianna (x 4440 y 3375) and pump her for information about the
   island.  She'll tell you that they arrived here the same way you did, boat
   crashing, and that there are "beasties" about.  Based on the name of the
   Island, I'm sure you can guess what those might be.  She also mentions that
   they may still have a ship around somewhere.  Which you may want, unless
   you plan on staying here.

 - Wander up into the village.  Don't worry, you can't miss it.  If you try to
   talk to anyone, they'll tell you to talk to Kaishas, the Headwoman.

 - You will find the Headwoman (Kaishas) a little to the north (x 3268
   y 1250) in the first building in the village.  Go inside and talk to her.
   Mention Mendas as hired you, and she'll perk up a bit.  Try to get
   information on the shipwreck.  She says that they are building a new ship,
   but they need you to get rid of the Werewolves so that they can finish the
   ship.  You can't get any money for this, but you can get off the island.

 - When you want to leave the village, go out the hole in the wall at
   (x 2500 y 670), and from there north to the next area.

Subquests:
 - Maralee's Son
   Maralee's Son was kidnapped by the Werewolves.  Agree to find him and bring
   him back if he is alive.  His name is Peladan.  You'll find Peladan on the
   Fourth Level of the Shipwreck.  Return him to Maralee to get your reward:
   4000 xp.
   Maralee:  Werewolves' Island Village (x 3623 y 1471)
   Peladan:  Shipwreck, Level Four (on Karoug)

 - Durlyle's (or Delainy's) Cloak
   Just west of Kaishas's hut you'll find Durlyle (or Delainy). Talk to
   Durlyle and he'll tell you that during a storm, an important symbol of the
   people's past was taken from them, a cloak.  He asks you to retrieve it.
   You will find the Holy Cloak in Dradeel's hut (which is covered in the
   next section), but you can't really take it until you return Dradeel's
   spell book to him.  You don't get anything when you return it to Durlyle,
   except some stories.  (On a side note "Durlyle's" identity depends on your
   main character's sex, if you are female then Durlyle is a male, if you are
   a male then Durlyle becomes Delainy, a female)
   Durlyle:  Werewolves' Island Village (x 2525 y 1234)
   Cloak:  Werewolve's North (x 4200 y 1600)

Other:
 - Minor Treasures
   You can find some treasures in the large building at (x 2000 y 3300).
   There are some healing potions, pearls, etc.

 - Lahl
   Lahl's Wife was killed by Werewolves, and he asks you to avenge him.  By
   which he means for you to kill every Werewolf that you can.
   Lahl:  Werewolves' Island Village (x 2638 y 1016)

 - Farthing's Dolly
   You'll meet a little girl who had her little dolly stolen by a werewolf.
   Being a protector of the innocents and hero, you agree to bring her back
   her dolly.  You'll find her dolly on Palin (a Werewolf in disguise who'll
   lead you into a trap) on the next map. Return her dolly for 1400 xp.
   Farthing:  Werewolves' Island Village (x 2127 y 2244)
   Palin:  Werewolves' Island North (AR 1500, x 1635 y 3240)

 - Evalt, the Witch and Evan
   Here you'll meet Evalt who'll explain to you that is brother, Evan, was
   captured by a Witch and asks you to bring him back to the village.  In
   fact, the Witch is a Sirine Queen who wanted to mate with him but
   discovered that he was not a man (you'll read why below) and killed him.
   Now, we can't accept that can we?  Find her, kill her then bring the body
   of Evan back to Evalt for 900 xp.
   Evalt:  Werewolves' Island Village (x 2230 y 2683)
   Sirine Queen:  Werewolves' Island North (AR 1500, x 200 y 1216)

 - Jorin
   If you talk to the soldier just outside the gate, you can ask him for
   tips on fighting the wolves.
   Jorin:  Werewolves' Island Village (x 2447 y 1941)

 - Belladonna Flowers
   You can pick yourself some of the Belladonna flowers at (x 1694 y 200) or
   (x 963 y 213).  Durlyle (or Delainy) will ask for them later (once you
   bring back the cloak).


-------------------------------------------------------------------------------
3a. Werewolves' Island North (AR 1500)                               [ATSWIN]
-------------------------------------------------------------------------------

Companions:  none

Enemies:  Wolfweres (can only be damaged by magic weapons), Dread Wolves, Cave
         Bears, Dire Wolves, Black Bears, Brown Bears, Wolves

Plot:
 - Go north and up to a building at (x 4185 y 1607), go inside and talk to the
   Mage Dradeel inside.  He was part of the original party with Balduran, and
   witnessed the birth of the monsters.  He has a lot to say.  Agree to help
   him.  For your help, he will give you the Wolfsbane Amulet, and tell you to
   fetch his Spellbook from the shipwreck.

 - The entrance to the Shipwreck is at (x 3652 y 1057)

Treasures:  Wolfsbane Amulet (Dradeel)
           Staff Mace (Dradeel's Treasures)

Subquests:
 - Palin
   You will encounter a man named Palin in the southern part of this area.  He
   tells you that a small group of people are being attacked by monsters to
   the east.  Go with him, and you will be ambushed by Wolfweres.  Turns out
   Palin is one of them.  He is also carrying Farthing's dolly (see Other
   Section in Werewolves Island above).
   Palin:  Werewolves' Island North (x 1635 y 3240)

 - Kryla and Jondal
   A woman named Kryla will approach you near the center of the area, and ask
   for your help in getting vengeance for the death of her son Jondal.  And,
   you guessed it, she's a wolfwere too.
   Kryla:  Werewolves' Island North (x 3630 y 2050)

Other:
 - Meym
   Another Wolfwere (in human disguise) can be found here.
   Meym:  Werewolves' Island North (x 767 y 2361).

 - Dradeel's Treasures
   Once Dradeel has his spellbook and has teleported away, you can loot his
   little room.  You can get:  Holy Cloak, Staff Mace, 210gp, Plant, and
   Dradeel's Cook Book.

 - Sirine Queen and 4 Sirines
   The Sirine Queen can be found here (see Other Section in Werewolves Island
   above).  She'll also summon 4 Sirines near the water to help her out (if
   you decide to fight her).  I suggest you lure her inland so you can fight
   her alone, then go pick her summoned friends afterward (near the water).
   Sirine Queen:  Werewolves' Island North (x 200 y 1216).


-------------------------------------------------------------------------------
3b. Shipwreck (AR 1501, 1502, 1503, 1504)                            [BSHPWR]
-------------------------------------------------------------------------------

Note:  Here, it's safe to assume that every chest, barrels and other
      searchables are trapped (also some floor traps) so use your Thief
      wisely.  Also, I suggest that you clean out the first level of the ship
      on enemies, search it, cast any appropriate magic to help your party in
      a dangerous battle then head directly to the fourth level.  You can
      easily get there without sustaining any damage since all the stairs are
      close together.  Once the Fourth level has been sanitized, go down and
      do the same for each level. (if you're playing in Tutu or BGT, don't do
      this, the enemies will all follow you up)

Companions:  none

Enemies:  Dire Wolves, Dread Wolves, Wargs, Vampiric Wolves, Wolfweres,

Treasures:  Werebane, Silver Dagger +1 (Level 2 Treasures)
           Cloak of Protection +1 (Head Wolfwere)
           Shield Amulet (Head Wolfwere)
           Sword of Balduran (Balduran's Office)

Plot:
 - You will be in the bottom of the ship.  There will be a lot of monsters
   down here.  Go up the ladder.

 - More monsters here, as well as some treasures (see Level 2 Treasures
   below).  Go up the next ladder.

 - There's one trapped box here with some minor treasures in it.  Go up the
   ladder.

 - On this level is the Head Wolfwere.  Talk to him and then later kill him.
   You also have to fight off a lot of monsters here.  Greater Wolfweres
   require a +3 weapon or better to hit. You can pick up Dradeel's Spellbook
   at (x 450 y 270), but be careful of traps.  Check the body of the Head
   Wolfwere for a Cloak of Protection +1, a Shield Amulet and also search the
   body of Karoug to find Peladan (see Other Section in Werewolves Island
   above).

 - Go into Balduran's Office, be careful of the traps, and take the three
   things in his desk:  Sword of Balduran, Log Book of Balduran, and the
   Butterknife of Balduran (AR 1504, x 581 y 201).  You can find Dradeel's
   Spellbook at (AR 1504, x 436 y 266).

 - Return to Dradeel and give him the spell book and he teleports away.  You
   get 5000 exp.

Subquests:
 - Maralee's Son
   You will find Peladan on the body of Karoug (see Other Section in
   Werewolves Island above).

Other:
 - Level 1 Treasures
   Wand of Magic Missiles, 320gp, 10 Magic Darts +1
   Treasures:  Level 1 Shipwreck (AR 1501, x 689 y 289)

   Also (from Aaron McConnell)
   Wand of Ice, Potion of Storm Giant Strength (STR of 24), 10 Darts of
   wounding, 5 Potions of Healing, Potion of Master Thievery at (x 210 y 506)

 - Level 2 Treasures
   Werebane, 423gp (TRAPPED!) at (AR 1502, x 685 y 182)
   Wand of Lightning, Oil of Speed (TRAPPED!) at (AR 1502, x 288 y 372)
   Cursed Bracers of Binding at (AR 1502, x 271 y 521)

 - Level 3 Treasures
   2 Antidotes, 1 Potion of Absorption, 1 Medium Shield (TRAPPED) at
   (AR 1503, x 657 y 165) and 5 Acid Arrows, 1 Potion of Cloud Giant Strength,
   3 Healing Potions (TRAPPED) at (AR 1503, x 233 y 467) and 10 Arrows +2,
   10 Bolts +2 at (AR 1503, x 349 y 494)

 - Level 4 Treasures
   Dradeel's Speelbook (TRAPPED) at (AR 1504, x 436 y 266) and Sword of
   Balduran, Log Book of Balduran, and the Butterknife of Balduran (TRAPPED)
   at (AR 1504, x 581 y 201).


-------------------------------------------------------------------------------
3c. Return to the Village                                            [CTSRTT]
-------------------------------------------------------------------------------

Note:  Be advise that once everyone in the town have transformed back to
      werewolves, they will respawn quite quickly so finish your exploration
      of the village and subquests before speaking to Kaishas Gan (unless you
      like to kill monsters that can only be damaged by magic weapons).

Enemies:  Werewolves

Plot:
 - Be sure to talk with Durlyle, and Maralee and all others to resolve the
   appropriate subquests (do not talk to Kaishas Gan until all the wanted
   subquests are concluded).  Once you give the Cloak to Durlyle, speak to him
   again and he will ask you to fetch him some Flowers (see the Other in
   section 3 above on where to find some), and then he likes you.

 - Go talk to Kaishas again, and she'll tell you all about the village and its
   people, the truth this time.  Turns out that they are Lycanthropes as well,
   but the reverse of the Wolfweres, they are Werewolves (the difference is
   that Wolfweres start out as wolves and turn human, while Werewolves start
   as human and turn into wolves).  I suggest you don't take her up on her
   offer to "belong", she will then steal your Sea Charts, and her companion
   will turn into a Werewolf and attack you as she sneaks out.

 - Go back outside and EVERYONE in the town is now a Werewolf!

 - Go to (x 2700 y 1350) to find Durlyle who offers to get you out of the
   village through some secret underground passages.  Follow him to the hut at
   (x 1650 y 1520) where Dradeel will give you more information.  Turns out
   that these people are the ones that killed the crew in the first place.  He
   also mentions that there are "Dark Ones" on the ship that you must find.
   Talk to Durlyle again.

 - Now go into the Hut, and down into the secret passage.


-------------------------------------------------------------------------------
3d. Underground Passage (AR 2012)                                    [DTSNDR]
-------------------------------------------------------------------------------

Enemies: Werewolves, Loup Garou (these can only be hit by VERY magical weapons,
        such as the Long Sword +1: Flametongue, and Balduran's Sword)

Plot:
 - The only thing to do here is to head East to the exit (x 3025 y 360).  And</pre><pre id="faqspan-9">
   you can pick up some potions if you want.  And fight Werewolves.

 - You exit onto a hidden beach on the North End of the Island, walk over to
   the ship and talk to Kaishas.  In any event she'll turn into a Loup Garou,
   a slightly tougher Werewolf.  Kill her and take your charts back.  Click on
   the sail to return to the Mainland.

Other:
 - Potions
   Potion of Storm Giant Strength, 2 Healing Potions -- (x 1336 y 808)
   Potion of Cold Resistance -- (x 1817 y 594)
   Potion of Defense -- (x 2555 y 555)
   Oil of Speed -- (x 2362 y 243)


-------------------------------------------------------------------------------
3e. Ulgoth's Beard Finale                                            [ELGBFL]
-------------------------------------------------------------------------------

Treasures:  Chainmail +3 (Baresh)

Plot:
 - Well we made it back in one piece.  You will be met on the docks by Baresh,
   who demands to know what has happened.  Tell him what you will.  Go to
   Mendas (who we now know is Chief Selaad Gan).  He demands answers, you may
   as well tell him the truth, and be prepared for a fight.  Baresh and him
   both become Loup Garou and attack you.  Search Baresh's old body for a
   Chainmail +3.  Also search his house to find 980gp.



Note: Once all the Tales of the Sword Coast quests are done, you get a little
     message (similar to the End of Chapter messages) telling you that you are
     done with it.



===============================================================================
                                  APPENDICES:                       [PPNDCS]
===============================================================================

-------------------------------------------------------------------------------
A. Monsters & Monster Strategies                                     [AAMMNS]
-------------------------------------------------------------------------------

In the treasure category, the amount of gp can also be replaced by a jewel or a
potion (or pretty much anything of some value).

________________
Normal Monsters:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Name:             EXP:             Treasure:

 Air Aspect        4000               --
 Ankheg             975             Ankheg Shell
 Ashirukuru        2000               --
 Baby Wyvern        450               --
 Bandit              65             Scalp, Long Sword, L. Armor, S. Bow, 1-20g
 Battle Horror     4000             20gp
 Black Bear         175               --
 Black Talon Elite  240             Scale Armor, Long Sword, Magic Arrows, 20g
 Brown Bear         420               --
 Cave Bear          650               --
 Digger               7             Spear
 Dire Wolf          125               --
 Diseased Gibberling 35               --
 Doom Guard        2000               --
 Doomsayer         4000               --
 Doppleganger       420             varies
 Dread Wolf         650               --
 Druid              120             Quarter Staff
 Dwarven Doom Guard  2000             --
 Ettercap           650             5gp
 Fission Slime     3000               --
 Flaming Fist       250             Plate Mail, Helmet, S. Shield, L. Sword
 F. Fist Enforcer   300             same as FF, w/ Magic Arrows
 FF Enforcer/Wizard 650               --
 F. Fist Scout      300             varies
 Flind              120             2-Hnd Sword, 18-30gp
 Ghast              650             15gp
 Giant Spider       450               --
 Gibberling          35             1-11gp
 Gnoll               35             Halberd, 2-10gp
 Gnoll Slasher       65             same as gnoll
 Gnoll Veteran       65             same as gnoll
 Gray Ooze          275              --
 Greater Basilisk  4000             varies
 Gr. Doppleganger  4000             varies
 Greater Ghoul     1000             varies
 Guard              120             Scale Armor, M. Shield, L. Sword
 Hamadryad          650             Dagger
 Hobgoblin           35             Leather Armor, Helmet, L. Sword, 5-20gp
 Hobgoblin Elite     95             same as Hobgoblin
 Invisible Stalker 3000             45gp
 Kobold               7             Short Sword, Short Bow, 2-15gp
 Kobold Commando     35             Arrows*, 20gp
 Lesser Basilisk   1400               --
 Mountain Bear      900               --
 Mustard Jelly     2000               --
 Ochre Jelly        270               --
 Ogre Berserker     650             varies
 Ogre Mage          650             varies
 Ogrillon           175             varies
 Phase Spider      1400               --
 Phoenix Guard      100               --
 Polar Bear         900               --
 Sirine            2000             Pearl, etc.
 Skeleton Warrior  4000             Spell, 2 Hnd Sword + 1, Helmet
 Sword Spider      2000               --
 Tasloi              35             Spear, 1-5gp
 War Dog             65               --
 Werewolf           420               --
 Wild Dog            35               --
 Winter Wolf        975             Pelt
 Wolf                65               --
 Wolfwere          1400               --
 Wraith Spider     1400               --
 Wyvern            1400             Wyvern Head
 Xvart               15             Short Sword, 2-15gp
 Zombie              65               --

____________________
Monsters with Names:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Name:             EXP:            Treasure:

 Alexander          300            Scale, 29gp, Heal Potion, Bow, 30 Arrows +1
 Ardenor Crush      900            Studded Leather Armor, Helm, L. Sword, 104g
 Arkushule          600            Robe, 1 Spell, 38 gp
 Arlin              850            Adventurer's Robe, Gem, 38 gp
 Bassilus           975            Holy Symbol, War Hammer +2, Cursed Bracers
 Bor                650            Magic Darts, Minor Treasures
 Brage             1400            Cursed 2 Hnd Sword, Body, Potion, 80gp
 Britik             900            Gold Ring, Jade Ring, Garnet Gem, Halberd
 Carston           2400            Magic Arrows, Minor Treasures
 Caturak            750            Composite Long Bow, Arrows, 25gp
 Centeol           1000             --
 Daer'Ragh           10            58gp
 Davaeorn          6000            Bracers AC6, 2 Robes, 4 Spells, 106gp
 Delgod             300            Scale, 30 Arrows +1, Long Bow, War Hammer
 Denak             1200            Ring of Energy, Robe, 2 Heal Potions, 102gp
 Desreta           1200            Gauntlets/Ogre Power, Long Sword +1, 172 gp
 Drasus            1400            Boots of Speed, Chain, Morning Star+1, 56gp
 Drelik            1200            Short Sword +1, 1 Spell
 Drizzt           12000            2 Scimitars, Chain Mail + 4,
 Droth              975            Helm of Defense, 150gp
 Gantolandan       1200            Long Sword +1, 56gp
 Gellana Mirrorshade 2000          Studded Leather, 2 Potions, club
 Geltik             165            minor treasures
 Genthore          1600            Plate Mail+1, L. Shield, Throwing Ax, 56gp
 Gerde              420            Chain Mail, Spear, 45gp
 Gorf              2000            2 Spells, Minor Treasures
 Gretek            1200            Battle Axe +2, Plate Mail, 86gp
 Greywolf          1400            Studded Leather, Long Sword +2, 102gp
 Hakt               750            Bow of Marksmanship, Leather Armor, 62gp
 Hareishan         1200            Adv. Robe, 2 spells, Potion, Staff, 310gp
 Haseo             1500            Ring of Protection +1, Long Sword +1, 64gp
 Icharyd            950            Helm, L. Shield, 80gp, Flail + 1
 Jamie               65             --
 Jardak            3600            Helm of Glory, Long Sword +1, etc.
 Jemby              350            Robe*, 3 spells, Scalp, 23gp
 Joular            1200            Long Sword +1, 64gp
 Karhk             3500            3 Gems, 150 gp
 Karlat             270            Chain Mail, Shield, 38gp
 Kelmath Ormlyr    5000            Mace, 2 potions, 102gp
 Krystin           3000            7 Spells, Dagger +2 Longtooth, Sling +2
 Kysus             1400            Robe, Dagger, 66gp
 Larze             2000            Gauntlets of Weapon Skill, 1 Spell, etc.
 Lamalha           1200            Plate Mail, 2 Potions, Mace, Shield, 94 gp
 Lendarn           1400            Robe*, 4 spells, 2 potions, 180 gp
 Maka              1300            Plate Mail, Magic Arrows, 39gp
 Malkax             165            Composite Long Bow, 12gp
 Maneira            600            Leather +2
 Marek              650            Eagle Bow, Dagger +2, 3 Potions, 200 gp
 Meilum            1200            Gauntlets/Weapon Expertise, Long Sword +1
 Michael            300            Magic Arrows, 2 Gems, Long Bow, 54 gp
 Marl               650            25gp, Andar Gem, Leather Armor
 Mulahey            650            Holy Symbol, Boots/Grounding, Ring/Holy
 Nader              750            Magic Arrows, Minor Treasures
 Narcillicus       1400            Knaves Robe, 3 spells, Dagger, 38gp
 Natasha           1200            Robe, 4 spells, Dagger
 Neira              650            Helm of Infravision, Scale, M. Shield
 Niemain           2000            Cursed Ring/Clumsiness, Wand of Fire, 280gp
 Neville            650            Long Sword +1, Dispel Magic, Scalp, 65gp
 Nimbul             650            Boots/Avoidance, Ring, Short Sword +1, 58gp
 Osmadi            1000            Leather Armor, Staff, 12gp
 Oulam             1200            Robe, minor treasures
 Pargus             900            Bracers AC 7, Long Sword +1, Gem, 48 gp
 Prat              1400            Throwing Axe +2, 5 Spells, 170gp
 Raemon            1200            Scalp, Composite Long Bow, Magic Arrows
 Rahvin            1800            Ring of Protection +1, Magic Arrows, etc.
 Ramazith           400            Amulet of Metaspell Influence, Ring +2
 Raiken             650            Chain Mail, M. Shield, War Hammer +1, 31gp
 Rezdan            1200            Robe, Staff, 32gp
 Sakul             1600            6 Spells, 130 gp
 Sendai             600            L. Sword +1, S. Leather +2, S. Shield, 172g
 Seniyad           4000            Leather Armor, Staff, Ring*
 Shaldrissa        1200            Robe, etc.
 Shoal              500            Pearl
 Silke              900            Potion of Invulnerability, Staff + 1, 400gp
 Slythe            5000            Short Sword of Backstabbing +3, etc.
 Sunin             2000            Robe, Ring of Wizardry, 2 Spells, 102 gp
 Tam               1300            Magic Arrows, 1 Spell, Minor Treasures
 Tarnesh            120            3 spells, 58 gp
 Taugosz Khosann   2000            Full Plate, M. Shield+1, War Hammer+1, 105g
 Taxek              975            Light Crossbow +1, Magic Bolts, 2 Gems, 75g
 Telka              600             --
 Tenya              650            Bracers*, Flail
 Teven (bandit)     975            Scale Mail, Long Sword, M. Shield, 45gp
 Teyngan            500            Scale, Mace, Scalp, Healing Potion, 93 gp
 Thalantyr         3000            Adventurer's Robe, 2 potions
 Tranzig            975            Wand, Ring, Staff, Letter, 91gp
 Unshey             420            History Book, Staff, 82gp
 Vax                400            Scale, 2 Heal Potions, Halberd, 107gp
 Vay-ya            2000            Wand of Fire, Dagger +1, 2 Spells, 2 Gems
 Venkt              900            3 spells, Robe, 2 potions, 92gp
 Wheber Ott        1500            Robe, minor treasures
 Wilf               800            Minor Treasures
 William Garst     1500            Robe, minor treasures
 Wudei             1200            Studded Leather +1, 14gp
 Zal                600            Scale, Bracers of Archery, Darts, 49gp
 Zargal             650            Short Sword +2, 2 spells, 34gp, Scale Armor
 Zeela              900            Studded Leather +1
 Zekar               65            1 spell, scalp, Composite Long Bow, 5gp
 Zordral            900            Knave's Robe, Staff, 79gp, 2 spells

________________________________________
Tales of the Sword Coast Named Monsters:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Name:             EXP:             Treasure:

 Aec'Letec        16000               --
 Andris            6000             Robe*, 2 Spells, Scroll, 109gp
 Avarice           2500             Short Sword + 1, Leather Armor
 Beyn              1800             Wand*, 66gp
 Cuchol            1800             1 Spell, 66gp
 Dezkiel           1800             Shandalar's Cloak, Scroll, 66gp
 Fear              2200              --
 Garan             2000             4 Spells, 66gp
 Ghost             3750              --
 Kirinhale         3000             Staff Spear +2, Hair
 Love              3000             Rune, Bastard Sword, Wine
 Marcellus         2000             Robe*, 1 Spell, 81gp
 Pride             2500             Plate Mail, Large Shield
 Riggilo           1400             Leather Armor*, Short Sword*, 170gp
 Tellan            3000             Darts*, 78gp

____________________________
Monster Fighting Strategies:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 "Dryad" Fighting:
   A dryad (or any other female monster type, such as the Siren) has some
   nasty magical attacks, namely Charm Person, which if used on the right
   person in your party, screws you over.  Nothing worse than having to fight
   your own best fighter.  So if you lose too many people to her, then go back
   to your last save, then send only your best fighter to where the dryad is.
   If your fighter is charmed, no big deal (enemies won't attack charmed party
   members, so you won't get killed).  Once she is out of the worst magical
   attacks, send in the cavalry.  If one of your people is Dire Charmed
   anyway, cast a quick Hold Person on them to keep them from fighting you.

   One other thing to try is to send a good archer (Bracers of Archery always
   help) to kill her quickly.

   Minsc's "Berserk" attack makes him fairly immune to Dire Charm. (He still
   gets charmed, but will attack the Sirine/Dryad anyway)

   Or if your people do get charmed, you can just cast Dire Charm on them
   again to reverse it. (thanks to D Sanders for that)

 "Basilisk" Fighting:
   Basilisks are nasty creatures, they turn you to stone.  If they turn your
   main character to stone, that is considered Death, and therefore the end of
   your game.  So if you have a Protection from Petrification spell/scroll you
   may want to use that. The spell is a first level mage spell, and you can
   buy it at High Hedge. Also if you get Korax (Area E of Temple) to join you
   (temporarily), he is immune to Petrification. (although the Basilisks could
   still kill him, and he will turn against you eventually!)

 Doomsayer Fighting
   So there's only one Doomsayer (Area S of Lighthouse), but he's a tough one.
   Cast lots of magic missiles at him since they always hit and do a bit of
   damage.  Keep your best fighters between him and your party, and try
   hitting him with magic arrows as well.  If one of your people gets injured
   by about 3/4 of their total HP, pull them back.  Don't try to tackle him
   before level 6 or so.


-------------------------------------------------------------------------------
B. Miscellaneous Information                                         [ABMSCI]
-------------------------------------------------------------------------------

Baldur's Gate follows most every AD&D rule in the Player's Handbook.  That
doesn't mean that they are all documented in the manual, however.  And this
section is a good a place as any to stick all the missing information from the
Rules. (all information here is taken directly from the AD&D Player's Handbook,
which may not entirely reflect how the rules work in Baldur's Gate!)

___________________________________
Mega Constitution and Regeneration:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 If your Constitution gets above 19 you get an automatic regeneration.  Here's
 a little table on it:

                    Constitution:        Regeneration Rate:
                    ¯¯¯¯¯¯¯¯¯¯¯¯¯        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                         20                 1 per 6 rounds
                         21                 1 / 5
                         22                 1 / 4
                         23                 1 / 3
                         24                 1 / 2
                         25                 1 / 1

 A round is about 6 seconds.


___________________________
Racial Ability Adjustments:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Race          Adjustment
 ¯¯¯¯          ¯¯¯¯¯¯¯¯¯¯
 Dwarf         +1 Constitution, -1 Dexterity, -2 Charisma
 Elf           +1 Dexterity, -1 Constitution
 Gnome         +1 Intelligence, -1 Wisdom
 Halfling      +1 Dexterity, -1 Strength, -1 Wisdom

___________________
Weapon Proficiency:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Group        Initial      #Levels until another
 ¯¯¯¯¯        ¯¯¯¯¯¯¯      ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Warrior          4               3
 Wizard           1               6
 Priest           2               4
 Rogue            2               4

 Therefore every 3 levels your fighters/paladins/rangers will gain a new
 Weapon Proficiency Point!

______________________________
THAC0 Level Progression Chart:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
                                        Level
 Group        1   2   3   4   5   6   7   8   9   10  11  12  13  14  15  16
 -----        --------------------------------------------------------------
 Warrior      20  19  18  17  16  15  14  13  12  11  10   9   8   7   6   7
 Wizard       20  20  20  19  19  19  18  18  18  17  17  17  16  16  16  15
 Priest       20  20  20  18  18  18  16  16  16  14  14  14  12  12  12  10
 Rogue        20  20  19  19  18  18  17  17  16  16  15  15  14  14  13  13

__________________________
Paladin Spell Progression:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Level   Casting       Priest Spell Level
          Level       1     2     3     4
 -----   -------     ---------------------
    9       1         1     -     -     -
   10       2         2     -     -     -
   11       3         2     1     -     -
   12       4         2     2     -     -
   13       5         2     2     1     -
   14       6         3     2     1     -
   15       7         3     2     1     1
   16       8         3     3     2     1
   17       9         3     3     3     1
   18       9         3     3     3     1
   19       9         3     3     3     2
   20       9         3     3     3     3

_________________________
Ranger Spell Progression:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 Level   Casting    Priest Spell Level
          Level       1     2     3
 -----   -------     ----------------
    8       1         1     -     -
    9       2         2     -     -
   10       3         2     1     -
   11       4         2     2     -
   12       5         2     2     1
   13       6         3     2     1
   14       7         3     2     2
   15       8         3     3     2
   16       9         3     3     3


The following charts come from Duncan Clay:

 ___________________________
 Advanced Experience Charts:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

   Fighter (Warrior) - Hit Dice D10 (1 per level)

    Level |    XP   |THAC| W | Lor
   -------|---------|----|---|-----
      1   |       0 | 20 | 4 |   1
      2   |   2,000 | 19 |   |   2
      3   |   4,000 | 18 | 1 |   3
      4   |   8,000 | 17 |   |   4
      5   |  16,000 | 16 |   |   5
      6   |  32,000 | 15 | 1 |   6
      7   |  64,000 | 14 |   |   7
      8   | 125,000 | 13 |   |   8
      9   | 250,000 | 12 | 1 |   9

     W Weapon proficiency points (max 2 per weapon at level 1 then max 5)


   Paladin (Warrior) - Hit Dice D10 (1 per level) *

    Level |    XP   |THAC| W | Lor |Priest Spl| LH | DE | PE | TU
   -------|---------|----|---|-----|L1L2L3L4L5|----|----|----|----
      1   |       0 | 20 | 4 |   1 |          |  2 |  5 |  1 |
      2   |   2,250 | 19 |   |   2 |          |  4 |  6 |  2 |
      3   |   4,500 | 18 | 1 |   3 |          |  6 |  7 |  3 |  1
      4   |   9,000 | 17 |   |   4 |          |  8 |  8 |  4 |  2
      5   |  18,000 | 16 |   |   5 |          | 10 |  9 |  5 |  3
      6   |  36,000 | 15 | 1 |   6 |          | 12 | 10 |  6 |  4
      7   |  75,000 | 14 |   |   7 |          | 14 | 11 |  7 |  5
      8   | 150,000 | 13 |   |   8 |          | 16 | 12 |  8 |  6
      9   | 300,000 | 12 | 1 |   9 | 1        | 18 |    |    |

     W Weapon proficiency points (max 2 per weapon)
    LH Lay Hands hit points healed
    DE Detect Evil special ability spells
    PE Protect from Evil special ability spells
    TU Turn Undead level

    * Cannot dual class


   Ranger (Warrior) - Hit Dice D10 (1 per level)

    Level |    XP   |THAC| W | Lor |Priest Spl| Ste | C
   -------|---------|----|---|-----|L1L2L3L4L5|-----|---
      1   |       0 | 20 | 4 |   1 |          | 35% | 1
      2   |   2,250 | 19 |   |   2 |          | 40% | 1
      3   |   4,500 | 18 | 1 |   3 |          | 47% | 2
      4   |   9,000 | 17 |   |   4 |          | 53% | 2
      5   |  18,000 | 16 |   |   5 |          | 60% | 3
      6   |  36,000 | 15 | 1 |   6 |          | 67% | 3
      7   |  75,000 | 14 |   |   7 |          | 75% | 4
      8   | 150,000 | 13 |   |   8 | 1        | 82% | 4
      9   | 300,000 | 12 | 1 |   9 | 2        |     |

     W Weapon proficiency points (max 2 per weapon)
   Ste Stealth (Dex 18)
     C Charm Animal special ability spells


   Thief (Rogue) - Hit Dice D6 (1 per level)

    Level |    XP   |THAC| W | Lor | Ab | BS
   -------|---------|----|---|-----|----|----
      1   |       0 | 20 | 2 |   3 | 30 | x2
      2   |   1,250 | 20 |   |   6 | 20 | x2
      3   |   2,500 | 19 |   |   9 | 20 | x2
      4   |   5,000 | 19 | 1 |  12 | 20 | x2
      5   |  10,000 | 18 |   |  15 | 20 | x3
      6   |  20,000 | 18 |   |  18 | 20 | x3
      7   |  40,000 | 17 |   |  21 | 20 | x3
      8   |  70,000 | 17 | 1 |  24 | 20 | x3
      9   | 110,000 | 16 |   |  27 | 20 | x4
     10   | 160,000 | 16 |   |  30 | 20 | x4
     11   | 220,000 | 15 |   |  33 | 20 |

     W Weapon proficiency points (max 1 per weapon)
    Ab Ability points for Stealth, Pick Pockets, Pick Locks, Find/Remove
       Traps (Max 100 + Base Ability + Racial/Dexterity Modifiers)
    BS Back Stab damage multiplier (quarter staff, dagger, short sword
       and long sword only)


   Bard (Rogue) - Hit Dice D6 (1 per level) *

    Level |    XP   |THAC| W | Lor |Mage Spell|  PP
   -------|---------|----|---|-----|L1L2L3L4L5|-----
      1   |       0 | 20 | 2 |  10 |          | 40%
      2   |   1,250 | 20 |   |  20 | 1        | 45%
      3   |   2,500 | 19 |   |  30 | 2        | 50%
      4   |   5,000 | 19 | 1 |  40 | 2 1      | 55%
      5   |  10,000 | 18 |   |  50 | 3 1      | 60%
      6   |  20,000 | 18 |   |  60 | 3 2      | 65%
      7   |  40,000 | 17 |   |  70 | 3 2 1    | 70%
      8   |  70,000 | 17 | 1 |  80 | 3 3 1    | 75%
      9   | 110,000 | 16 |   |  90 | 3 3 2    | 80%
     10   | 160,000 | 16 |   | 100 | 3 3 2 1  | 85%
     11   | 220,000 | 15 |   | 110 |          |

     W Weapon proficiency points (max 1 per weapon)
    PP Pick Pockets (Before Racial/Dexterity Modifiers)

    * Cannot dual class



   Cleric (Priest) - Hit Dice D8 (1 per level)

    Level |    XP   |THAC| W | Lor |Priest Spl| TU
   -------|---------|----|---|-----|L1L2L3L4L5|----
      1   |       0 | 20 | 2 |   1 | 1        |  1
      2   |   1,500 | 20 |   |   2 | 2        |  2
      3   |   3,000 | 20 |   |   3 | 2 1      |  3
      4   |   6,000 | 18 | 1 |   4 | 3 2      |  4
      5   |  13,000 | 18 |   |   5 | 3 3 1    |  5
      6   |  27,500 | 18 |   |   6 | 3 3 2    |  6
      7   |  55,000 | 16 |   |   7 | 3 3 2 1  |  7
      8   | 110,000 | 16 | 1 |   8 | 3 3 3 2  |  8
      9   | 225,000 | 16 |   |   9 | 4 4 3 2 1|  9

     W Weapon proficiency points (max 1 per weapon)
    TU Turn Undead level


   Druid (Priest) - Hit Dice D8 (1 per level)

    Level |    XP   |THAC| W | Lor |Priest Spl| SB | SW | SL
   -------|---------|----|---|-----|L1L2L3L4L5|----|----|----
      1   |       0 | 20 | 2 |   1 | 1        |    |    |
      2   |   2,000 | 20 |   |   2 | 2        |    |    |
      3   |   4,000 | 20 |   |   3 | 2 1      |    |    |
      4   |   7,500 | 18 | 1 |   4 | 3 2      |    |    |
      5   |  12,500 | 18 |   |   5 | 3 3 1    |    |    |
      6   |  20,000 | 18 |   |   6 | 3 3 2    |    |    |
      7   |  35,000 | 16 |   |   7 | 3 3 2 1  |  1 |  1 |  1
      8   |  60,000 | 16 | 1 |   8 | 3 3 3 2  |  1 |  1 |  1
      9   |  90,000 | 16 |   |   9 | 4 4 3 2 1|  1 |  1 |  1
     10   | 125,000 | 14 |   |  10 | 4 4 3 3 2|  1 |  1 |  1
     11   | 200,000 | 14 |   |  11 |          |    |    |

     W Weapon proficiency points (max 1 per weapon)
    SB Shapeshift Brown Bear special ability spells
    SW Shapeshift Brown Bear special ability spells
    SL Shapeshift Black Bear special ability spells

   Mage (Wizard) - Hit Dice D4 (1 per level)

    Level |    XP   |THAC| W | Lor |Mage Spell
   -------|---------|----|---|-----|L1L2L3L4L5
      1   |       0 | 20 | 1 |   3 | 1
      2   |   2,500 | 20 |   |   6 | 2
      3   |   5,000 | 20 |   |   9 | 2 1
      4   |  10,000 | 19 |   |  12 | 3 2
      5   |  20,000 | 19 |   |  15 | 4 2 1
      6   |  40,000 | 19 | 1 |  18 | 4 2 2
      7   |  60,000 | 18 |   |  21 | 4 3 2 1
      8   |  90,000 | 18 |   |  24 | 4 3 3 2
      9   | 135,000 | 18 |   |  27 | 4 3 3 2 1
     10   | 250,000 | 17 |   |  30 |

     W Weapon proficiency points (max 1 per weapon)


   Specialist Mage (Wizard) - Hit Dice D4 (1 per level)

    Level |    XP   |THAC| W | Lor |Mage Spell
   -------|---------|----|---|-----|L1L2L3L4L5
      1   |       0 | 20 | 1 |   3 | 2
      2   |   2,500 | 20 |   |   6 | 3
      3   |   5,000 | 20 |   |   9 | 3 2
      4   |  10,000 | 19 |   |  12 | 4 3
      5   |  20,000 | 19 |   |  15 | 5 3 2
      6   |  40,000 | 19 | 1 |  18 | 5 3 3
      7   |  60,000 | 18 |   |  21 | 5 4 3 2
      8   |  90,000 | 18 |   |  24 | 5 4 4 3
      9   | 135,000 | 18 |   |  27 | 5 4 4 3 2
     10   | 250,000 | 17 |   |  30 |

     W Weapon proficiency points (max 1 per weapon)


-------------------------------------------------------------------------------
C. The Gods of the Realm                                             [ACTGOR]
-------------------------------------------------------------------------------

I've tried to compile a list of every god mentioned in the game.  Naturally, I
probably missed one or two, so if I did, please email me about it.  There is
some neat information on the gods and their troubles on page 67 of the Baldur's
Gate Manual.  And lots of information comes from Orlandu.  Others come from
edwardalacey.

Auril    -- mentioned by Branwen, Goddess of Winter, mentioned by Branwen and
           the boots of cold are hers as well.  Auril believes that everything
           should be turned to ice.
Bane, Bhall, and Myrkul -- the "dead three" gods, but are currently not in
           "power" (it's a long story)
Baravar  -- worshipped by Quayle
Clangeddin -- a god mentioned by Yeslick.
Cyric    -- evil god worshipped by Bassilus to raise the dead, also Mulahey has
           a Cyric Holy Symbol on him.  Makes Cyric seem a little suspicious,
           doesn't it?  Cyric took the power from the "dead three" and now
           does everything they did, thus making him the new god of murder.
Deneir -- one of gods who protects Tethtoril (see his decription in the manual)
Garl Glittergold -- worshipped in the Temple of Wisdom at the Friendly Arm Inn
Gond     -- god of artifice and invention.  The Hall of Wonders in Baldur's
           Gate is run by Gondish priests.
Helm     -- a good god, worshipped by Ajantis.  There's a Helm temple in
           Nashkel. He is the God of Guardians, and he guards the Outer
           Realms.
Ilmater  -- God of Suffering who enchanted the Large Shield +4 vs. Missiles.  I
           may not have spelt his name correctly.
Jergal   -- former god of the dead, gave his power to Bane, Bhaal, and Myrkul
           (History of the Dead Three), and now is the Scribe of the Dead
Kozah    -- ancient god of various chaotic happenings (like earthquakes), there
           is an ancient temple being unearthed of his far to the SW of
           Beregost, but beware the curse!
Lord Ao  -- the Overpower.  Not a god as per se, since he is infinitely more
           powerful than they are (he can destroy them at will)
Lathander -- Worshipped in the Song of the Morning temple
Lloth    -- Spider Goddess of the Drow, dislikes Drizzt and Viconia.  There is
           another Drow god mentioned in one of the "History of the Drow"
           books, Ghaunadaur.
Malar    -- Mentioned by Osmadi, also known as the Beastlord.  He is an evil
           god that doesn't much like the Druid faiths.
Mystra   -- goddess of magic
Oak Father -- I think this is a God of Nature, worshipped by Faldorn.
Oghma    -- there is a temple to Oghma is Candlekeep as he is the God of
           Knowledge
Selune   -- a Goddess mentioned by Dradeel
Shar     -- Goddess of the Night, worshipped by the renegade drow Viconia
Sune     -- good god, the Holy Ring is a Sune artifact, she is the Goddess of
           Love and Beauty.
Talos    -- made the Boots of Grounding, and is possibly a God of Storms
Tempus   -- Branwen is a cleric of this Neutral God, the God of Battles
Tymora   -- She's the Goddess of Luck (good luck that is, Besheba is the
           Goddess of Bad Luck)
Umberlee -- goddess of the Sea, aka the "Bitch Queen", you run into her
           priestess at the Baldur's Gate Bridge. (btw, Umberlee is of an Evil
           alignment)
Valkur   -- another god mentioned by Branwen, he is the god of sailors


-------------------------------------------------------------------------------
D. Guide to Naming Characters                                        [DGDTNC]
-------------------------------------------------------------------------------

I have heard that some people have trouble coming up with creative names for
their characters.  So here is a little guide to coming up with interesting
names that seem to fit into the game (i.e. names that aren't "brad" or "mike"
or something).

Method 1:
 Take an exisiting last name, and make it a first name.
 Ex: Corbin, Martens, Miller.
 Obviously this doesn't work with all last names, and it also tends to skew
 mostly male.

Method 2:
 You can also make interesting names by taking an existing name, such as Kate,
 and flipping some letters around to make a new name, Kaet.

Method 3:
 Somewhat similar to method 2, this one merely involves adding useless vowels.
 Try adding an 'a' before an 'e' or an 'i' after an 'e'.  Take the name
 Patrick for example.  It will become Paetrick.

Method 4:
 Another fun thing to try is to simply add a new "flourish" to an existing
 name.  For example we start with "Nate" and add the "flourish" "ylia" to make
 the new name "Natylia".

Method 5:
 Start with another word, say the number "Seven".  Replace the vowels with new
 vowels to make "Sivan".  Now if you want to make it feminine add an "y" (or
 something similar) to the end to make "Sivany".  Or try this, start with the
 word "talent".  Replace the first 't' with a "th" and then replace the 'e'
 with an 'a'.  You now have "Thalant", which is a good name, but needs a
 little flourish of "yr" to finish it "Thalantyr".

Method 6: (from MartectX)
 I found another strategy of making names "fitting the game": Just take an
 existing name backwards! Some examples: Martin - Nitram, Florian - Nairolf,
 Monika - Akinom, Andrea - Aerdna.

Here's a list of names that I have used in various RPG games.  This list will
be a little small for now, but as I get more of them, I'll add them.  If you
have any name that you want to send in, please feel free!
([email protected])

 Female:                            Male:
 ¯¯¯¯¯¯¯                            ¯¯¯¯¯
 Kaet Salamoss                      Telen
 Sivany                             Syllas
 Jiany                              Poetayn
 Saenra                             Mytahl
 Kystra                             Ralasannvyr
 Lydra                              Ylv Tor
 Tyllaenii                          Ex'ald Moor
 Bealla Forthyss                    Aallax Morkallai
 Cyrra Lyth                         Cyr Daan
 Sho'erna Moerth                    Kintos the Dim (my current favorite)
 Mistriana                          Corvuus
 Karyana                            Khaar the Bloody
 Ceqeen'ah

The following names are from Bane:

 Lyria                              Taaryn (Taryn)
 Kestyn                             Yulosa
 Maya                               Astyk
 Galian                             Bane

The following names, and strategy, were sent to me by Preston Lloid:

 Female:                            Male:
 ¯¯¯¯¯¯¯                            ¯¯¯¯¯
 Jephinia Justice                   Edcam Sielfir
 Misha Kintyre                      Purl Sielfir
 Latista Dymnir                     Paxus Silatis
 Kyndria Valmund                    Bastius Mnotarior
 Shaloa Fighro                      Rhymnir Kaleef
 Syff Kintous                       Kelt Incurrigate
 Geila Mist                         Solas Imnikurr
                                    Tarrento Gymnica

 I also found that nearly all the months make fine female first names (e.g.
 October, November etc.).  Furthermore I personally think that there's nothing
 wrong with giving your character a first name and some kind of call name
 instead of an actual surname (or family name).  For instance, if you've made
 a female priest with the allignment "lawful good" you might call her "Misha
 the Divine", instead of Misha Kintyre.  Or if you create an evil male mage,
 you could call him "Tarrento the Dreadful".


-------------------------------------------------------------------------------
E. Character Sounds                                                  [ECHRCT]
-------------------------------------------------------------------------------

Here you will find a typed out version of a great many sounds in the game.
Check out the sndlist.txt file in the Sounds directory if you want to change
one of the PC Sounds.  Any of the NPC sounds that has a ????????? in it means
that I listened to the sounds by using the biffstripper utility, but I'm not
quite sure where they fit into the context of the game.

The "Repeated Selected" sounds are accessed when you click on a character about
9 times in a row.

This comes from Patrick:

 I thought I'd help fill in some of the blanks regarding NPC quotes, and
 how they relate to one another, which you might want to include in any
 possible updates of your astounding FAQ.

 First off, there are NPCs who will try to kill each other eventually, as I
 found out when I first played and took Xzar/Montaron and Khalid/Jaheira into
 the Nashkel mines, and some of their quotes are reserved for such an
 occasion.  At a seemingly random point, the text window popped up and the
 dialogue followed:

   Jaheira:  "Do you claim to fight evil... (etc.)"
   Xzar:  "Why must you goad us..."
   Jaheira:  "I know nothing of gold..."
   Xzar:  "I begin to see your true nature..."

 Likewise, Khalid and Montaron have some lines which suggest a similar
 exchange (sound files 30 and 31 for each).  At this point, Montaron and Xzar
 (the Zhentarim) and Khalid and Jaheira (the Harpers), squared off and began
 fighting, ignoring my commands and leaving my character with nothing to do
 but pick a side and join in.  (This is indeed at least partly random... not
 caring for the deaths of two NPCs, I loaded a previous savegame, finished the
 mines, then disbanded the Zhentish pair without incident.)

 Odds are that when a character makes a direct statement to another, there is
 a reply (Some of Montaron's jibes are in response to Xzar's babblings, and
 Khalid and Jaheira share some tender moments).  I haven't gotten far in the
 game yet, but here are some possible relationships which suggest themselves:

   Eldoth and Alora:  Alora always tries to cheer up Eldoth, and he in turn
                      actually finds himself softening up when she's around.
   Xan and Ajantis:  As you've noticed, Xan rejects Ajantis' strict views,
                     and Ajantis does not respond kindly to his paradigms
                     being challenged.
   Eldoth just seems to piss off everybody...

   Also, if it helps straighten things out, I noticed (using the playsound
   ingame cheat) that the number of the file for each character is connected
   with its function in the game, as follows:

     1 - Introduction
   In battle:
     2 - Battlecry
     3 - Morale Break
   Comments on party's reputation and actions:
     4 - Happy
     5 - Unhappy
     6 - Angry
     7 - Breaking Point
   Comments on personal status:
     8 - Made Leader
     9 - Tired
    10 - Bored
    11 - Wounded
   Comments on environment:
    12 - Forest
    13 - City
    14 - Dungeon
    15 - Daytime
    16 - Nighttime
   Comments toward player:
    17-19 - Selected
    20-22 - Commanded
    23-26 - Annoyed
   Comments toward NPCs:
    27-37 - Various Banterings
   Comments on death:
    38 - Generic Death
    39 - Specific Death

   Of course, Imoen throws this whole scheme off track, but it seems like
   everybody else sticks by it.    (again, this was from Patrick)

__________
PC Sounds:
¯¯¯¯¯¯¯¯¯¯

 Default Male:

   Battle Cry:                "Onward!"
   Becoming Leader:           "I feel this is my rightful place."
   Tired:                     "I will require rest soon."
   Bored:                     "I should be more productive with my time."
   Badly Wounded:             "I am not well at all."
   Selected 1:                "Hmm?"
   Selected 2:                "Yes?"
   Selected 3:                "I stand ready."
   Action Acknowledgement 1:  "It will be done."
   Action Acknowledgement 2:  "Not a problem."
   Action Acknowledgement 3:  "With ease."
   Being Hit:                 "Oof."
   Dying:                     "Hwaugh... oohg."

 Male 1:

   Battle Cry:                "Death to you all!"
   Becoming Leader:           "As it should be."
   Tired:                     "I must rest my eyes a while."
   Bored:                     "Ah, such a waste of time this is!"
   Badly Wounded:             "I, I am surely close to death..."
   Selected 1:                "What?"
   Selected 2:                "Make it quick!"
   Selected 3:                "Yes?"
   Action Acknowledgement 1:  "A waste of my talents!"
   Action Acknowledgement 2:  "Of course."
   Action Acknowledgement 3:  "No sooner said than done."
   Being Hit:                 "Ungh."
   Dying:                     "Ungh...uh..."

 Male 2:

   Battle Cry:                "Your life ends here!"
   Becoming Leader:           "I alone belong here."
   Tired:                     "I am so very... weary."
   Bored:                     "I grow tired of wasting time."
   Badly Wounded:             "I am certain to die without...immediate aid."
   Selected 1:                "What would you have me do?"
   Selected 2:                "Your wish?"
   Selected 3:                "Hurry up!"
   Action Acknowledgement 1:  "If you insist."
   Action Acknowledgement 2:  "Very well."
   Action Acknowledgement 3:  "Alright alright!"
   Being Hit:                 "Ooof."
   Dying:                     "Hwaigh...oof."

 Male 3:

   Battle Cry:                "Heh, time for a bit of a rough and tumble."
   Becoming Leader:           "Ha ha!  I'll lead 'em well!"
   Tired:                     "I'll need to be resting soon."
   Bored:                     "I should get moving before the whole day is a
                              waste."
   Badly Wounded:             "Uh... perhaps I'm a bit more hurt, than I
                              thought."
   Selected 1:                "Yes?"
   Selected 2:                "What now I wonder?"
   Selected 3:                "Where to now?"
   Action Acknowledgement 1:  "Of course, heh heh."
   Action Acknowledgement 2:  "Done and done."
   Action Acknowledgement 3:  "A simple task!"
   Being Hit:                 "Eaah."
   Dying:                     "Whooauh... uh..."

 Default Female:

   Battle Cry:                "To battle!"
   Becoming Leader:           "This is where I should be."
   Tired:                     "I grow weary."
   Bored:                     "I should not just stand about."
   Badly Wounded:             "I must have aid."
   Selected 1:                "I am here."
   Selected 2:                "Your concern?"
   Selected 3:                "Yes?"
   Action Acknowledgement 1:  "Indeed."
   Action Acknowledgement 2:  "It is done."
   Action Acknowledgement 3:  "Certainly."
   Being Hit:                 "Augh!"
   Dying:                     "Auwaa..."

 Female 1:

   Battle Cry:                "All will die!"
   Becoming Leader:           "None other than me should be in this place."
   Tired:                     "I should rest on my feet if we do not rest
                              soon."
   Bored:                     "I find this inactivity extremely frustrating."
   Badly Wounded:             "I reall must get further treatment for my
                              wounds."
   Selected 1:                "What?"
   Selected 2:                "Yes?"
   Selected 3:                "Hmm?"
   Action Acknowledgement 1:  "Simpler done than said."
   Action Acknowledgement 2:  "Certainly."
   Action Acknowledgement 3:  "Surely."
   Being Hit:                 "Ooah."
   Dying:                     "Aaah... ehh."

 Female 2:

   Battle Cry:                "You're life shall be mine!"
   Becoming Leader:           "I deserve to be leader!"
   Tired:                     "Ooh... we should rest now, I need sleep."
   Bored:                     "This is so utterly boring."
   Badly Wounded:             "I... I am wounded."
   Selected 1:                "What?"
   Selected 2:                "Yes?"
   Selected 3:                "What is it?"
   Action Acknowledgement 1:  "Fine."
   Action Acknowledgement 2:  "Such menial tasks."
   Action Acknowledgement 3:  "A simple matter."
   Being Hit:                 "Oooah."
   Dying:                     "Nyaugh...ehh..."

 Female 3:

   Battle Cry:                "Death will come swiftly for you."
   Becoming Leader:           "There are none more capable for this position."
   Tired:                     "Blah... I grow tired, we should rest soon."
   Bored:                     "Must we stand about, I have much to do."
   Badly Wounded:             "I must get proper treatment for my injuries."
   Selected 1:                "And now what?"
   Selected 2:                "What must I do?"
   Selected 3:                "Hmm?"
   Action Acknowledgement 1:  "A simple task."
   Action Acknowledgement 2:  "Consider it done."
   Action Acknowledgement 3:  "No trouble at all."
   Being Hit:                 "Err!"
   Dying:                     "Ohhh ahh..."

___________
NPC Sounds:
¯¯¯¯¯¯¯¯¯¯¯

 Ajantis:
   First Speech:              "Halt!  Be you friend, or foe?"
   Fleeing:                   "What cowardice is this?  Return to where you
                              are needed?"
   Battle Cry:                "For the Glory of Helm!"
   In forest:                 "This forest has a sense of... evil about it."
   In City:                   "This city has a sense of... evil about it."
   Underground:               "This dungeon has a sense of... evil about it."
   Happy:                     "We follow the righteous path, the path of
                              Helm."
   Unhappy:                   "This course we take is beyond all tenants of
                              decency."
   Unhappy:                   "I will not stand by while this party descends
                              into depravity."
   Leaving:                   "Your evil ways end here!  Draw steel and we
                              will settle this dispute once and for all!"
   Becoming Leader:           "I take honor with this responsibilty you have
                              bestowed."
   Tired:                     "Uhh... I grow weary."
   Bored:                     "We have much evil to fight, we have no time for
                              idleness."
   Badly Wounded:             "Ahh... I am in need of aid."
   Selected 1:                "My honor is my life."
   Selected 2:                "Helm, give me strength!"
   Selected 3:                "By Helm!"
   Repeated Selected 1:       "We must always strive to be role models to the
                              meek."
   Repeated Selected 2:       "Duty to one's cause outweighs all."
   Repeated Selected 3:       "Evil will always fail against courage and
                              honor."
   Repeated Selected 4:       "Evil must be purged without mercy."
   Action Acknowledgement 1:  "With Helm's blessing."
   Action Acknowledgement 2:  "Yeah!"
   Action Acknowledgement 3:  "As you will."
   To ???????????:            "Your actions fly in the face of everything Helm
                              holds sacred!"
   To ???????????:            "There is naught but good and evil.  I suspect
                              you are of the latter."
   To ???????????:            "Evil must be purged wherever it is found...
                              even among companions!"
   To ???????????:            "The stench of evil clings to you in the most...
                              VILE manner!"
   To ???????????:            "I can bear no more!  Raise your weapon and
                              defend yourself!"
   To ???????????:            "I may yet still be a Squire, but I possess more
                              integrity than you could ever hope for!"
   Reply to ???????:          "You will watch your MOUTH around the fairer
                              sex!"
   Reply to ???????:          "I thank you for your compliment."
   To ??????????:             "You are a most beautiful lady, Miss."
   To Kivan:                  "You're a man of honor, I respect your
                              integrity."
   Reply to ????????:         "I think it would be wise for you to improve
                              your conduct while in this party!"
   On any Death:              "We can only be content that our companion has
                              fallen... pursuing a just cause."
   On ????????'s Death:       "It is unfortunate that our companion died
                              before he could recant his ways."

 Alora:
   First Speech:              "Blast and bother!  These locks have always
                              given me trouble.  Trouble they are!"
   Fleeing:                   "Aah!  Somebody hide me!"
   Battle Cry:                "Careful everyone, play nice!"
   Happy:                     "Isn't this great?  All of us, doing nice
                              things, being happy.  It's great!"
   Unhappy:                   "Hey, I think everyone would be happier if we
                              were a little nicer."
   Unhappy:                   "Please be nicer, you don't want me to pick up
                              any bad habits, do you?"
   Leaving:                   "I don't think you're the type of people I
                              should be hanging around with.  Goodbye!"
   Tired:                     "*yawn* I'm sleepy.  Can we nap a moment?"</pre><pre id="faqspan-10">
   Bored:                     "So, when are we gonna do something?  I'm raring
                              to GO."
   At night:                  "Pretty spoo-ooky night, but still great for
                              Adventuring."
   In Forest:                 "What a great forest!  I've never seen trees
                              like these before."
   In City:                   "I like the bustle of the city!  So many
                              interesting people!"
   Underground:               "Oooh ooh... this is pretty scary isn't it?  I
                              mean, I'd be scared without the rest of you."
   During the Day:            "What a great day for adventuring, in fact,
                              every day is a great day for adventuring."
   Badly Wounded:             "I'm hurt, please help me!"
   Becoming Leader:           "Wow!  Leader?  Me?  This will be great fun!"
   Selected 1:                "Whatever you need."
   Selected 2:                "Hey there hi there."
   Selected 3:                "Whatever you wish."
   Repeated Selected 1:       "I'm sooo sweet, I've got rotting teeth and
                              gums!"
   Repeated Selected 2:       "C'mon people now, smile on your brother.
                              Everybody get together, try to love one another
                              right now."
   Repeated Selected 3:       "I don't think you're happy enough.  I'll TEACH
                              you to be happy!"
   Repeated Selected 4:       "Happy Happy!  Joy Joy!  Happy Happy!  Joy Joy!"
   Action Acknowledgement 1:  "Happy to help!"
   Action Acknowledgement 2:  "With a smile!"
   Action Acknowledgement 3:  "Hop skip to it!"
   To ???????????:            "So you're a mage?  I knew a mage once, but he
                              was pretty stuffy!  You're not like that..."
   To Edwin:                  "Smile more often, Edwin, it looks good on you!"
   To ????????:               "Well everyone is basically decent, once you get
                              them to unwrinkle their faces."
   To Garrick:                "Play your song again, Garrick.  That one I
                              like, pleeeeeeeeeeeease!"
   To Boo:                    "Ohh!  It's just the cutest little hamesty
                              wampsty!  Who's a fuzzy boo?"
   Reply to ????????:         "You needn't be so mean!  I'm nice to YOU!"
   Reply to ????????:         "Oooh!  Someone needs a tickle!  Someone needs a
                              tickle!  Smile already!  Yeesh!"
   Reply to ????????:         "You are mean mean mean!  No wonder people don't
                              like you!"
   Reply to ????????:         "Why must you be such a grumpy pus!  Cheer up!"
   To ?????????:              "I've heard if you go too long without smiling,
                              your face will crack!"
   To ?????????:              "It must be hard work to be NEGATIVE all the
                              time!"
   On any Death:              "I've had friends die before, and it's still
                              sad."
   On Edwin's Death:          "Poor Edwin.  He was just learning how to loosen
                              up."

 Branwen:
   First Speech:              "By the ice breath of Aura, 'tis good to see new
                              faces and taste freedom again!"
   Fleeing:                   "Tempus, forgive my cowardice!"
   Battle Cry:                "Tempus, give us victory!"
   Happy:                     "I am proud to stand among such strong
                              warriors."
   Unhappy:                   "Our actions are not those of warrior born."
   Unhappy:                   "What sort of craven cowards are we?"
   Leaving:                   "I can no longer honorably work with such as
                              you!"
   Becoming Leader:           "I have always dreamt of leading such a worthy
                              band!"
   Tired:                     "*yawn* I'm tired."
   Bored:                     "Damn the icicles of orb (??), I'm bored."
   Badly Wounded:             "Ah uh.. 'tis but a flesh wound."
   Selected 1:                "By Tempus' Shield!"
   Selected 2:                "What is your command?"
   Selected 3:                "Hello?"
   Repeated Selected 1:       "'Tis better to die on your feet, than live on
                              your knees."
   Repeated Selected 2:       "May Auril bestow the Frost Kiss upon our
                              enemies."
   Repeated Selected 3:       "By Valkur's strapping buttocks!"
   Repeated Selected 4:       "The gods favor is fickle at best."
   Action Acknowledgement 1:  "'Tis a fine day to die."
   Action Acknowledgement 2:  "If Tempus wills it."
   Action Acknowledgement 3:  "By Valkur's mighty Blade!"
   About Shar-Teel:           "Shar-Teel seems to have more spine than a lot
                              of the MEN in this party."
   To Shar-Teel:              "You are valiant of action, Shar-Teel.  A pity
                              your spirit is mismatched."
   To ?????????:              "Stay well clear of me you foul-speaking
                              Heretic!"
   To ?????????:              "Tempus would guide your wayward soul, if you
                              let him."
   To ?????????:              "May Tempus one day show you the error of your
                              ways."
   Reply to ????????:         "I do not take such insults lightly."
   Reply to ????????:         "Thank you for your kind words."
   Reply to ????????:         "Do not mock me!"
   To ?????????:              "You shame this party by your mere presence."
   To ?????????:              "You are a strong warrior, I respect that."
   To ?????????:              "In a war of virtues, thou art an art."
   On any Death:              "To die in battle is the most glorious death of
                              all."
   On Shar-Teel's Death:      "'Tis a shame to lose such an accomplished
                              warrior."

 Coran:
   First Speech:              "Ho travellers, hold a moment."
   Fleeing:                   "This adventure has gotten out of hand."
   Battle Cry:                "*whistles*"
   Happy:                     "I think we all deserve a pat on the back."
   Unhappy:                   "I cannot give my approval for what we've just
                              done."
   Unhappy:                   "If our fellowship continues in this vein, I may
                              have to leave."
   Leaving:                   "I can't stay with this group any longer.  I
                              have to call it quits."
   Becoming Leader:           "I think my new responsibility will be a great
                              deal of fun."
   Tired:                     "Even the most prolific adventurer must take
                              some time to rest."
   Bored:                     "My worst fate is reserved for sitting and
                              doing... nothing."
   Badly Wounded:             "Ugh... it's only a flesh wound."
   Selected 1:                "Life is adventure, or nothing."
   Selected 2:                "Yes?"
   Selected 3:                "What is your bidding?"
   Repeated Selected 1:       "The storm is always preferable to the calm."
   Repeated Selected 2:       "The essence of pleasure is spontenaity."
   Repeated Selected 3:       "You can't live without a little adventure."
   Repeated Selected 4:       "Luck is always on the side of the romantic."
   Action Acknowledgement 1:  "Luck be a Lady."
   Action Acknowledgement 2:  "Great peril yields great beauty."
   Action Acknowledgement 3:  "Wherever Fate takes me."
   To Safana:                 "Safana, you are full of such subtle wit and
                              charm."
   To Safana:                 "Sometimes, Safana, I find myself attracted to
                              you, despite your shallow spiteful demeanor."
   To Safana:                 "You've been dominating my thoughts recently,
                              Safana.  It's distracting my work."
   Reply to Safana:           "If you weren't such a self-serving wench... I
                              don't think I'd find you half as attractive."
   Reply to Safana:           "Admit it, Safana, you sometimes find me to your
                              liking."
   Reply to Safana:           "You are rather uncouth today."
   Reply to ??????:           "I don't appreciate your humor."
   Reply to ??????:           "I accept your compliments."
   To ????????:               "A fine figure like yours shouldn't be risked in
                              an occupation such as adventuring."
   To ????????:               "A more beautiful girl I don't think I've laid
                              eyes on."
   To ????????:               "You have the most beautiful...uh...eyes."
   On any Death:              "I grieve to lose a friend."
   On Safana's Death:         "I wish we had more time to know each other,
                              Safana."

 Dynaheir:
   First Speech:              "Minsc continues to make the most... unique of
                              acquaintances.  But for his charge thou art
                              brave indeed."
   Fleeing:                   "These odds are idiocy!  Retreat!"
   Happy:                     "This group shows... promise, exceptional."
   Unhappy:                   "Must I watch over this group as a Nanny a
                              child?"
   Unhappy:                   "I cannot abide by this decision.  'Tis idiocy."
   Leaving:                   "Thy manner is inexplicably evil.  I take my
                              leave."
   Battle Cry:                "For Right!  And I always am!"
   Badly Wounded:             "By the Three, I do not feel well inside."
   Becoming Leader:           "A wise choice to appoint the wiser."
   Tired:                     "Magic does not nest well in a tired mind.  I
                              must sleep."
   Bored:                     "Might we move on?"
   In City:                   "Such bustle!  The cities of Rashaman are empty
                              compared!"
   Selected 1:                "Thy called?"
   Selected 2:                "Whatever thy need."
   Selected 3:                "Thy wish my ear?"
   Repeated Selected 1:       "Go here, do that.  What about my needs?"
   Repeated Selected 2:       "These boots were made for walking, and that's
                              just what they'll do."
   Repeated Selected 3:       "Who are thou to touch me like you know me?"
   Repeated Selected 4:       "Watch thee where thy place thy pointer."
   Action Acknowledgement 1:  "As directed."
   Action Acknowledgement 2:  "No less than done."
   Action Acknowledgement 3:  "As well as I can."
   To Minsc:                  "Ull... Must thou keep that rodent so close?
                              'Tis surely unclean."
   To Minsc:                  "Stand easy Minsc.  Thy needs not be so
                              motherly."
   Reply to Edwin:            "Evil to thy cause?  Perhaps.  However, those of
                              decent nature know otherwise."
   Reply to ?????:            "Any protection would be courtesy not necessity,
                              my power is no less than thine."
   Reply to ?????:            "Thou shalt not question my will once I present
                              thy neck to the Orth Lor (??)"
   Reply to ?????:            "I pray thee did not kiss thy mother with that
                              mouth."
   Reply to ?????:            "Thou art right indeed.  After my own heart."
   Reply to Viconia:          "Thou art fluent in compliments.  Some might say
                              Effluent."
   To ?????????:              "I'll thank thee to remain upwind.  'Tis hard to
                              cast spells while I gag."
   About Edwin:               "I should keep an eye towards Edwin.  One can
                              only expect treachery from his kind."
   Reply to ???????:          "Thy decency is refreshing.  So many we meet
                              are... lacking."
   On any Death:              "No more mistakes people.  We can afford no more
                              losses."
   On Minsc's Death:          "Minsc!  Minsc... his mighty berserker wrath
                              will not go unremembered."

 Edwin:
   First Speech:              "Go no further!  I require the services of your
                              group.  (Yes, they will do nicely.)"
   Fleeing:                   "Enough of this.  Let these fools lose their own
                              lives."
   Battle Cry:                "Your worthless lives end here."
   Happy:                     "A rare display of intelligence, undoubtedly
                              fleeting."
   Unhappy:                   "I thought I could think no less of this group,
                              but with this behavior...!"
   Unhappy:                   "I can stand no more!  Our deal is void!
                              Goodbye."
   Leaving:                   "Our deal is void!  I cannot stand your
                              continued waste of resources.  We are at odds
                              forevermore."
   Becoming Leader:           "They finally realize my true place."
   Tired:                     "I'll not keep this pace without rest soon!"
   Bored:                     "Inactive outward, inactive inward.  (Why do I
                              suffer these fools?)"
   Badly Wounded:             "Strange... I do not feel so well."
   Selected 1:                "Again you disturb me."
   Selected 2:                "You are so irritating."
   Selected 3:                "WHAT is it NOW?"
   Repeated Selected 1:       "I do not understand this 'mouse magic' that
                              makes me do your bidding."
   Repeated Selected 2:       "Elminster this, Elminster that.  Give ME 2000
                              years and a pointy hat, and I'll kick his arse!"
   Repeated Selected 3:       "Please don't disturb me while I plot to
                              overthrow you."
   Repeated Selected 4:       "They continue under the delusion that I care at
                              all."
   Action Acknowledgement 1:  "As directed, for now."
   Action Acknowledgement 2:  "If I must."
   Action Acknowledgement 3:  "My actions are yours."
   Reply to Dynaheir:         "This witch deceives you with her lies!  I tell
                              you she is evil!"
   Reply to Dynaheir:         "There is no protection if you goad me further,
                              witch!"
   About Dynaheir:            "Her power is nothing without the will to use
                              it.  Step out from behind your excuses and let
                              us end this here!"
   Reply to ???????:          "'Tis welcome you find no fault with one such as
                              I."
   Reply to ???????:          "Her company is refreshing, but I am surprised I
                              find it so."
   Reply to ???????:          "No harm shall come to her as I yet live."
   Reply to ???????:          "Watch your words when addressing me lest they
                              be fed to you on the end of my boot."
   Reply to ???????:          "Your words please, though I know not their
                              motive..."
   Reply to ???????:          "This group be a damned sight better off without
                              you!"
   ??????:                    "Must you crowd so close so close?  'Tis bad
                              enough I must walk with you chimps."
   Reply to ???????:          "Typical response... I wonder if they will prove
                              useful at all..."
   On any Death:              "On discarded.  I'll have to find another group
                              if this keeps up."
   On Dynaheir's Death:       "Checkmate!  At last the witch dies!"
   ??????????:                "Ohh... I'm not much help for you.  I'll just
                              sit with the pretties and watch them sparkle."
   ??????????:                "Aah!  Help!"
   ??????????:                "I sad, but... sparkle makes for happy."
   ??????????:                "I not like sad thoughts.  I go sit with the
                              pretties."
   ??????????:                "I once had shinies piled up to the sky.  I no
                              remember where they are."
   ??????????:                "You find me friends... ok?"

 Eldoth:
   First Speech:              "Gentlemen, gentlewomen, may I introduce myself.
                              I am Eldoth Kron."
   Fleeing:                   "Better a coward than a dead man."
   Battle Cry:                "If we must."
   Happy:                     "I'm glad to be associated with such a fine
                              group of gentlemen."
   Unhappy:                   "This party's direction seems to be somewhat
                              misguided."
   Unhappy:                   "I don't know how much longer I can bear the
                              company of so many fools."
   Leaving:                   "Goodbye now.  Hope to never see you again."
   Badly Wounded:             "Help!  My injuries are grievous!"
   Bored:                     "If I wanted to live a life of tedium, I would
                              have become a monk."
   Tired:                     "I think it would be well to stop and rest."
   Becoming Leader:           "I take this responsibility knowing I am best
                              suited for it."
   Selected 1:                "You're so dull."
   Selected 2:                "What's your worry?"
   Selected 3:                "Don't bore me."
   Repeated Selected 1:       "There is no evil but stupidity."
   Repeated Selected 2:       "There is no good or evil, only the charming and
                              the tedious."
   Repeated Selected 3:       "Only shallow people don't judge by appearance."
   Repeated Selected 4:       "The first duty in life is to be as artificial
                              as possible."
   Action Acknowledgement 1:  "Certainly."
   Action Acknowledgement 2:  "As you command."
   Action Acknowledgement 3:  "This is so tedious."
   To Skie:                   "Skie, my little angel, a woman should know her
                              place."
   Reply to Skie:             "Skie don't bother me right now."
   Reply to Skie:             "Be silent Skie!  It's not like your opinion is
                              worth anything..."
   To Shar-Teel:              "Shar-Teel your lot in life is to make cookies
                              and bear children.  Now shut up."
   Reply to ???????:          "Stop your whining, wench."
   Reply to ???????:          "Your wit is somewhat lacking."
   Reply to ???????:          "I knew that."
   Reply to ???????:          "Don't try my patience."
   To ?????????:              "Perhaps we could talk over wine tonight.  I've
                              never met a lady such as you, and I'm desirous
                              to know you better."
   Reply to ???????:          "Try to keep quiet and speak only when spoken
                              to."
   To ?????????:              "You must be the most uninteresting person I
                              have the honor of knowing."
   On any Death:              "Too bad."
   On Shar-Teel's Death:      "The wench had it coming."

 Faldorn:
   First Speech:              "I am Faldorn.  I have been looking for those
                              who would fight for the sanctity of this
                              forest."
   Fleeing:                   "I will not waste my life here."
   Battle Cry:                "Rrrrraaa!"
   Happy:                     "We have pleased Oak Father.  I sense it."
   Unhappy:                   "Oak Father would frown on us now."
   Unhappy:                   "I cannot standby people of such little
                              character."
   Leaving:                   "I will have nothing more to do with your lot."
   Becoming Leader:           "I will do as best I can as your leader."
   Tired:                     "*yawn* All of nature's children must rest
                              sometime."
   Bored:                     "There is much to do, and little time to waste."
   Badly Wounded:             "Uhh... I am wounded."
   In Forest:                 "The sanctity of these woods must be preserved."
   In City:                   "Cities are a blight on the beauty of nature."
   Selected 1:                "Nature is all."
   Selected 2:                "I am one with nature."
   Selected 3:                "You ... want something?"
   Repeated Selected 1:       "Why must Man always despoil the Oak Father's
                              gifts?"
   Repeated Selected 2:       "Man is the least grateful of nature's
                              children."
   Repeated Selected 3:       "Oak Father, please forgive your wayward brood."
   Repeated Selected 4:       "I am angry.  Don't talk to me now."
   Action Acknowledgement 1:  "I will do that."
   Action Acknowledgement 2:  "Of course."
   Action Acknowledgement 3:  "Rrrruhhh!"
   To Jaheira:                "You are a fool, Jaheira, to think that Man can
                              live with nature and not destroy it."
   To Jaheira:                "You dilute our order with your compassionate
                              attitude."
   To Jaheira:                "One day woman, you and I will settle our
                              differences."
   To Jaheira:                "Jaheira.  Your choice of a mate suits your
                              weakling nature."
   To ????????:               "It's time I rid our fellowship of your...
                              unwholesome influence."
   Reply to ????????:         "I... I don't know why you speak to me so!"
   Reply to ????????:         "I have no quarrel with you.  Please, don't
                              create one."
   Reply to ????????:         "I thank you."
   Reply to ????????:         "You have more wisdom than the others give you
                              credit for."
   Reply to ????????:         "I am glad to adventure with one who respects
                              our Oak Father's kingdom."
   Reply to ????????:         "Your shallow regard for nature sickens me!"
   On any Death:              "Death is a natural end, that everyone must
                              face."
   On Jaheira's Death:        "Her poisonous influence has been ended."

 Garrick:
   First Speech:              "Hello there.  I have a pretty proposal for
                              you."
   Fleeing:                   "Brave brave Sir Garrick, Sir Garrick led the
                              way.  Brave brave Sir Garrick, Sir Garrick ran
                              away."
   Battle Cry:                "Once more unto the breach dear friends!"
   Happy:                     "If man is known by the company he keeps, I
                              shall be known gloriously."
   Unhappy:                   "Why did we just do that?"
   Unhappy:                   "I can't stand by and just let this happen."
   Leaving:                   "I'm sorry but I have to leave.  I can't
                              stomach what we do anymore."
   Becoming Leader:           "I feel a little unprepared for this job, but
                              I'll try my best."
   Tired:                     "A yawn is a silent shout."
   Bored:                     "A bored man is an angry man."
   Badly Wounded:             "My goodness!  I think I'm dying!"
   In Forest:                 "I think that I shall never see a poem as lovely
                              as a tree."
   In City:                   "It's a beautiful day in the neighborhood."
   Selected 1:                "Yes, sir?"
   Selected 2:                "I am at your service."
   Selected 3:                "Life is glorious."
   Repeated Selected 1:       "Give and spend, and the gods will send."
   Repeated Selected 2:       "Make short the miles with talk and smiles."
   Repeated Selected 3:       "Love makes the world go round."
   Repeated Selected 4:       "Music has charms to soothe the savage breasts."
   Action Acknowledgement 1:  "At once."
   Action Acknowledgement 2:  "With god's speed."
   Action Acknowledgement 3:  "With joy, sir!"
   To Skie:                   "Perhaps you'd care to hear my music, Skie.
                              It's very different and somewhat better than
                              Eldoth's."
   To Skie:                   "Why do you stay with Eldoth, Skie?  Can't you
                              see that he's just using you?"
   To Eldoth:                 "Don't speak to Skie that way, Eldoth; she
                              deserves better."
   To Eldoth:                 "My music is superior to yours, Eldoth; I was
                              taught at the college in Verdusk."
   To Skie:                   "A girl of beauty is a joy forever."
   To Tiax:                   "I think you need to learn some manners."
   Reply to ???????:          "Thank you so very much for your most gracious
                              compliment."
   Reply to ???????:          "I don't know what I did to deserve THAT."
   Reply to ???????:          "It takes two to make a quarrel."
   To ?????????:              "I think you're an honorable person."
   To ?????????:              "I don't remember knowing a more caring person."
   On any Death:              "The world is such a cruel place."
   On Skie's Death:           "No!  Why her?  She didn't deserve this."

 Imoen:
   First Speech:              "Heya!  It's me!  Imoen."
   Fleeing:                   "Getting out alive, I am.  There's nothing for
                              me here now."
   Badly Wounded:             "I feel so cold."
   Unhappy:                   "Mutton mongerin riff raff."
   Tired:                     "*yawn* I'm getting a little sleepy."
   Battle Cry:                "My blade will cut ya down to size!"
   Becoming Leader:           "Yer all buffle headed."
   Selected 1:                "I care not."
   Selected 2:                "Whatcha want?"
   Selected 3:                "Yep?"
   Selected 4:                "Yer a queer fellow."
   Repeated Selected:         "Do ya wanna tell me a story about trollops an
                              plug tails?  Please?"
   Repeated Selected 2:       "I know nothing more, so leave me to go."
   Repeated Selected 3:       "Good on you if you save the day."
   Repeated Selected 4:       "Back home, Puff-Guts would always tell me a
                              story."
   Action Acknowledgement 1:  "I am gone."
   Action Acknowledgement 2:  "I've done had enough of this."
   Action Acknowledgement 3:  "This way."
   ??????????:                "BOOOring"
   On any death:              "Poor sod, taking the dirt nap so soon."
   ??????????:                "There's something most unnatural here, and I
                              want no part of it."
   ??????????:                "I told ya it was Eldoth what done the deeds.  I
                              know nothing more, so leave me to go."

 Jaheira:
   First Speech:              "How long must we wait here?  Things stir to the
                              south as we sit!"
   Fleeing:                   "D'ah!  Better to fight this battle when 'tis
                              winnable!"
   Battle Cry:                "For the Fallen!"
   Happy:                     "Ooh... perhaps this group needs not quite as
                              much help as I thought."
   Unhappy:                   "I... don't like the way this group is turning
                              out.  Better leadership might help."
   Unhappy:                   "Decide you well your next move.  I'll not allow
                              this to continue."
   Leaving:                   "You have shown your true nature, and we are
                              henceforth enemies!"
   Becoming Leader:           "You couldn't have made a better choice."
   Tired:                     "I've just about seen enough waking hours, Slave
                              Driver."
   Bored:                     "Shouldn't we be doing something USEFUL with
                              this time?"
   Badly Wounded:             "I fear I need healing, lest I not survive."
   In forest:                 "Tread lightly, you must show respect in
                              nature's house."
   In city:                   "This city is a blight on the landscape.  Better
                              to have let the land grow wild."
   Underground:               "An open wound in mother earth, I would plug it
                              had I the power!"
   At Night:                  "Darkness falls, and nature sleeps.  Why do we
                              still tromp about?"
   Selected 1:                "Nature's servant awaits."
   Selected 2:                "Yes, oh omnipresent authority figure?"
   Selected 3:                "You've a task?"
   Repeated Selected 1:       "Ah, what now?  Need your pantaloons pressed?"
   Repeated Selected 2:       "By your command."
   Repeated Selected 3:       "This would be a good place for a hinge."
   Repeated Selected 4:       "If a tree falls in the forest, I'll kill the
                              bastard what done it!"
   Action Acknowledgement 1:  "For the group."
   Action Acknowledgement 2:  "As you direct."
   Action Acknowledgement 3:  "'Tis good as done."
   To Khalid:                 "Khalid my dear, 'twould take a sailor to untie
                              that tongue."
   ?????????:                 "Insufferable?"
   ?????????:                 "Beautiful?"
   To ?????????:              "Do you claim to fight evil while you are
                              diabolic yourself?"
   To ?????????:              "I know nothing of gold, but you are nearly
                              Zhentish in spirit.  Zshh, 'tis disgusting."
   Reply to ????????:         "You demonstrate your own pettiness.  It saves
                              me the trouble so I take no offense."
   Reply to ????????:         "Ah ah... careful.  Ground tongue makes
                              excellent fertilizer, especially with what
                              you're spewing."
   Reply to ????????:         "Is grass not made of blades?  Do stars not
                              shoot?  Nature be well armed and demands so of
                              her servants."
   Reply to ????????:         "You are ... amusing.  In a what-the-hell is
                              wrong with you kind of way."
   To ??????????:             "Seldom do I find so little fault with someone.
                              I hope it lasts."
   To ??????????:             "Keep your distance.  I doubt your motives are
                              as you claim."
   On any Death:              "No sorrow for those lost in righteous battles."
   On Khalid's Death:         "Blast it Khalid!  You die!  I swear you'll
                              never hear the end of it!"

 Kagain:
   First Speech:              "Greetings, I am Kagain, what can I do for you?"
   Fleeing:                   "This isn't worth dying over."
   Battle Cry:                "Oh for the love of money..."
   Unhappy:                   "You buncha chumps, what the hell do ya think
                              you was doing?"
   Unhappy:                   "Unh... do-gooders always make me want to
                              vomit."
   Leaving:                   "That's it!  This dwarf is leaving!"
   Becoming Leader:           "As leader I plan to make us stinking rich!"
   Tired:                     "Even a dwarf's got a limit to his stamina."
   Bored:                     "Waiting around isn't going to make us any
                              money!"
   Badly Wounded:             "Unh... this dwarf's not feeling too good."
   In forest:                 "Damn forest!  Always reminds me of pansy
                              elves..."
   Underground:               "I like it here... where the ghoul grows."
   Selected 1:                "I don't wanna talk."
   Selected 2:                "Go pester someone else!"
   Selected 3:                "I need an ale..."
   Repeated Selected 1:       "The only thing better than gold... is more
                              gold!"
   Repeated Selected 2:       "You pugs are starting to piss me off!"
   Repeated Selected 3:       "Gold runs the world, kid.  The faster you learn
                              that, the better life will treat ya."
   Repeated Selected 4:       "If I had a copper for every moron I've run
                              across, I could buy Baldur's Gate!"
   Action Acknowledgement 1:  "Urrp... sure."
   Action Acknowledgement 2:  "Alright."
   Action Acknowledgement 3:  "Why me?"
   To Yeslick:                "You're the stupidest dwarf I've ever met!
                              You're an embarassment to dwarves everywhere!"
   To Yeslick:                "Yeslick, your stupid mine is what started all
                              this trouble!"
   Reply to Yeslick:          "Yeslick, shut your lousy mouth and get out of
                              my face!"
   Reply to Yeslick:          "You're an imbecile Yeslick!  If you piss me off
                              one more time, I'm going to rip your head off!"
   Reply to Yeslick:          "You lousy excuse for a dwarf!  I'm going to rip
                              you a new arse!"
   Reply to ???????:          "You should shut up."
   Reply to ???????:          "Keep on talking that way, and I'm going to
                              stuff your mouth full of horse dung!"
   Reply to ???????:          "Shut up and show me the money!"
   Reply to ???????:          "Are you some kind of a moron?  What did you
                              think you was doing?"
   To ????????:               "Altruistic moron..."
   Reply to ????????:         "Ya dolt!  Shut yer trap before it gets ya into
                              trouble!"
   On any Death:              "Better them than me."
   On Yeslick's Death:        "Stupid dwarf was going to die sooner or later."

 Khalid:
   First Speech:              "Calm yourself dear, we must proceed carefully."
   Fleeing:                   "Better part of valor!  Better part of valor!"
   Battle Cry:                "Oh... my... heart's really not in this."
   Happy:                     "Gorion would be proud of your actions."
   Unhappy:                   "Gorion would have none of this, 'tis shameful!"
   Unhappy:                   "I'll not have a part in this.  Change your
                              course lest I be forced to stop you!"
   Leaving:                   "I will not allow this, it's utterly evil!"
   Becoming Leader:           "If you wish, but I'm not a very inspiring
                              leader."
   Tired:                     "I think much clearer with rest... might we...
                              stop?"
   Bored:                     "I prefer these long periods of relaxation.  A
                              lovely day for it."
   Badly Wounded:             "I'm getting weaker... I'll need a healer as
                              soon as possible."
   In forest:                 "I am much more at east in the forest."
   In city:                   "Cities are always so intimidating, so many
                              people."
   Underground:               "There are so many places I would rather be..."
   During the Day:            "Sunny or not, 'tis nice to enjoy the
                              out-of-doors."
   At Night:                  "Even with Infravision, I prefer the Daylight."
   Selected 1:                "Can I help you?"
   Selected 2:                "You have need of me?"
   Selected 3:                "Wha..? *ahem* Yes?"
   Repeated Selected 1:       "If at first I don't succeed... the wife won't
                              let me forget."
   Repeated Selected 2:       "Th-th-that's all folks."
   Repeated Selected 3:       "Ch-ch-ch *hehe* ch-ch-chia!"
   Repeated Selected 4:       "Click on someone your own size!"
   Action Acknowledgement 1:  "If none are better."
   Action Acknowledgement 2:  "I can, but try."
   Action Acknowledgement 3:  "I'll... do my best."
   To Jaheira:                "Please!  Jaheira!  You needn't be so so... uh."
   ??????????:                "Yes, that's definately it!"
   ??????????:                "Yeah, no no no!  Stay beautiful... despite
                              yourself!"
   To ??????????:             "Usually everyone proves themselves, but there
                              is something... disturbing about you."
   To ??????????:             "I had thought none could be so beyond the
                              b-bounds of goodness!  Surely you need h-help!"
   Reply to ?????????:        "Sharpen your tongue elsewhere.  Everyone
                              deserves a chance."
   Reply to ?????????:        "You ... must you continually....?"
   Reply to ?????????:        "Oh.. uh... Thank you!"
   To ??????????:             "I don't mean to be confrontational, but could
                              you be a little less... evil?"
   Reply to ?????????:        "Your honesty is refreshing, but lace it well
                              with tact."
   To ??????????:             "Your company is a welcome part of this group."
   On any Death:              "Another friend fallen... does it never end?"
   On Jaheira's Death:        "Ja-Jaheira!  No! Noooooooo!"

 Kivan:
   First Speech:              "Hail.  It is not often that I come across
                              strangers in this part of the world."
   Underground:               "Why must we emulate the ways of the Dwarven
                              Folk by crawling about these warrens."
   In City:                   "This city is an example of man's excesses.  I
                              wish it would be gone from this miserable
                              place."
   Happy:                     "That was a noble deed."
   Unhappy 1:                 "I don't agree with our parties' course of
                              action."
   Unhappy 2:                 "I won't stand for such behavior again."
   Leaving:                   "I can not allow this to go on!  Defend
                              yourselves!"
   To Viconia:                "Stay away from me, Dark Elf!"
   To Viconia:                "How are we to trust one who venerates the
                              Spider Queen?"
   To Viconia:                "Your evil ways will bring you ruin, Dark Elf!"
   To Viconia:                "Don't make me warn you again Drow, your next
                              slip will be your last!"
   To ?????????:              "You are a valuable companion."
   To ?????????:              "Your courage shames the others."
   Reply to Viconia:          "You dark hearted bitch!  You'll die for that!"
   Reply to Viconia:          "Watch what you say!"
   Reply to Viconia:          "Shut your mouth!"
   Reply to Ajantis:          "Your candor is appreciated."
   Reply to ?????????:        "Shut up!  Your chattering will drive us all
                              insane!"
   On any Death:              "One more friend to mourn."
   On Viconia's Death:        "May Viconia's soul rot in Hell!"
   Badly Wounded:             "I don't know how much longer I can go on."
   Battle Cry:                "Raaaugh!"
   Becoming Leader:           "I will lead for as long as needed."
   Bored:                     "Oh please, we have tarried long enough."
   Tired:                     "*yawn* It is time for us to rest."
   Selected 1:                "Yes?"
   Selected 2:                "What do you want?"
   Selected 3:                "Don't bother me."
   Repeated Selected 1:       "There is a time for talk, this is not such
                              time."
   Repeated Selected 2:       "Oh my soul aches for my lost Daeheriana (SP?)"
   Repeated Selected 3:       "We must not waste time on idle chatter!"
   Repeated Selected 4:       "My need for revenge gives me strength to go
                              on."
   Action Acknowledgement 1:  "Aye."
   Action Acknowledgement 2:  "As you wish."
   Action Acknowledgement 3:  "Grr!"
   Running Away:              "Retreat you fools!  We have no hope to win!"

 Minsc:
   First Speech:              "Stand and deliver.  That my hamster may have a
                              better look at you!"
   In forest:                 "Boo likes the forest."
   At Night:                  "Ah... night time, good for sneaking up on
                              evil!"
   Battle Cry:                "Go for the eyes boo!  Go for the eyes!
                              Raaugh!"
   Happy:                     "Camaraderie, Adventure, and Steel on Steel.
                              The stuff of legends!  Right, Boo?"
   Unhappy:                   "Yes Boo, I agree.  This group could do with a
                              swift kick in the Morals!"
   Unhappy 2:                 "If I continue with this I'll never look Boo in
                              the eyes again!  Choose carefully, I'll not let
                              this come to pass!"
   Leaving:                   "You have stepped behind the line of evil!
                              Taste Hamster justice!"
   On Dynaheir Leaving:       "As Dynaheir goes, so goes my Blade."
   Bored:                     "My hamster is getting antsy.  If we be
                              Adventurers, let us Adventure!"
   On any death:              "No finer a place to die than on the
                              Battlefield!"
   On Dynaheir's Death:       "Dynaheir!  Noooo!  You will be avenged!"
   To Garrick:                "Play on Bard, tis sweet music to my furry
                              friend!"
   To ?????????:              "Boo does not like your manner... away with
                              you!"
   Reply to Safana:           "I take no offense from your comments.  You just
                              don't understand the bond I have with Boo."
   Reply to ????????:         "Your words are as sharp as my blade, although
                              not half as shiny.  Ooh... shiny!"
   Becoming Leader:           "Magic is impressive.  But now, Minsc leads,
                              swords for everyone!"
   Tired:                     "I must rest.  I've got a bad case of Armor
                              Chafe."
   Badly Injured:             "I need aid soon, lest my Hamster become... an
                              orphan!"
   Selected 1:                "Who wants some?"
   Selected 2:                "You point, I punch."
   Selected 3:                "Less talk, more fight!"
   Action Acknowledgement 1:  "Full Plate and packing steel."
   Action Acknowledgement 2:  "Butt kicking for Goodness!"
   Action Acknowledgement 3:  "Squeaky wheel gets the kick!"
   ??????????:                "No!  Despair not!  I will inspire you by
                              charging blindly on!"
   ??????????:                "Evil round every corner, careful not to step in
                              any."
   ??????????:                "Fool me once, shame on you, fool me twice...
                              Watch it!  I'm Huge!"
   ??????????:                "When the going get tough, someone hold my
                              rodent!"
   ??????????:                "There be safety in numbers, and I am two or
                              three at least!"
   ??????????:                "Make way evil!  I'm armed to the teeth, and
                              packing a Hamster!"
   ??????????:                "It is as you would have it.  It is my sworn vow
                              to see that your every need is catered to."
   ??????????:                "Lay a finger on what I protect, and forevermore
                              you will answer nature's call... with a hook!"
   ??????????:                "Stand you not too close, Dynaheir is under my
                              protection!"
   ??????????:                "I am a man of few words, and few hesitations.
                              Warnings past, and now you die!"</pre><pre id="faqspan-11">
   ??????????:                "You travel with Minsc, you toe the line!  I
                              won't suffer slackers while I'm busy Heroing!"
   ??????????:                "Choose your friends wisely, not all are as
                              trustworthy as Minsc and Boo."

 Montaron:
   First Speech:              "He already be disturbed, now leave me be!  Yer
                              company be toil enough as is."
   In Forest:                 "I hate the woods!  Prey be so much easier to
                              find in the city."
   Underground:               "Dungeons... the dark be nice, but BLAST this
                              damp!"
   Fleeing:                   "A pox on ye!  I'll no lose my neck to this
                              lot!"
   During the Day:            "I be much preferring the cover of night o'er
                              this blasted daylight!"
   Happy:                     "Effective.  I may kill you after all."
   Unhappy:                   "Ye goody goodies make me sick!"
   Unhappy:                   "Any more of your 'nice nice' and I'm gone."
   Leaving:                   "I'll suffer this group no more!  Best ye sleep
                              with one eye open."
   On any Death:              "Fool!  Now we'll need another mule!"
   On Xzar's Death:           "And the mad wizard falls!  Saves me the
                              trouble."
   Tired:                     "If I'm not allowed to sleep, our next
                              assailants may just live."
   Bored:                     "A good blade must be fed, find prey, or I find
                              you!"
   Badly Wounded:             "A death be in me, if I no get help!"
   Battle Cry:                "And the rivers run red!"
   Becoming Leader:           "I have no equal, but I prefer to work alone."
   Selected 1:                "Ye spoke at me?"
   Selected 2:                "This better be good."
   Selected 3:                "What need ye dead?"
   Repeated Selected 1:       "I warrant your attention?  Oh frabgerous day,
                              kaloo kaley!"
   Repeated Selected 2:       "Arrrrr!"
   Repeated Selected 3:       "Leave me be, lest your head leave your neck!"
   Repeated Selected 4:       "What part of 'I'm a Loner' do ye not
                              understand?!?"
   Action Acknowledgement 1:  "Go suck your blade."
   Action Acknowledgement 2:  "I'll do yer toil."
   Action Acknowledgement 3:  "Sleep lightly taskmaster..."
   ?????????????:             "My equal is a talent of many men... all of them
                              fools."
   ?????????????:             "I've suffered yer company as long as I'm going
                              to.  Ye could be Harper's the way ye irritate me
                              so!"
   To ????????????:           "Keep yer distance ye goodie goodie.  I no like
                              the smell of charity."
   To ????????????:           "Good or bad, ye'll go the way of all flesh."
   To ????????????:           "'Tis a wonder ye've lived as long as ye have!"
   Reply to ?????????:        "Do ye truly want your last words to be SO
                              STUPID?"
   Reply to ?????????:        "Do not make light of me!  My purpose is greater
                              than you could imagine!"
   Reply to ?????????:        "Your wit be as sharp as my blade!  Do we
                              exchange jabs?  Or will ye cease your prattle?"
   Reply to ?????????:        "Mayhap we should just be friendly more, and go
                              for tea."
   Reply to ?????????:        "Ye live longer if ye don't annoy me.  Mayhaps
                              even a week or more."

 Quayle:
   First Speech:              "Walking alone on the Coastway Road, how smart
                              is this?"
   In Forest:                 "Deciduous, Coniferous, and uh... Green."
   In Cave:                   "If I'm so smart, what am I doing down here?"
   At Night:                  "If I weren't so intelligent, I might be a
                              little *gulp* nervous of the dark!"
   On any Death:              "The stupid will fall while the smart survive!"
   On Tiax's Death:           "Ah Tiax!  If any had asked I would have said
                              that you were too dumb to live!"
   Happy:                     "This group may be capable of learning after
                              all!"
   Unhappy:                   "Tis a wonder that your brains can keep you
                              breathing!  Try to behave!"
   Unhappy:                   "Only the truly inept would resort to such evil
                              as this!  I won't stand much more!"
   Leaving:                   "I am getting stupid just being near you.  You
                              are unteachable!  Goodbye!"
   Becoming Leader:           "At last you realized the potential of my
                              amazing brain!"
   Tired:                     "If I go too long without rest, I'll end out as
                              stupid as you!"
   Bored:                     "The mind atrophies with disuse, let's do
                              something!"
   Badly Injured:             "Hello!  I need healing here!"
   Selected 1:                "Can I... help you?"
   Selected 2:                "What do you need??"
   Selected 3:                "You grunted?"
   Action Acknowledgement 1:  "I'm too smart for this!"
   Action Acknowledgement 2:  "Is that all?"
   Action Acknowledgement 3:  "There's none better!"
   ??????????:                "Live smart, live long, run away!"
   ??????????:                "I am so Smart!  S, M, R, T... I mean S, M, A,
                              R, T!"
   ??????????:                "Shake a paw, come on, shake a paw!"
   ??????????:                "Feel my amazing brain!  Go on, touch it!"
   ??????????:                "I wile away the hours, conferring with the
                              flowers, consulting with the rain."
   To Tiax:                   "Ruler of the world, Hmmm?  Only if chosen by
                              virtue of an uncluttered mind!"
   To Tiax:                   "Indeed you grow GRANDER by the moment.
                              Although how a Fat Head will help, I do not
                              know."
   ??????????:                "Oh yeah?  Well I've got more smarts in my
                              little finger than you've got in your little
                              finger!  No, wait a minute..."
   ??????????:                "Violence is a trademark of LOW INTELLIGENCE."
   ??????????:                "Well I certainly would have handled THAT
                              better!"
   ??????????:                "If you were smarter, you'd enjoy my company
                              more."
   ??????????:                "If you need any help, you know, thinking, just
                              let me know!  I'm here to help!"
   To Garrick:                "Mind not what others say, the intelligent enjoy
                              your music regardless."
   Reply to ???????:          "OoooOooh!  Insult me again!  Only this time use
                              your brain!"
   Reply to ???????:          "You don't expect me to belive that.  I'm too
                              smart for your hidden insults."
   Reply to ???????:          "Who taught this chimp to talk?  What they can't
                              do these days!"

 Safana:
   First Speech:              "I've been looking for strong men, like
                              yourselves."
   In City:                   "This city is a beautiful place.  So full of the
                              gullible and stupid."
   Unhappy:                   "I really think this party needs new
                              leadership."
   Unhappy 2:                 "To lead this party, we need someone
                              intelligent, preferably female, and most likely
                              me."
   Leaving:                   "I've tried to guide this group in the right
                              direction, but I'm tired of trying.  Goodbye."
   To Minsc:                  "My feet are very sore, perhaps you could
                              massage them?"
   Reply to ???????:          "I love it when you speak to me that way!"
   Reply to Coran:            "I assume, Coran, that you think that your elven
                              charms are considerably.  Let me enlighten you,
                              they aren't!"
   Reply to ???????:          "You have about as much appeal as a rotting owl
                              bear!"
   Reply to ???????:          "You think that I'd surrendur myself to the
                              likes of you?  That's a laugh!"
   Reply to Coran:            "Watch what you say, Elf!"
   Reply to Coran:            "I might find you attractive, Coran, if you
                              weren't so irritating."
   Reply to ???????:          "I like it when you are nasty to me."
   Reply to ???????:          "You could be... somewhat more creative in your
                              insults."
   Reply to ???????:          "Oh I always love a good compliment."
   To ?????????:              "You're a very sexy man."
   To ?????????:              "I'd love to see what... other skills you
                              posess."
   On any death:              "The rest of you should be careful, lest you end
                              up like our... unfortunate friend."
   On Coran's Death:          "Don't die silly elf.  I didn't mean all the
                              things I said!"
   Bored:                     "Perhaps we could do something a little more
                              exciting than looking pretty."
   Becoming Leader:           "This is probably the sanest decision this group
                              has ever made."
   Tired:                     "A woman needs her beauty rest."
   Badly Wounded:             "I'm hurt, stop what you are doing and help me
                              right now."
   Selected 1:                "Yes, Dear?"
   Selected 2:                "I'll do anything."
   Selected 3:                "Oh, I feel so... sensual."
   Action Acknowledgement 1:  "If that's your desire."
   Action Acknowledgement 2:  "Of course, Darling."
   Action Acknowledgement 3:  "With pleasure."
   ??????????:                "Nothing's worth dying for."
   ??????????:                "Mmmm... I keep very... pleasant company."
   ??????????:                "Between two evils, I always choose the one I
                              haven't tried."
   ??????????:                "When I'm good, I'm very very good.  But when
                              I'm bad... I'm better."
   ??????????:                "Everyone in this party is entitled to my
                              opinion."

 Shar-Teel:
   First Speech:              "Hold travellers, I challenge your best warrior
                              to a duel."
   Happy:                     "It seems this party isn't as pathetic as I
                              first suspected."
   Unhappy:                   "This is the kind of stupidity we get with male
                              leadership."
   Unhappy 2:                 "I can't take much more of this male
                              imbecility."
   Leaving:                   "Forget our deal, I'm leaving."
   Reply To Eldoth:           "Say another word, Eldoth, and I'll cut out your
                              tongue."
   Reply To Eldoth:           "Your impudence will one day get you killed,
                              Eldoth."
   Reply To Eldoth:           "Watch your mouth Eldoth, or I'll end your life
                              where you stand."
   Reply to Eldoth:           "You were warned Eldoth, now reap the
                              consequences!"
   Reply to ??????:           "Flattery will get you nowhere."
   Reply to ??????:           "*laughs* You're such a funny man!  That's why
                              I'm going to kill you last."
   Reply To ??????:           "How would you like my sword tickling your
                              innards?"
   To ??????:                 "Useless male dungheap."
   To ??????:                 "I spit on your manhood!"
   To ??????:                 "Don't think yourself second to any man!"
   To Eldoth:                 "Eldoth you're a impudent degenerate lout who
                              has delusions of male superiority."
   On any Death:              "More carrion for the vultures."
   On ??????'s Death:         "The swine had it coming."
   Tired:                     "Some rest is in order."
   Bored:                     "This is such a waste of time.  Or should I say
                              that MEN are such a waste of time."
   Badly Hurt:                "I don't have time to bleed."
   Battle Cry:                "Eat steel, scum!"
   Becoming Leader:           "I'll lead this party better than any man
                              could!"
   Selected 1:                "If it bleeds, I can kill it."
   Selected 2:                "I love bloodshed."
   Selected 3:                "Men are pathetic."
   Repeated Selected 1:       "Life is made fun by crushing your enemies."
   Repeated Selected 2:       "Sometimes the smell of a man makes me sick to
                              my stomach."
   Repeated Selected 3:       "Steel is the only thing that a woman can depend
                              on."
   Repeated Selected 4:       "Men never think with their minds."
   Action Acknowledgement 1:  "Really?"
   Action Acknowledgement 2:  "I'll do it."
   Action Acknowledgement 3:  "Okay."
   ??????????:                "Discretion is the better part of valor."

 Skie:
   First Speech:              "Eldoth I thought I'd never see you again."
   Meet without Eldoth:       "Please help me!"
   On any Death:              "*sniffle* I can't believe he's dead."
   On Eldoth's Death:         "What am I going to do?  You can't die, Eldoth,
                              you can't!"
   Happy:                     "You're the finest group of friends I've ever
                              had!"
   Unhappy:                   "I don't think what we are doing is morally
                              right."
   Unhappy 2:                 "All of you are such pigs."
   Leaving:                   "I can't take this anymore!  I'm going back
                              home."
   To Eldoth:                 "Eldoth, why do you treat our companions so
                              badly?"
   To Eldoth:                 "I love you... Eldoth."
   To Eldoth:                 "Why do you always have to make fun of me?  I
                              hate you!  Get away from me!"
   To Eldoth:                 "Eldoth tell them to stop being so cruel!"
   To Garrick:                "I'd love to hear your music Garrick."
   To Garrick:                "Eldoth is a kind man.  He cares about me,
                              Garrick!"
   To ???????:                "You're a good friend."
   To ???????:                "I feel safe with you in the party."
   To ???????:                "I think you're a beautiful person."
   Reply to ????????:         "Thank you, you're very kind."
   Becoming Leader:           "I don't know if I can handle this Leadership
                              Thing, but I'll give it a try."
   Tired:                     "I'm getting tired, can we take a rest soon?"
   Bored:                     "I'm... so... Bored!"
   Badly Wounded:             "Aah!  I'm hurt... help."
   Selected 1:                "Can I help you?"
   Selected 2:                "Ah, I broke a nail."
   Selected 3:                "Ah, I mussed my hair."
   Action Acknowledgement 1:  "Mm, my feet hurt."
   Action Acknowledgement 2:  "I have a cold."
   Action Acknowledgement 3:  "I have a headache."
   ??????????:                "Do you like my perfume?"
   ??????????:                "Let's go shopping!"
   ??????????:                "It's been so long since I've had a hot meal!"
   ??????????:                "I wanna go home..."
   ??????????:                "Oh, I'm sorry, did I do something wrong?"

 Tiax:
   First Speech:              "Yo!  Tiax would speak at you!  For 'tis
                              destined to be so."
   Fleeing:                   "Tiax will rule... from a distance."
   Battle Cry:                "Tiax will smite thee!"
   Happy:                     "Tiax is impressed with this group.  You will
                              continue to serve him once he rules."
   Unhappy:                   "Tiax fails to see how this will aid in his
                              Ascension!"
   Unhappy:                   "Continue with this... unprofitable behavior,
                              and Tiax will seek his destiny elsewhere!"
   Leaving:                   "You are unworthy to sit at the feet of great
                              Tiax.  I shall find another for that exalted
                              spot."
   Becoming Leader:           "As it should be.  Tiax was destined to lead."
   Tired:                     "Tiax needs rest, if he is to rule."
   Bored:                     "We get no closer to world domination just
                              standing about!"
   Badly Hurt:                "Destiny had best hurry.  Tiax does not feel
                              well... at all."
   In Forest:                 "When Tiax rules, this forest will be lumber for
                              but a leg of his throne."
   In City:                   "When Tiax rules, the stones of this city shall
                              build his castle."
   Underground:               "Why must Tiax traverse this dank hole.  Cyric
                              said nothing of soggy boots!"
   During the Day:            "Tiax must squint in the sunlight.  One day...
                              revenge shall be his!"
   At Night:                  "Night would DARE hamper the sight of Tiax?"
   On Quayle's Death:         "Ha ha ha ha!  Smart guy dies!  And Tiax goes on
                              to RULE!"
   On any Death:              "Blast you!  Escaping the inevitable rule of
                              Tiax by dying?  Coward!"
   Selected 1:                "Who DARES prod Tiax?"
   Selected 2:                "Tiax hears ya."
   Selected 3:                "Soon Tiax rules!"
   Repeated Selected 1:       "Ya little monkey spanker."
   Repeated Selected 2:       "When Tiax rules, britches shall not ride up so
                              wedge like."
   Repeated Selected 3:       "Tiax does as ye will, but one day BOOM, he
                              rules!"
   Repeated Selected 4:       "The day comes when TIAX will point and click!"
   Action Acknowledgement 1:  "Tiax is as Tiax does."
   Action Acknowledgement 2:  "Tiax will rule all!"
   Action Acknowledgement 3:  "Tiax moves!  Make way!"
   To Quayle:                 "Where will your learning get you when Tiax
                              rules?  Duke of Manure at best!"
   To Quayle:                 "Sure ye be smart, but none are grander than
                              Tiax!"
   Reply to ????????:         "Thou wouldst mock me?  Ye stiff rumped fool!"
   Reply to ????????:         "*weird noises* Tiax and his greatness shall
                              squash you as a bug you *weird noises* insolent
                              bug!"
   Reply to ????????:         "Your insults carry little sting.  Tiax knows he
                              will rule in the end."
   Reply to ????????:         "You cup shot mutton head!  Tiax will slap ya
                              silly!  When he rules."
   Reply to ????????:         "Aw, your goals are petty in comparison to the
                              wonder of Tiax!"
   Reply to Garrick:          "Give thy tongue a holiday!  Tiax so commands!"
   ????????:                  "All the world will tremble beneath the feet of
                              Tiax!"
   ????????:                  "Do as ye will, but 'tis for naught!  Tiax must
                              rule!"
   ????????:                  "Has Tiax mentioned he is going to rule?  'Tis
                              inevitable."

 Viconia:
   First Speech:              "Help me!  If you don't help me... he'll kill
                              me!"
   In forest:                 "Your forests seem very strange, and yet...
                              somehow familiar."
   In caves:                  "Tis akin to my home, but home does not welcome
                              me."
   Happy:                     "Shar looks upon us with favor."
   Unhappy:                   "Surface dwellers can be so stupid."
   Unhappy:                   "I am disappointed by our lack of progress."
   Leaving:                   "I have no desire to remain in the company of
                              the witless!"
   To Dynaheir:               "You are one of the among us whom I can
                              respect."
   Reply to Kivan:            "Don't threaten me, Kivan, it shall only lead to
                              your death!"
   Outdoors 1:                "There's no roof to this world."
   Outdoors 2:                "The light it burns!"
   Random:                    "Male, fetch me something to eat!"
   On Kivan's Death:          "It is sad that Kivan and I never understood
                              each other."
   On any Death:              "Death is not something to mourn."
   Badly Wounded:             "Shar, save me from the Spider Queen's
                              vengeance."
   Battle Cry:                "Lil Alurl!  For Shar!"
   Becoming Leader:           "With the guidance of Shar we shall prosper!"
   Tired:                     "I must rest."
   Bored:                     "The Drow are never this idle with their time!"
   Selected 1:                "Jal Kahless?"
   Selected 2:                "Nightsinger, give me power."
   Selected 3:                "Oloth Zha?"
   Action Acknowledgement 1:  "Khaless Nau!"
   Action Acknowledgement 2:  "Nau natha."
   Action Acknowledgement 3:  "May Darkness prevail."
   ???????????:               "We must run!"
   ???????????:               "I pity you for your short lifespan."
   ???????????:               "I was born of a noble race."
   ???????????:               "Shar is a goddess of conviction and purpose."
   ???????????:               "I'll go where you wish, if you keep me from the
                              accursed sun."

 Xan:
   First Speech:              "I thank you for my freedome, friends, for I
                              have languished in these dismal vaults too
                              long."
   Fleeing:                   "We're all doomed.  Run while we're still able."
   Battle Cry:                "Onward... to victory."
   Happy:                     "Oh!  Perhaps we'll survive longer than I had
                              originally thought."
   Unhappy:                   "This group is especially hopeless today."
   Unhappy:                   "Keep up this evil, and we're deservedly
                              DOOMED."
   Leaving:                   "I cannot abide by these actions.  I must take
                              my leave of this barbaric fellowship!"
   Becoming Leader:           "While leader I will endeavor not to get all of
                              us killed."
   Tired:                     "Certainly I shall collapse from exhaustion
                              before I fall on the battlefield."
   Bored:                     "If we are doomed to fail, could we at least do
                              it faster!?"
   Badly Wounded:             "My wounds are too grave!  I am a dead man..."
   In Forest:                 "The majesty of the forest makes me feel...
                              insignificant."
   In City:                   "The bustle of the city makes me feel
                              insignificant."
   During the Day:            "The sun shines and I am amazed we live to see
                              another day."
   Selected 1:                "We're all doomed."
   Selected 2:                "Life... is so hollow."
   Selected 3:                "Our quest is vain."
   Repeated Selected 1:       "It is hardly worth the effort of trying."
   Repeated Selected 2:       "We delude ourselves to think our pitiable band
                              will stand up to our enemies."
   Repeated Selected 3:       "Let us save our effort and just lie down and
                              die."
   Repeated Selected 4:       "I'll do what I can, but expect very little."
   Action Acknowledgement 1:  "Whatever."
   Action Acknowledgement 2:  "Oh what is the point?"
   Action Acknowledgement 3:  "If you want..."
   To Eldoth:                 "Eldoth!  Could you stand away from me?  The
                              stench is somewhat unnerving!"
   To Eldoth:                 "Perhaps, Eldoth, you could be a little more
                              polite to our companions?"
   To Eldoth:                 "You could do us all a favor, Eldoth, by getting
                              KILLED in the next battle!"
   To Ajantis:                "Have you ever wondered how... hollow your
                              convictions sound, Ajantis?"
   To Ajantis:                "It seems our resident Suicide Monger, Ajantis,
                              lives in a black and white world!"
   Reply to ?????????:        "If I wanted your opinion I would have asked for
                              it."
   Reply to ?????????:        "I hope what you say was well intentioned."
   Reply to ?????????:        "Do not think I will endure your insults
                              indefinately."
   To ?????????:              "Your stupidity makes you a DOOMED MAN."
   To ?????????:              "Well, with you as my companion, who needs
                              enemies?"
   To ?????????:              "Around you I almost feel as if we have a
                              chance!"
   On any Death:              "Another victim in our hopeless crusade."
   On Eldoth's Death:         "I would grieve for Eldoth, if it were not for
                              the sense of joy I now feel!"

 Xzar:
   First Speech:              "Montaron, you are so AGGRAVATING!  'Tis
                              disturbing to my demeanor!"
   During the Day:            "I've never liked the Sunlight.  'Tis just...
                              too bright!"
   In forest:                 "The trees move... do you not see it?"
   In city:                   "A cuthroat in every alley... but I'll not let
                              them take us alive!"
   Underground:               "Oh I'm never quite so comfortable as when I'm
                              at least six feet under!"
   Happy:                     "Smiles everyone!  Smiles!  This is like some
                              great fantasy."
   Happy:                     "I'm starting to find this group almost...
                              palatable."
   Unhappy:                   "Must we be so insufferably CHARITABLE??"
   Unhappy:                   "I'll not tolerate any more of this
                              BENEVOLENCE."
   Leaving:                   "I can take this no longer.  May you all die
                              cold miserable deaths!  Farewell!"
   To Montaron:               "Tell us a story, Monty, something with Bears
                              and Gold."
   To Montaron:               "Ha ha there Montaron.  Quite the fight, eh,
                              Chum?"
   To Montaron:               "Oh, come on Montaron lighten up!  Must you be
                              so moody all the time?"
   Reply to ????????:         "Oh speak no more, lest ye gorge my sweet
                              tooth."
   Reply to ????????:         "I'll not be mocked, thou most slanderous
                              harlot!"
   Tired:                     "I tired.  I'll be much more agreable with
                              rest!"
   Bored:                     "Much as I enjoy these moments of repose, get a
                              move on it!"
   On Montaron's Death:       "Montaron... I ... I never loved you!"
   On any Death:              "I suppose I should feel a sense of loss.  How
                              unfortunate, I don't care!"
   Badly Wounded:             "Mommy, I don't feel too good."
   Battle Cry:                "I have become death!  Destroyer of Worlds!"
   Becoming Leader:           "A wise choice for leader.  *evil laugh*"
   Selected 1:                "Something troubling you?"
   Selected 2:                "Your voice is Ambrosia."
   Selected 3:                "Stop touching me!"
   Repeated Selected 1:       "Tell me about the rabbits."
   Repeated Selected 2:       "Those the gods wish to destroy, they first make
                              mad!  Mad!!"
   Repeated Selected 3:       "I ate his liver with a nice Chianti and some
                              fava beans."
   Repeated Selected 4:       "I'll teach your grandmother to such eggs."
   Action Acknowledgement 1:  "If I must!"
   Action Acknowledgement 2:  "I could do no other."
   Action Acknowledgement 3:  "Hardly worth my time."
   Random:                    "I know dragons with feet like rabbits, tis true
                              I swear!"
   ?????????:                 "Wah!  Mommy, I'm a scared!"
   ?????????:                 "I wanted Infravision like the elves.  But it's
                              more than taking their eyes..."
   ?????????:                 "Why must you goad us into other peoples
                              concerns?  Can you not just let us mind our own
                              Enterprise?"
   ?????????:                 "I begin to see your true nature, and tis as I
                              expected.  None are as insufferably righteous as
                              Harpers(??)"
   ?????????:                 "Ah yes, the chatter of friends and compatriots.
                              Does it not... warm the cockles?"

 Yeslick:
   First Speech:              "Aye, who' there now?  More smithing?  Or did
                              you burrow into another river?"
   Happy:                     "We do good, just as my clan long ago."
   Unhappy:                   "There'll be dark horizons if we don't change
                              our ways."
   Unhappy 2:                 "I've seen enough greed and evil.  Change your
                              ways lest enemies we be."
   Unhappy 3:                 "Ye be no better than the throne themselves.
                              I'll not stand by while this happens!"
   To ??????????:             "'Twould be good if you tithed a few golds now
                              and then.  The favor of gods is worth a few
                              gold."
   To ??????????:             "You sold your morays for the love of gold.  All
                              Dwarves are kin, but I'll not call you family!"
   To ??????????:             "Friendships last when gold is long gone.
                              Perhaps you should be a little nicer to the
                              group!"
   To ??????????:             "I've been through enough without suffering you
                              as well.  Be gone!"
   To ??????????:             "Watch what ye say.  Good natured, I am.  But I
                              swing a mean axe when evil's concerned."
   To ??????????:             "We fight for what's right, but you needn't take
                              such pleasure in it!"
   To ??????????:             "Violence solves only the simplest of problems.
                              You must think your way through the tough ones."
   To ??????????:             "A friendly face is a blessed sight in these
                              times."
   To ??????????:             "Your ego is positively elven.  Drop it a notch,
                              lest I do it for you!"
   Reply to ?????????:        "Thine words are always appreciated."
   In a Cave:                 "'Tis just like the tunnels of my old clan."
   In a forest:               "I prefer the stone of my cell o'er this wide
                              open empty."
   On any Death:              "I've lost too many clan mates already.  Must I
                              lose these as well?"
   On Kagain's Death:         "I wish no Dwarf dead, but I'll not miss his
                              company!"
   Bored:                     "Why did I leave my cell if I'm to stand about
                              doing nothing?"
   Badly Wounded:             "Ill I am.  When a Dwarf says he's sick, you
                              know it's serious."
   Becoming Leader:           "Slow and steady while I'm leader."
   Tired:                     "Even Dwarves need to rest, I can't walk much
                              further."
   Selected 1:                "You need something?"
   Selected 2:                "What e're you need."
   Selected 3:                "Ye need only ask."
   Action Acknowledgement 1:  "Clangeddin's will be done."
   Action Acknowledgement 2:  "As you will."
   Action Acknowledgement 3:  "Be glad to."
   ??????????:                "I shouldn't have gotten out of bed this morn."
   ??????????:                "Clangeddin's might be with us."
   ??????????:                "My father was a miner, and my mother, a miner
                              before him."
   ??????????:                "Keep your straw and sticks, only stone protects
                              the pigs!"
   ??????????:                "Ye owe 16 tons, what do ye get?  Another day
                              older... and deeper in debt."
   ??????????:                ** whistles heigh-ho **
   ??????????:                "The mines were there for anyone who looked.
                              I'll not be blamed for what the Throne does with
                              'em."


-------------------------------------------------------------------------------
F. Utilities & Editors                                               [FTLTSE]
-------------------------------------------------------------------------------

 _________________
 Exp Cap Removers:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Godlike (144kb download, version 1.1)
     This really cool utility removes the experience cap from any version of
     Baldur's Gate, including the Tales of the Sword Coast.  If you don't
     know, there is a limit to how much experience you can get in the regular
     game, and this removes that limit.  Really cool.

     Note: If you install an Official Patch after using Godlike, the cap will
           be back in place, and may muck up the game, so you will need to
           check for a new version of Godlike, and run it again.

     Author: Team BG
     Web Site: http://www.teambg.eu/

 ___________________
 Saved Game Editors:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Gatekeeper (180kb download, version 1.09.01)
     Allows you to edit most everything in your saved game files.  Allows you
     to edit anyone in your party including NPC's.  You can change your
     inventory, stats, and characterisitcs.  A very useful program for the
     cheater in all of you.  Although not as intuitive as the BG Character
     Editor, it is quite a bit more powerful, due to its editing of Saved
     Games themselves and not just the Exported Characters.

     Author: [email protected]
     Web Site: http://www.mud-master.com/gatekeeper/

 __________________
 Character Editors:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   BG Character Editor (2.49Mb download, version 1.4.5)
     This utility allows you to edit any character at any time.  You can
     change all the attributes, plus you can edit your inventory.  With this
     and godlike you could make a character who is nigh unto invinceable.  It
     is most useful when playing a multi-player game as well since you can
     then edit your character at any moment.

     Author: Team BG
     Web Site: http://www.teambg.eu/

 _____________
 Item Editors:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯
   Item Override Editor (492kb download, version 1.3.9)
     Allows for the simple editing of items.  Change their attributes, or even
     create new items.

     Author: Team BG
     Web Site: http://www.teambg.eu/

   Item Text Maker (468kb download, version 1.0.1)
     Lets you change/add text to items.  You know what those are?  They are
     the descriptions of the items that you get when you right click an item.

     Author: Team BG
     Web Site: http://www.teambg.eu/

   Item Graphics Converter (140kb download, version 1.0.0)
     Converts a BMP into a format usable by Baldur's Gate, so you can make a
     picture for any item that you want.  Say you want the Long Sword to look
     like a Smurf, well now you can.

     Author: Team BG
     Web Site: http://www.teambg.eu/

   Store Override Editor (254kb download, version 1.0.0)
     Allows the editing of stores.  You need the Biffstripper (see below)
     before you can use this one.

     Author: Team BG
     Web Site: http://www.teambg.eu/

 ______________
 Rules Editors:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Team BG Rules Editor (52kb download, version 1.0.0)
     This editor allows you to edit the Exp Cap (rather than remove it in its
     entirety), the Spell Progression, and more.

     Author: Team BG
     Web Site: http://www.teambg.eu/

 _______________
 Script Writers:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Team BG AI Scriptor (27.5kb download, version 0.9.1)
     This utility allows you to write your own scripts for use by your party
     members.  (a script is something that tells NPC's what to attack, and
     when)

     Author: Team BG
     Web Site: http://www.teambg.eu/

 ________________
 Data Extractors:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Team BG Biffstripper (125kb download, version 2.0.0)
     This utility extracts all the information from the BIF files that you can
     find in the Data folder of your game.  Very useful for extracting things
     like Companion sounds and the like.  Although you won't be able to
     immediately play those sounds... (see WAVC to WAV below)

     Author: Team BG
     Web Site: http://www.teambg.eu/


-------------------------------------------------------------------------------
G. Non Editor Cheats                                                 [GNNDTR]
-------------------------------------------------------------------------------

______
Movies (from Duncan Clay)
¯¯¯¯¯¯
 To make the movies available.  This is most useful if you are playing through
 the game again, and DON'T want to see the movies again.

 Open the baldur.ini file, and under [Movies] add any of the following you
 don't already have:

       BEREGOST=1
       BG4LOGO=1
       BGENTER=1
       BGSUNRIS=1
       BGSUNSET=1
       BHAAL=1
       BILOGO=1
       CAMP=1
       DEATHAND=1
       DUNGEON=1
       ELDRCITY=1
       ENDCRDIT=1
       ENDMOVIE=1
       FRARMINN=1
       GNOLL=1
       INFELOGO=1
       INTRO=1
       IRONTHRN=1
       MINEFLOD=1
       NASHKELL=1
       PALACE=1
       REST=1
       SEWER=1
       TAVERN=1
       TSRLOGO=1
       WYVERN=1

_____________
Item Copying:
¯¯¯¯¯¯¯¯¯¯¯¯¯
 You don't actually have to be playing multiplayer for this to work, it just
 really helps.  You also don't have to be actually playing with anyone else to
 be playing as multiplayer.  One thing to do when you find any item of value
 would be to:

   1. Save the game.
   2. Export the Character with the item(s) that you wish to copy. (only works
      with characters that you have created yourself, such as the main
      character)
   3. Give all of that character's items away, and then click the bottom
      button (Multiplayer Options), then click the Modify Characters button
      (only works if there are no enemies around, and you aren't in the middle
      of casting a spell), and then click on the Character Name to delete the
      character.
   4. Now immediately Import the character back, and you now have 2 of
      everything that person had.

 Similarly if you are doing this in a single player, you:

   1. Export the Character.
   2. Start a new game.
   3. At the Character Creation Screen press "Import" and the select your
      character.

 It is really helpful that when you Export your Character to name him/her
 something specific, not just "Character1" or something.

 This is really useful for the ultra-rare items like the Full Plate +1.  This
 also works well if you want to start over, simply export your character,
 start a new game, and import them there!

________________
In Game Cheating
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 The information from this comes from TeamBG:  http://www.teambg.eu/

   Step 1:  Open the baldur.ini file, and under [Game Options] add this:

                 Cheats=1

            Save the file.

   Step 2:  Run Baldur's Gate.  In the game press CTRL-TAB to bring up a
            little console.  To close the console again, press CTRL-TAB.  You
            can now enter any cheat you want into this little console window.

 Cheat Codes:
 ------------

   Cheats:TheGreatGonzo()   -- Summons 10 killer chickens who defend you.
   Cheats:FirstAid()        -- Creates 5 healing potions, 5 neutralize poison
                               potions, and 1 stone to flesh scroll.
   Cheats:Midas()           -- Gives you 500 gold.
   Cheats:CowKill()         -- Creates a CowKill spell if you're near a cow.
   Cheats:DrizztAttacks()   -- Creates a hostile Drizzt.
   Cheats:DrizztDefends()   -- Creates a friendly Drizzt.
   Cheats:CriticalItems()   -- Spawns all the game's critical items.
   Cheats:Hans()            -- Moves your characters to mouse cursor position
                               (FAST).
   Cheats:ExploreArea()     -- Marks entire area explored.

 Cheat Hot Keys:
 ---------------

   To activate the Cheat Hot Keys, enter this into the Console:

            CLUAConsole:EnableCheatKeys()

   And here are the Hot Keys:

     CTRL+1 -- change the armor of the paper doll (the armor class doesn't
               change)
     CTRL+2 -- fades screen to black
     CTRL+3 -- fades screen to normal
     CTRL+4 -- highlight the background-interactive objects
     CTRL+5 -- ???
     CTRL+6 -- shapeshift your character into the previous paper doll in list
     CTRL+7 -- shapeshift your character into the next paper doll in list
     CTRL+8 -- highlights the text boxes
     CTRL+9 -- highlight the sprites
     CTRL+0 -- ???
     CTRL+A -- do a sprite animation (see CTRL+S)
     CTRL+B -- view last FMV sequence
     CTRL+C -- jump to next chapter
     CTRL+D -- display some strange numbers
     CTRL+F -- turn the character
     CTRL+J -- transport onto the position pointed by the cursor
     CTRL+L -- information on positon (same as L)
     CTRL+M -- (Then press ENTER) DEBUG DUMP
     CTRL+S -- select a sprite animation
     CTRL+X -- information on position (more)

 Item Creating
 -------------

   To create an item use this code:

       CLUAConsole:CreateItem("xxxxxx",#####)

   Where "xxxxxx" is the item code, and ##### is how many of them you would
   like created (from 0 to 65535).

   When your item is created, it is automatically placed into your inventory.

   Here is a list of the item codes: (LONG!)

     AMULETS:

     AMUL01 - Necklace of Missiles
     AMUL02 - Necklace
     AMUL04 - Studded Necklace with Zios Gems
     AMUL05 - Bluestone Necklace
     AMUL06 - Agni Mani Necklace
     AMUL07 - Rainbow Obsidian Necklace
     AMUL08 - Tiger Cowrie Shell Necklace
     AMUL09 - Silver Necklace
     AMUL10 - Gold Necklace
     AMUL11 - Pearl Necklace
     AMUL12 - Laeral's Tear Necklace (3000 gp)
     AMUL13 - Bloodstone Amulet
     AMUL14 - Amulet of Protection +1
     AMUL15 - Shield Amulet
     AMUL16 - Amulet of Metaspell Influence (+1 2nd level spell)
     AMUL17 - Greenstone Amulet
     AMUL18 - Wolfsbane Charm +2 vs Lycanthropes

     ARROWS:

     AROW01 - Arrow
     AROW02 - Arrow +1
     AROW03 - Arrow of Slaying
     AROW04 - Acid Arrow
     AROW05 - Arrow of Biting
     AROW06 - Arrow of Detonation
     AROW07 - Arrow or Dispelling
     AROW08 - Arrow of Fire
     AROW09 - Arrow of Ice
     AROW10 - Arrow of Piercing
     AROW11 - Arrow +2
     AROW1A - Arrow +2 (different picture)

     AXES:

     AX1H01 - Battle Axe
     AX1H02 - Battle Axe +1
     AX1H03 - Battle Axe +2
     AX1H04 - Throwing Axe
     AX1H05 - Throwing Axe +2

     BELTS:

     BELT01 - Girdle
     BELT02 - Golden Girdle
     BELT03 - Girdle of Bluntness
     BELT04 - Girdle of Piercing
     BELT05 - Girdle of Masculinity/Femininity

     BLUNT WEAPONS:

     BLUN01 - Club
     BLUN02 - Flail
     BLUN03 - Flail +1
     BLUN04 - Mace
     BLUN05 - Mace +1
     BLUN06 - Morning Star
     BLUN07 - Morning Star +1
     BLUN08 - Flail

     BOLTS:

     BOLT01 - Bolt
     BOLT02 - Bolt +1
     BOLT03 - Bolt of Lightning
     BOLT04 - Bolt of Biting
     BOLT05 - Bolt of Polymorphing
     BOLT06 - Bolt +2

     BOOKS:

     BOOK01 - Magical Book
     BOOK02 - Spell Book
     BOOK03 - Manual of Bodily Health +1 Con
     BOOK04 - Manual of Gainful Exercise +1 Str
     BOOK05 - Manual of Quickness of Action +1 Dex
     BOOK06 - Tome of Clear Thought +1 Int
     BOOK07 - Tome of Leadership and Influence +1 Chr
     BOOK08 - Tome of Understanding +1 Wis
     BOOK09 - Normal Book
     BOOK10</pre><pre id="faqspan-12">
       |    - miscellaneous Histories
     BOOK67
     BOOK68 - Book of Ancient Knowledge/History of the Nether Scrolls
              (must be Identified)
     BOOK70 - Yago's Book of Curses
     BOOK71
       |    - miscellaneous Dusty Books
     BOOK86
     BOOK87 - Balduran's Log Book
     BOOK88 - The Recipes and Ruminations of One Dradeel of Tethir

     BOOTS:

     BOOT01 - Boots of Speed
     BOOT02 - Boots of Stealth
     BOOT03 - Boots of the North
     BOOT04 - Boots of Avoidance
     BOOT05 - Boots of Grounding

     BOWS:

     BOW01 - Composite Long Bow
     BOW02 - Composite Long Bow +1
     BOW03 - Long Bow
     BOW04 - Long Bow +1
     BOW05 - Short Bow
     BOW06 - Short Bow +1
     BOW07 - Long Bow of Marksmanship
     BOW08 - Eagle Bow (Short Bow +2)

     BRACERS:

     BRAC01 - Bracers of Defense AC 8
     BRAC02 - Bracers of Defense AC 7
     BRAC03 - Bracers of Defense AC 6
     BRAC04 - Bracers of Archery
     BRAC05 - Bracers
     BRAC06 - Gauntlets of Ogre Power
     BRAC07 - Gauntlets of Dexterity
     BRAC08 - Gauntlets of Fumbling
     BRAC09 - Gauntlets of Weapon Skill
     BRAC10 - Gauntlets of Weapon Expertise
     BRAC11 - Bracers of Binding (cursed item)

     BULLETS:

     BULL01 - Bullet
     BULL02 - Bullet +1
     BULL03 - Bullet +2

     CHAINMAILS:

     CHAN01 - Chainmail
     CHAN02 - Chainmail +1
     CHAN03 - Chainmail +2
     CHAN04 - Splint Mail
     CHAN05 - Splint Mail +1
     CHAN06 - Mithril Chain Mail +4 (Drizzt's Chainmail)

     CLOAKS & ROBES:

     CLCK01 - Cloak of Protection +1
     CLCK02 - Cloak of Protection +2
     CLCK03 - Cloak of Displacement
     CLCK04 - Cloak of the Wolf
     CLCK05 - Cloak of Balduran
     CLCK06 - Cloak of Non-Detection
     CLCK07 - Nymph Cloak
     CLCK08 - Algernon's Cloak
     CLCK09 - Mage Robe of Cold Resistance
     CLCK10 - Mage Robe of Fire Resistance
     CLCK11 - Mage Robe of Electrical Resistance
     CLCK12 - Knave's Robe
     CLCK13 - Traveller's Robe
     CLCK14 - Adventurer's Robe
     CLCK15 - Robe of the Good Archmagi
     CLCK16 - Robe of the Neutral Archmagi
     CLCK17 - Robe of the Evil Archmagi
     CLCK18 - Knave's Robe
     CLCK19 - Robe of the Good Archmagi
     CLCK20 - Cloak of the Shield
     CLCK21 - Holy cloak
     CLCK22 - Shandalar's cloak

     DAGGERS:

     DAGG01 - Dagger
     DAGG02 - Dagger +1
     DAGG03 - Dagger +2
     DAGG04 - Dagger +2, Longtooth
     DAGG05 - Throwing Dagger
     DAGG06 - Nester's Dagger
     DAGG07 - Kylee's Dagger
     DAGG08 - Hentold's Dagger
     DAGG09 - Silver dagger - Werebane
     DAGG10 - Soultaker Dagger

     DARTS:

     DART01 - Dart
     DART02 - Dart +1
     DART03 - Dart of Stunning
     DART04 - Dart of Wounding

     HALBERDS:

     HALB01 - Halberd
     HALB02 - Halberd +1
     HALB03 - Halberd +2

     HAMMERS:

     HAMM01 - War Hammer
     HAMM02 - War Hammer +1
     HAMM03 - War hammer +2
     HAMM04 - Warhammer +1,+4 vs giant humanoids

     HELMS:

     HELM01 - Helmet
     HELM02 - Helm of Opposite Alignment
     HELM03 - Helm of Glory
     HELM04 - Helm of Defense
     HELM05 - Helm of Infravision
     HELM06 - Helm of Charm Protection
     HELM07 - Helm of Balduran
     HELM08 through HELM13 - Helmet
     HELM14 - Kiel's Helmet

     LEATHER ARMORS:

     LEAT01 - Leather Armor
     LEAT02 - Leather Armor +1
     LEAT03 - Leather Armor +2
     LEAT04 - Studded Leather Armor
     LEAT05 - Studded Leather Armor +1
     LEAT06 - Studded Leather Armor +2, missile attraction
     LEAT07 - Studded Leather Armor +2
     LEAT08 - Shadow Armor (Studded Leather +3)
     LEAT09 - Leather Armor +3
     LEAT10 - Hide Armor

     MISC:                                      All of these rings function as
                                           ___  if the spell had been cast
     MAGE01 - Ring of Invisibility            | which means magic resistance
     MAGE02 - Ring of Barkskin                | can stop the effects.  Ignore
     MAGE03 - Ring of Mirror Image            |_the fact that the titles of
     MAGE04 - Pseudo Ring of Blur             | these items may be missing
     MAGE05 - Pseudo Ring of Free Action      | from the descriptions and none
     MAGE06 - Ring of Haste                ___| of them have names as such -
                                                they just look like scrolls.
              THEY DO WORK!  You need to be careful though as the effects do
              not carry over from saved games like the proper rings do.  This
              means when you load a game you need to take the ring off and put
              it back on again for the effect to work. But some of them are
              worth it.

              Exceptions:  The Pseudo rings do not function i.e. no bonuses at
              all that I can detect.  But the ring of blur does change the
              sprite of your character like the spell does (which I like).
              The other rings work fine.    (from Kelvin Groves)

     MISC01 - Winter Wolf Pelt
     MISC07 - Gold Piece
     MISC12 - Ankheg Shell
     MISC13 - Samuel (body)
     MISC16 - Fire Agate Gem
     MISC17 - Lynx Eye Gem
     MISC18 - Sunstone Gem
     MISC19 - Turquoise Gem
     MISC20 - Bloodstone Gem
     MISC21 - Skydrop Gem
     MISC22 - Andar Gem
     MISC23 - Jasper Gem
     MISC24 - Tchazar Gem
     MISC25 - Zircon Gem
     MISC26 - Iol Gem
     MISC27 - Moonstone Gem
     MISC28 - Waterstar Gem
     MISC29 - Ziose Gem
     MISC30 - Chrysoberyl Gem
     MISC31 - Star Diopside Gem
     MISC32 - Shandon Gem
     MISC33 - Aquamarine Gem
     MISC34 - Garnet Gem
     MISC35 - Horn Coral Gem
     MISC36 - Pearl
     MISC37 - Sphene Gem
     MISC38 - Black Opal
     MISC39 - Water Opal
     MISC40 - Moonbar Gem
     MISC41 - Star Sapphire
     MISC42 - Diamond
     MISC43 - Emerald
     MISC44 - Kings Tears
     MISC45 - Rogue Stone
     MISC47 - Golden Pantaloons
     MISC48 - Idol
     MISC49 - Melicamp the Chicken
     MISC50 - Skull
     MISC51 - Lock of Nymph's Hair
     MISC52 - Wyvern Head
     MISC53 - Bowl of Water Elemental Control
     MISC54 - Child's Body
     MISC55 - Duke Eltan's Body
     MISC56 - Broken Weapon
     MISC57 - Broken Shield
     MISC58 - Broken Armor
     MISC59 - Broken Miscellaneous
     MISC60 - Spider Body
     MISC61 - Bottle of Wine
     MISC62 - Dead Cat
     MISC63 - Chew Toy
     MISC64 - Telescope
     MISC69 - Helshara's Artifact Fragment
     MISC70 - Delorna's Statue
     MISC72 - The Claw of Kazgaroth
     MISC73 - The Horn of Kazgaroth
     MISC74 - The Candle
     MISC75 - Dagger of Venom
     MISC79 - Female Body
     MISC80 - Male Body
     MISC83 - Key to River Plug
     MISC84 - Boo
     MISC85 - Mulahey's Holy Symbol
     MISC86 - Bandit Scalp
     MISC87 - Contaminated Iron
     MISC88 - Rabbit's Foot
     MISC89 - Edwin's Amulet
     MISC90 - Chelak's Body
     MISC02 - Mirror (no picture)
     MISC03 - Small Box (no picture)
     MISC04 - Bassilus' Holy Symbol
     MISC1A - Bottle of wine
     MISC1B - Butter knife of Balduran
     MISC1C - Sea Charts
     MISC2A - Doppleganger's Wardstone
     MISC2B - Level 1 exit Wardstone
     MISC2C - Islanne Wardstone
     MISC2D - Kiel Wardstone
     MISC2E - Fuernebol Wardstone
     MISC2F - Teleportation Wardstone
     MISC2G - Level 2 exit Wardstone
     MISC2H - Shandalar's Wardstone
     MISC2I - Wardstone Forgery
     MISC2J - Wardstone of forgery
     MISC2K - Compass Wardstone
     MISC2L - Bone Wardstone
     MISC2M - Dwarven Rune Wardstone
     MISC2N - Dwarven's Rune Wardstone
     MISC2O - Lock of hair from Kirindale
     MISC2P - Greagan's Harp
     MISC65 - Brage's Body
     MISC66 - Farmer Brun's Son (Dead)
     MISC67 - Brun's Dead Son
     MISC68 - Abela the Nymph
     MISC71 - Delorna's Spellbook
     MISC76 - The Dream Potion
     MISC77 - Skull of Kereph
     MISC78 - Invitation
     MISC81 - Skull of Kereph
     MISC82 - Ancient Armor
     MISC91 - Grapes
     MISC92 - Switch for engine
     MISC93 - Odd looking key
     MISC94 - Mallet head
     MISC95 - Mallet handle
     MISC96 - Peladon
     MISC97 - De'Tranion's Baalor ale
     MISC98 - Durlag's goblet
     MISC99 - Cursed Plate mail armor (belt icon)

     PLATE & FULL PLATE ARMORS:

     PLAT01 - Plate Mail Armor
     PLAT02 - Plate Mail +1
     PLAT04 - Full Plate Mail
     PLAT05 - Full Plate Mail +1
     PLAT06 - Ankheg Plate Mail
     PLAT07 - Plate Mail
     PLAT08 - Plate Mail +3

     POTIONS:

     POTN02 - Potion of Fire Resistance
     POTN03 - Potion of Hill Giant Strength
     POTN04 - Potion of Frost Giant Strength
     POTN05 - Potion of Fire Giant Strength
     POTN06 - Potion of Cloud Giant Strength
     POTN07 - Potion of Storm Giant Strength
     POTN08 - Potion of Healing
     POTN09 - Potion of Heroism
     POTN10 - Potion of Invisibility
     POTN11 - Potion of Invulnerability
     POTN12 - Potion of Stone Giant Strength
     POTN13 - Oil of Firey Burning
     POTN14 - Oil of Speed
     POTN15 - Red Potion
     POTN16 - Violet Potion
     POTN17 - Elixir of Health
     POTN18 - Potion of Absorption
     POTN19 - Potion of Agility
     POTN20 - Antidote
     POTN21 - Potion of Clarity
     POTN22 - Potion of Cold Resistance
     POTN23 - Oil of Speed
     POTN24 - Potion of Defense
     POTN25 - Potion of Healing
     POTN26 - Potion of Explosions
     POTN27 - Potion of Firebreath
     POTN28 - Potion of Fortitude
     POTN29 - Potion of Genius
     POTN30 - Potion of Infravision
     POTN31 - Potion of Insulation
     POTN32 - Antidote
     POTN33 - Potion of Magic Blocking
     POTN34 - Potion of Magic Protection
     POTN35 - Potion of Magic Shielding
     POTN36 - Potion of Master Thievery
     POTN37 - Potion of Mind Focusing
     POTN38 - Potion of Mirrored Eyes
     POTN39 - Potion of Perception
     POTN40 - Potion of Invulnerability
     POTN41 - Potion of Power
     POTN42 - Potion of Regeneration
     POTN43 - Potion of Insight
     POTN44 - Potion of Strength
     POTN45 - Potion of Freedom
     POTN46 - Potion of Stone Form
     POTN47 - Marek's Antidote (better than normal antidote)
     POTN48 - Vial of Mysterious Liquid (used in Nashkel mines to
              poison iron ore)

     RINGS:

     RING01 - Plain Ring
     RING02 - Ring of Fire Resistance
     RING03 - Ring of Animal Friendship
     RING04 - Ring of Clumsiness
     RING05 - Ring of Invisibility
     RING06 - Ring of Protection +1
     RING07 - Ring of Protection +2
     RING08 - Ring of Wizardry
     RING09 - Ring of Free Action
     RING10 - Gold Ring
     RING11 - Silver Ring
     RING12 - Onyx Ring
     RING13 - Jade Ring
     RING14 - Greenstone Ring
     RING15 - Bloodstone Ring
     RING16 - Angel Skin Ring
     RING17 - Flamedance Ring
     RING18 - Fire Opal Ring
     RING19 - Ruby Ring
     RING20 - Ring of Energy
     RING21 - Ring of Infravision
     RING22 - Ring of Holiness
     RING23 - Ring of Folly
     RING25 - Koveras' Ring of Protection (+1)

     SCROLLS:

     SCRL02 - Spell Scroll
     SCRL03 - Protection from Acid
     SCRL04 - Protection from Cold
     SCRL05 - Protection from Electricity
     SCRL06 - Protection from Fire
     SCRL07 - Protection from Magic
     SCRL08 - Protection from Poison
     SCRL09 - Protection from Undead
     SCRL10 - Cursed Scroll of Weakness
     SCRL11 - Cursed Scroll of Clumsiness
     SCRL12 - Cursed Scroll of Foolishness
     SCRL13 - Cursed Scroll of Ugliness
     SCRL14 - Cursed Scroll of Summon Monster
     SCRL15 - Protection from Petrification
     SCRL18 - Cursed Scroll of Stupidity
     SCRL1B - Agannazar's Scorcher
     SCRL1C - Ghoul Touch
     SCRL1D - Clairvoyance
     SCRL1E - Dispel Magic
     SCRL1F - Flame Arrow
     SCRL1G - Fireball
     SCRL1H - Haste
     SCRL1I - Hold Person
     SCRL1K - Lightning Bolt
     SCRL1L - Monster Summoning I
     SCRL1M - Non-Detection
     SCRL1N - Protection from Normal Missiles
     SCRL1O - Slow
     SCRL1P - Skull Trap
     SCRL1Q - Vampiric Touch
     SCRL1R - Wraith Form
     SCRL1S - Dire Charm
     SCRL1T - Ghost Armor
     SCRL1U - Confusion
     SCRL1V - Dimension Door
     SCRL1Y - Improved Invisibility
     SCRL1Z - Minor Globe of Invulnerability
     SCRL2A - Monster Summoning II
     SCRL2D - Animate Dead
     SCRL2E - Cloudkill
     SCRL2F - Cone of Cold
     SCRL2G - Monster Summoning III
     SCRL2H - Shadow Door
     SCRL2I - Letter
     SCRL2J - Letter
     SCRL3D - Letter
     SCRL56 - Cure Serious Wounds
     SCRL58 - Free Action
     SCRL59 - Neutralize Poison
     SCRL61 - Cure Critical Wounds
     SCRL62 - Flame Strike
     SCRL63 - Raise Dead
     SCRL66 - Grease
     SCRL67 - Armor
     SCRL68 - Burning Hands
     SCRL69 - Charm Person
     SCRL70 - Color Spray
     SCRL71 - Blindness
     SCRL72 - Friends
     SCRL73 - Protection from Petrification
     SCRL75 - Identify
     SCRL76 - Infravision
     SCRL77 - Magic Missile
     SCRL78 - Protection from Evil
     SCRL79 - Shield
     SCRL80 - Shocking Grasp
     SCRL81 - Sleep
     SCRL82 - Chill Touch
     SCRL83 - Chromatic Orb
     SCRL84 - Larloch's Minor Drain
     SCRL85 - Blur
     SCRL86 - Detect Evil
     SCRL87 - Detect Invisibility
     SCRL89 - Horror
     SCRL90 - Invisibility
     SCRL91 - Knock
     SCRL92 - Know Alignment
     SCRL93 - Luck
     SCRL94 - Resist Fear
     SCRL95 - Melf's Acid Arrow
     SCRL96 - Mirror Image
     SCRL97 - Stinking Cloud
     SCRL98 - Strength
     SCRL99 - Web
     SCRLPET - Stone to Flesh
     SCRL5A - Mental Domination
     SCRL5B - Defensive Harmony
     SCRL5C - Protection from Lightening
     SCRL5D - Protection from Evil 10'Radius
     SCRL5E - Champion's Strength
     SCRL5F - Chaotic Commands
     SCRL5G - Remove Curse
     SCRL5H - Emotion
     SCRL5I - Greater Malaison
     SCRL5J - Oliluke's resilient sphere
     SCRL5K - Spirit armor
     SCRL5L - Polymorph Other
     SCRL5M - Polymorph Self
     SCRL5N - Domination
     SCRL5O - Hold Monster
     SCRL5P - Chaos
     SCRL5Q - Feeblemind
     SCRL5R - Anderis Journal
     SCRL5S - Dezekiel's Scroll

     SHIELDS:

     SHLD01 - Small Shield
     SHLD02 - Small Shield +1
     SHLD03 - Medium Shield
     SHLD04 - Medium Shield +1
     SHLD05 - Large Shield
     SHLD06 - Large Shield +1
     SHLD07 - Large Shield +1, +4 vs Missiles
     SHLD08 - Buckler
     SHLD09 - Buckler
     SHLD10 - Buckler
     SHLD11 - Small Shield
     SHLD12 - Small Shield
     SHLD13 - Medium Shield
     SHLD14 - Medium Shield
     SHLD15 - Large Shield
     SHLD16 - Large Shield
     SHLD18 - Large Shield
     SHLD19 - Large Shield +2
     SHLD20 - Kiel's Buckler

     SLINGS:

     SLNG01 - Sling
     SLNG02 - Sling +1
     SLNG03 - Sling +3

     SPEARS:

     SPER01 - Spear
     SPER02 - Spear +1
     SPER03 - Spear +3, Backbiter
     SPER04 - Spear

     STAVES:

     STAF01 - Quarterstaff
     STAF02 - Quarterstaff +1
     STAF03 - Quarterstaff
     STAF04 - Quarterstaff
     STAF05 - Staff of Striking
     STAF06 - Staff Mace
     STAF07 - Staff Spear +2
     STAF08 - Quarterstaff +3

     ONE HANDED SWORDS:

     SW1H01 - Bastard Sword
     SW1H02 - Bastard Sword +1
     SW1H03 - Bastard Sword +1, Shapeshifters
     SW1H04 - Long Sword
     SW1H05 - Long Sword +1
     SW1H06 - Long Sword +2
     SW1H07 - Short Sword
     SW1H08 - Short Sword +1
     SW1H09 - Short Sword +2
     SW1H10 - Short Sword of Backstabbing
     SW1H11 - Odd Flame Sword (Creature Attack?)
     SW1H12 - Hull's Long Sword
     SW1H13 - Moonblade
     SW1H14 - Short Sword +1
     SW1H15 - Scimitar +3, Frostbrand
     SW1H16 - Scimitar +5, Defender
     SW1H17 - Perdue's Short Sword
     SW1H18 - Sword of Balduran
     SW1H19 - The Vampire's Revenge (cursed)
     SW1H20 - Scimitar
     SW1H21 - Short Sword
     SW1H22 - Scimitar +1
     SW1H23 - Scimitar +2
     SW1H24 - Long Sword +1, Flame Tongue

     TWO HANDED SWORDS:

     SW2H01 - Two Handed Sword
     SW2H02 - Two Handed Sword +1
     SW2H03 - Two Handed Sword, Berserking
     SW2H05 - Two Handed Sword (no image)
     SW2H06 - Spider's Bane
     SW2H07 - Two Handed Sword +3
     SW2H08 - Two Handed sword +2

     WANDS:

     WAND02 - Wand of Fear
     WAND03 - Wand of Magic Missiles
     WAND04 - Wand of Paralyzation
     WAND05 - Wand of Fire
     WAND06 - Wand of Frost
     WAND07 - Wand of Lightning
     WAND08 - Wand of Sleep
     WAND09 - Wand of Polymorphing
     WAND10 - Wand of Monster Summoning
     WAND11 - Wand of the Heavens
     WAND12 - Wand of Magic Missiles

     CROSSBOWS:

     XBOW01 - Heavy Crossbow
     XBOW02 - Heavy Crossbow +1
     XBOW03 - Heavy Crossbow of Accuracy
     XBOW04 - Light Crossbow
     XBOW05 - Light Crossbow +1
     XBOW06 - Light Crossbow of Speed

 Creature Creating
 -----------------

   Similar to Item creating, you use this code:

       CLUAConsole:CreateCreature("yyyyyy")

   Where "yyyyyy" is the name of the NPC/Creature that you wish to create.
   Notice that most have a maximum of 6 letters per creature. (though some
   have more)

   Here are some of the Creature Codes:

     aasim
     Alora
     barslim          -- Bartender from the Green Slime tavern (dies quickly)
     bub              -- Bub Snikt
     chimp5           -- Flaming Fist Mercenary, from HQ in BG
     coksmth          -- Peter of the North
     flind
     Khalid
     kirinh           -- creates Kirinhale, the Nymph from Durlag's Tower
     kobold
     Noober
     Ray              -- creates a diseased gibberling with exp of over 3000
     Minsc
     ogre
     ogreha           -- half ogre
     shadow           -- a Thief
     sirine
     sprat            -- a messenger
     thalan           -- Thalantyr, the Mage from High Hedge
     tick             -- just some loser guy
     ughh             -- a big Ogre guy
     utor             -- a scared slave
     werewo           -- Werewolf
     wyvern
     wyvernba         -- Baby Wyvern
     wyvernbi         -- Greater Wyvern
     xvart
     zorl


 Other Cheat Codes
 -----------------

   CLUAConsole:SetCurrentXP("XXXXX") -- sets the EXP of all party members to
                                        the amount in quotes
   CLUAConsole:AddGold("XXXXX") -- Gives you as much gold as in quotes
   CLUAConsole:MoveToArea("ARXXXX") -- Moves you to the Area in the quotes
                                       (these are the areas you see when you
                                       hit the 'L' key to get your location)
   CLUAConsole:SetWeather(#) -- Use one of the following 3 settings:
                                         0 - No Weather
                                         1 - Rain
                                         2 - Snow
   CLUAConsole:PlaySound("zzzzzzza") -- Plays a sound from the Sounds folder




-------------------------------------------------------------------------------
H. Online Resources                                                  [HNLNRS]
-------------------------------------------------------------------------------

 _____________________________
 Really Good All Around Sites:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   http://www.bioware.com/          -- the Official Page (sort of)
   http://www.bgchronicles.com/
   http://www.bgrealms.com/
   http://www.teambg.eu/  -- has a lot of good editors, also has a pretty
                              decent portraits section
   http://www.tgeweb.com/gaming/baldur/baldursgate.htm

 __________
 Portraits:
 ¯¯¯¯¯¯¯¯¯¯
   http://hometown.aol.com/ldyjaheira/bgindex.html
   http://www.geocities.com/TimesSquare/Tower/1602/
   http://www.xmission.com/~jester/

 _______
 Sounds:
 ¯¯¯¯¯¯¯
   http://home.adelphia.net/~debacle/
   http://www.geocities.com/TimesSquare/Corridor/7196
   http://www.geocities.com/TimesSquare/Corridor/7261

 _______________________
 Forgotten Realms Links:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   http://www.faerun.com/
   http://www.candlekeep.com/

 ________________________
 Other Really Good Sites:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   http://www.gamefaqs.com/         -- the best source for Game FAQs!
   http://manymoose.8m.com/         -- my site!  Not updated in awhile, though

 _______
 Usenet:
 ¯¯¯¯¯¯¯
   alt.games.baldurs-gate
   alt.baldurs-gate


-------------------------------------------------------------------------------
I. Strange Things                                                    [ISTRNG]
-------------------------------------------------------------------------------

 _____________________________________________________________________________
 Baldur's Gate Readme and Manual Addenda Release Version 1.1.4315 (from Duncan
 Clay)
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

   2c.  Corrections to the Manual and Quick Reference Card

        Manual Corrections

        p.26  Dual Classing
        The only classes than cannot dual class are the Paladin, Ranger, and
        Bard, though others may have restrictions on which classes they can
        switch to.  The character must also have 15 in all the prime
        requisites of his first class, and 17 in those of the second class.

        The Ranger CAN dual class to a Cleric/Ranger.

   TABLES

     Table 7: Ranged Weapons

     Weapon         |1/2|ROF|Spd|Hit|Dam| Useable By
     ---------------|---|---|---|---|---|------------
     Light Crossbow | 2 | 1 | 7 | - | - | F,R,P,B,T

     Thieves CAN use Light Crossbows, but in the manual and in the game it
     incorrectly states that they cannot.  This makes the "Light Crossbow of
     Speed" a good choice for your thief.

 ____
 Bugs
 ¯¯¯¯

   If you answer as follows when talking to Tremain Belde'ar the game crashes
   (House in BG West AR0617) (from Duncan Clay)

     (2) I Would know what payment I can expect.  I'll not take this task
     with out knowing what it is worth.

     (1) Magic or no.  I should require more than a meager amount of gold.
     Certainly if many adventurers give so much, there be ample coin in
     church holdings?  Make that mine and we have a deal.

 ________________________________
 Inconsistencies and/or Mistakes:
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

   After clearing the Cloakwood Mines, talk to Officer Vai and she will say:
   "You efforts have not..."  A clear grammatical mistake.

   When asking Eldoth to rejoin the party he replies with "I though as
   much..." when he meant to say "I thought as much".

   Try this one on for size:  After I had Viconia get kissed by Shoal the
   Nereid, she gets killed, but then later revived.  Now, Viconia didn't
   really have a chance to kill anything after this, and when I checked her
   information it said that her most powerful vanquished foe was "Viconia".

   I had the Subtitles turned on, and when Kivan made his little Tired sound
   ("It is time for us to rest") the text read "I will lead for as long as I
   am needed."

   While in Durlag's Tower while doing the Nymph subquest, every time I went
   up to the Fourth Level, it had reset.  In other words, each time it was
   like I had never been there!  And after freeing Kirinhale, she was still
   there asking for a release!  And here's the best part, if I talked to her
   twice, she gets freed again, and I get the 4000 experience AGAIN!  Not only
   that, but Riggilo is brought back to life as well.  This is very very
   strange!  I am not sure why this happened, or if it will happen on anyone
   else's computer.

 _________
 Oddities:
 ¯¯¯¯¯¯¯¯¯

   You can kill cows and other animals, and not only will it not affect your
   reputation, but the local townspeople don't even seem to care that you are
   slaughtering their animals!

   You can even kill your own party members, without anyone caring.  Once I
   had Minsc kill Dynaheir, and he still mourned her death later!

   After Melicamp is restored from being a chicken, he will still make Chicken
   noises randomly!

   Is it just me, or do Xvarts look like larger versions of Smurfs?

   Here's a fun one.  While in the Helm and Cloak Inn, I got caught stealing,
   and the guard appeared.  I ignored them so I wouldn't lose anymore than 1
   reputation.  Well there is also a band of adventurers there called the
   Gorpel Hind.  The Gorpel Hind people started killing the Flaming Fist for
   me at no loss to my own reputation!  Sweet!

   I had Coran in my party, and since he is a Fighter/Thief I kept two sets of
   armor for him, one for AC and the other for Thieving (a Plate Mail +1 and
   Shadow Armor respectively) and whenever I would switch from the plate to
   the shadow, he would no longer walk, he would "float" (it looked like he
   was standing still, and just flying).  Odd.  This may also have been
   because he was wearing the Girdle of Femininity at the time.

   I was wandering around with an Evil party, and the reputation wasn't very
   good (it was 4).  Well I went into Nashkel, and naturally, the Amnish
   soldiers there attacked me.  This irritated me, so I went into the temple,
   and bought myself a better reputation (18).  But now, everytime I go
   through Nashkel, I get attacked by these same soldiers, and if I attack
   them, I lose reputation.  Haven't they heard that I'm good now?

   I've gotten an extra party member not mentioned in FAQ (i think he's
   not) twice. When you take a pair of people (like Xzar and Montaron) kill
   the other one away. Leave the other one off normally. I don't know if it
   can be done instantly or only later, but when you take the character
   back to your party, he/she will have a new partner with him/her to
   replace the dead one! I cant remember the name, but he was a human
   warrior with all blue clothes, STR 9 and other stats 6, and no face at
   all, only a ? on the place of the picture. I've done it with
   Khalid/Jaheira and Xzar/Montaron, if I remember correctly, but I did it
   at least once, im sure of that. It's pretty useless but at least its
   fun, I'd say. I tried that today, but I couldn't make it work right now.
   But believe me, I have done it.   (from Juha Alm)

   Got a piece of Baldurs Gate info that you may find interesting.  It is in
   regard to the Character Bub Snikt.  If you don't know this allready I
   believe this character is a link to Marvel Comic's X-Men.  Wolverine (i'm
   sure you know of him)has a couple of 'trademarks'.  One is calling people
   'Bub' and the other is the sound his claws make when he pops them out,
   which is 'SNIKT'.  Well if you didn't know this you do now. :o)
      (from LoGaN©)


 _______
 Comedy:
 ¯¯¯¯¯¯¯

   In the Red Sheaf Inn in Beregost you can talk to Lachluger, who quotes a
   Monty Python sketch, "Oh I'm a lumberjack and I'm ok, I sleep all night and
   I work all day".

   Speaking of Monty Python, if Garrick gets hurt enough and has to run away
   he will sing "Brave Brave Sir Garrick, Sir Garrick ran away!" straight from
   Monty Python and the Holy Grail.

   After having killed Marl, if you click on his friend Dunkin he will say
   "Hey don't click me!  I don't want any trouble!"

   When Thalantyr is restoring Melicamp from being a chicken he casts the
   dread spell "Antichickenator".

   Some of the graves in the Nashkel cemetery are quite amusing to read.
   Beware, don't read a certain grave too many times or its occupant may kill
   you!  (see the Nashkel section for more information)  Kinda reminds me of
   the Haunted Mansion in Disneyland.

   In the Nashkel Carnival, in one of the tents, you can find a fat commoner
   who claims that he is "Big Boned".  Taken straight from South Park.

   Just South of Nashkel you will find a Kobold named Larry, and his two
   brothers a Tasloi named Darryl, and an Xvart named Darryl.  This was a joke
   from the Bob Newhart Show.

   Two of Yeslick's more uncommon speeches are fairly amusing.  In one he
   says:  "You owe 16 tons, what do you get?" and in another he whistles the
   same theme that the Dwarves do in Snow White and the 7 Dwarves.

     Mer. Pike sent me this:

       I'd like to pass along a useless bit of information that you may or may
       not know about one of Yeslick's lines you mentioned, "You owe 16 tons,
       what do you get?" This line is part of a song by Tennessee Ernie Ford
       which is called, shockingly enough, Sixteen Tons.  It goes something
       like this:

         I was born one morning when the sun didn't shine
         I picked up me shovel and walked to the mine
         I loaded sixteen tons of #9 coal
         The straw-boss said, "Well, bless my soul"

         You load sixteen tons and what do you get?
         You get one day older and deeper in debt
         Saint Peter don't you call me, 'cause I can't go
         I owe my soul to the company store

         Well, some people say a man is made out of mud
         I say a poor man's made out of muscle and blood
         Muscle and blood, and skin and bone
         A mind that's weak and a back that's strong

         You load sixteen tons and what do you get?
         You get one day older and deeper in debt
         Saint Peter don't you call me, 'cause I can't go
         I owe my soul to the company store

   Minsc says a lot of funny things, but one of them is from MST3K:
   "I'm Huge!" (from Cave Dwellers, MST3K)

   One of Quayle's lines is: "I am so Smart! S-M-R-T, I mean S-M-A-R-T" which
   is taken directly from the Simpsons, where Homer goes back to college.

   One of Xzar's lines is: "I ate his liver with a nice Chianti and some fava
   beans."  Which is a line from Silence of the Lambs, said by Hannibal
   Lechter.

   A Shar-Teel line goes like this "I don't have time to bleed."  Which is
   quoted from the Predator as said by Jesse Ventura (yes THAT Jesse
   Ventura!).

   Here's a couple lines from Tiax which struck me as funny:  "The day comes
   when TIAX will point and click!" and "Tiax is as Tiax does." a parody on
   Forrest Gump's "Stupid is as Stupid does."  Does that make Tiax stupid?
   Among other things...

   If you click on Khalid a few times he'll stutter out "Th-th-that's all
   folks", the classic Porky Pig line from Looney Tunes.

   Some of Garrick's lines are amusing.  Here's Garricks take on Mr. Rogers:
   "It's a beautiful day in the neighborhood." (sung)  And he also does a mean
   Monty Python routine: "Brave brave Sir Garrick, Sir Garrick led the way.
   Brave brave Sir Garrick, Sir Garrick ran away."

   And how about Alora's Ren and Stimpy impersonation: "Happy Happy! Joy Joy!"

   Dennis Matheson has some more:

     Alora - Repeated Selected 2: "C'mon people now, smile
     on your brother. Everybody get together, try to love
     one another right now." - This is the chorus for the
     song "Get Together" by the Youngbloods; a '60s rock
     group.

     Also, it appears that Alora's line "I've heard if you
     go too long without smiling, your face will crack!" is
     directed at Dynaheir.  At least, Dynaheir responds to
     it with her line "I pray thee did not kiss thy mother
     with that mouth."

     Coran - Action Acknowledgement 1:  "Luck be a Lady." -
     Title of a song by Frank Sinatra.

     Dynaheir - Repeated Selected 2: "These boots were made
     for walking, and that's just what they'll do." - From
     the song "These Boots are Made for Walking" by Nancy
     Sinatra.

     (Hmmm... Is there a Sinatra fan at Black Isle?)

     Khalid - Repeated Selected 3: "Ch-ch-ch *hehe*
     ch-ch-chia!" - From the Chia Pet commercials.  (Why?)

     Montaron - Repeated Selected 1: "I warrant your
     attention?  Oh frabgerous day,kaloo kaley!" - From the
     poem Jabberwocky (the "Oh frabgerous day..." part)

     Xzar - Battle Cry: "I have become death!  Destroyer of
     Worlds!" - Robert Oppenheimer allegedly said this
     after the explosion of the first atomic bomb at
     Trinity.  Originally from the Hindu text "Bhagavad
     Gita".


-------------------------------------------------------------------------------
J.  The Dark Side of the Sword Coast                                 [JMMDSS]
-------------------------------------------------------------------------------

 So, think that you've done everything that you can possibly do in Baldur's
 Gate and its Expansion, Tales of the Sword Coast?  Well how about adding a
 few new challenges via TeamBG's wonderful little mod pack, called the
 "Dark Side of the Sword Coast"!

 You can find the DSotSC here:

   http://darksideoftheswordcoast.net/

   Note:  The Dark Side of the Sword Coast is NOT in any way shape or form
          supported by BioWare, Black Isle, or Interplay, and as such, if you
          encounter problems with the DSotSC, you should NOT email them!  For
          all support of DSotSC, check out the link above.

 Here is a list of changes/additions that come with the DSotSC mod: (this list
 is taken directly from the DSotSC website)

   * This is an expansion aimed at a 9-12th level party.  So I advise that you
     take the party thru all of TotSC First!  But you have to do that after
     you have installed this expansion.  Otherwise the new areas will not be
     available.  Of course you can always import your party in.
   * 4 major quests well at the level of Durlag's Tower or Werewolf Island.
   * More powerful monsters than anything yet experienced.
   * Over 30 new areas.
   * 100 new spells.
   * Over 70 new critters.
   * 80 new weapons, armor and other items.
   * 8 New NPCs to join your group and some surprises!
   * Experience cap raised to 20 million.
   * Level 40 rules pack is included (instead of the level 20 rules that come
     with BG/TotSC).
   * Included is the program "BG/TotSC Backup Tool" to allow the backup and
     restoring of your original BG/TotSC files (like "dialog.tlk", "Override"
     folder and "Characters" folder).  You MUST use this tool prior to
     installing DSotSC!!!
   * All of this is in a FREE download about 14 MB in size!!!
   * We will also put up a seperate download containing a save game similar to
     the one included with TotSC that will allow you to start your game at the
     start of the most intense phase of the add-on (but if you do this, you
     will miss some of the fun).

   Tip:  Most of the cool stuff in DSotSC doesn't appear in the game until
         Chapter 5.  Once you get to Chapter 5, head over to the Friendly Arm
         Inn to find a new NPC... and a new quest...

 Again, the DSotSC is an UNofficial add-on to the game, and is not supported
 by Bioware, Black Isle, or Interplay.


===============================================================================
                              Final Words...                        [FNLWRD]
===============================================================================

ASCII Art created using the ASCII Art Maker by LTS (freeware)
 You can possibly (doubtfully) find it at http://www.download.com/

This FAQ was writen entirely using the GWD Text Editor:  (shareware)
 http://www.gwdsoft.com/

This FAQ was then updated using Notepad++:
 http://notepad-plus.sourceforge.net/uk/site.htm

_________________________
Special Thanks: (Credits)
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 Thomas de Roode has a trick for getting 500 gold over and over
 Gonzalo Jéldrez for a way to fight Sirines
 Ghostly for an Ulcaster double exp trick
 Dennis Matheson has a nifty strategy for beating Sarevok
 Aaron McConnell found a cache of items in the Werewolf shipwreck
 John Lucas for a interesting way to use the Phoenix Guards to kill soldiers
 GRiM for the Ettercap's cave & treasure
 Tonton Fred for an alternative way to deal with Brage
 The Bruce for a Star Sapphire note
 Dave for telling me that I could kill Zhurlong without losing reputation
   (which caused me to notice that you can kill quite a few NPC's without
   losing reputation, which is very very odd!)
 Orlandu for a great many things
 Ultradraco for some specifics on Noober
 Alex Malano for pointing out that I had left Xan out of Sounds
 Gabriel N. J. Sheets for some info on the Hentold Dagger subquest
 Andy Miller for the missing subquest and Durlyle information
 Stephen Ashton for the solution to Nadine's subquest
 Peter Cheong Choon Wah for a thing on Brielbara and Coran
 Jones for information on some wizards and Shar-Teel
 NCPFLJohn for some information on Farmer Brun's son
 KyleEChu for tips on killing Drizzt and Davaeorn
 Starlight for the thing on Nemphre
 Preston Lloid for his Names and Name creating strategy (Appendix D)
 Mer. Pike for his Yeslick Singing information (see Oddities)
 Andrey Moujikov for some Nadine information
 Jesse LaCroix for the Ramazith information
 Matt Canfield for his Nymph's Hair/Cloak info
 D Sanders for his info on reversing charms
 Kelvin Groves for sending information on Doomsayer and Item Creation
 The Real FXD for some general tips and quests
 edwardalacey for lots of stuff
 Operador de Sala for the Perdue's Short Sword thing
 Patrick for information about NPC Sounds
 Douglas D. for a strategy in Durlag's Tower
 Dark Angel ([email protected]) for his alternate way to complete the
   Lothandar's Geas subquest
 Duncan Clay for some Items, Corrections, and Exp Charts
 Jon WolF for telling me what a "nereid" is
 Terry deBoer for an evil way to solve the Prism subquest
 LrdGrifter for telling me that Tempus is neutral
 Juha Alm for a new way to kill Drizzt, and some other stuff
 ArtAllison for a missing subquest near the end of the game
 Scott Werner for the Helm/Cloak of Balduran thing
 Scott Slonaker for the duplicate Gorpel Hind trick
 MartectX for lots of little fixes
 Rolf Zehb for the Candlekeep NPC trick
 Silviu for a LOT of information
 Robert Coutinho
 Sir Erik Esoteric
 John Van De Graaf
 Yamian
 Josh Clue
 Master.SoR
 Brad McClintock
 Dr. Gummipress
 danecobain
 Sergio D. Morozov ([email protected])
 CJayC for posting this FAQ

 Anyone who emails me with nice things to say, you are appreciated!
 Bioware for making such a great little game!


_________________________
Shameless Self Promotion:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 I am Dan Simpson ([email protected]) and have also written FAQs for:

   NES:      Disney Adventures in the Magic Kingdom
             Final Fantasy -- Magic FAQ
             The Legend of Zelda
   SNES:     Aerobiz
             Aerobiz Supersonic
             Utopia: Creation of a Nation
   Genesis:  StarFlight
   PSX:      Thousand Arms -- Walkthrough
                           -- Forging/Dating FAQ
   PS2:      Madden NFL 2001
   XBOX:     Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
                                                 -- Influence Guide
   PC:       AD&D Rules FAQ, 2nd and 3rd Editions
             Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                         NPC List
                                                         Creature List
             Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                -- Items List
                                                -- Class FAQ
                                                -- Creature List
             Civilization III (incomplete)
             Colonization -- the Single Colony Strategy Guide
                          -- the Cheat Guide
             Drakan: Order of the Flame
             Dungeon Hack
             Icewind Dale & Heart of Winter -- FAQ/Walkthrough
                                               Items List
                                               Kresselack's Tomb Map (JPG)
                                               Burial Isle Map (JPG)
                                               Shattered Hand Map (JPG)
             Icewind Dale II                -- Items List
             Master of Magic (revision)
             Messiah
             Pharaoh (currently being edited by Red Phoenix)
             Planescape: Torment  -- FAQ/Walkthrough
                                     Items Listing
             Rollercoaster Tycoon
             Sid Meier's Alpha Centauri
             The Sims
             Ultima 4: Quest of the Avatar
             Ultima 7: The Black Gate
             Ultima 7 Part 2: Serpent Isle
             Ultima Underworld -- Keyboard Commands
             Ultima Underworld II -- Keyboard Commands
                                  -- Spell List
 All of my FAQs can be found at:
   http://www.gamefaqs.com/features/recognition/2203.html
   ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯


________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Preliminary Version 0.1 (8-17-99, 32k)
Preliminary Version 0.2 (8-18-99, 41k)
 Changed the format
 Fixed some errors
 Finished the North of FAI section and the Introduction
 Filled in the Team BG Editors
 Small Changes
Preliminary Version 0.3 (8-22-99, 53k)
 Added reputation to General Strategies
 Renamed Appendix D to "Non Editor Cheats"
 Finished the Beregost section
 Added all the Beregost Shopping information
 Small Changes
Preliminary Version 0.4 (8-23-99, 62k)
 Added 2 new sub-sections, High Hedge and Area SW of Beregost
 Added the Final Words... section
 Filled in the missing information on Landrin's Spiders subquests
 Started filling in the Spells section
 Added the High Hedge shopping information
 Small Changes
Preliminary Version 0.5 (8-28-99, 77k)
 Added the section "Miscellaneous Information" to the Appendix
 Added a new sub-section, Area S-SW of Beregost
 Added a new sub-section, Area S of Beregost
 Added a new sub-section, Area N of Nashkel
 Added a new sub-section, Area W of Nashkel
 Added a new sub-section, Area N of Gnollish Stronghold
 Added a new sub-section, Gnollish Stronghold
 Filled in the section Nashkel
 Fixed a small mistake
 Reordered the Named Monster list
 Added Minsc and Dynaheir to the Companions listing
 Small Changes
Preliminary Version 0.51 (8-30-99, 79k)
 Added some new Online Resources
 Added a new Non Editor Cheat
 Small Changes
Preliminary Version 0.6 (8-31-99, 101k)
 Changed the format a little
 Added a new general strategy
 Added a new sub-section, Carnival
 Added a new sub-section, Area SW of Nashkel
 Added a new sub-section, Area S of Nashkel
 Added a new sub-section, Nashkel Mines (Interior)
 Added a new sub-section, Area NE of Nashkel Mines
 Added a new sub-section, Area E of Nashkel Mines
 Filled in the Nashkel Mines (Exterior)
 Added shopping information for the Carnival
 Added Branwen, Kivan and Xan to the Companions listing
 Small Changes
Preliminary Version 0.61 (9-1-99, 102k)
 Fixed a stupid stupid mistake (stupid!)
 Changed the Non Editor cheat around somewhat
 More Small Format Changes (I'll never be happy with a format, NEVER!)
 Small Teensy Tiny Changes
Preliminary Version 0.7 (9-3-99, 131k)
 Filled in the sub-section Area E of Nashkel Mines
 Filled in the section, Beregost Revisited
 Added the section, Nashkel Revisited
 Added the section, On the Trail of Bandits (Area N of Beregost)
 Added the section, Bandit Camp
 Added a new sub-section, Temple (Area E of Beregost)
 Added a new sub-section, Ulcaster (Area S of Temple)
 Added a new sub-section, Ulcaster Dungeon
 Added a new sub-section, Area S of Ulcaster
 Added a new sub-section, Area E of Temple
 Added a new sub-section, Larswood
 Added a new sub-section, Peldvale
 Added 2 new gods to the god listing and generally expanded it
 Added a special thanks area to the Final Words... section
 Added the Mega Constitution thing to the Miscellaneous Information section
 Expanded the Fighting General Strategy
 Added the Personal Note below
 Added Shar-Teel to the Companions listing
 Filled in the missing Viconia information
 Added Racial Ability Adjustments to the Miscellaneous Information section
 Added Paladin and Ranger Spell Progression Charts to the Misc. Info section
 Added Weapon Proficiencies to the Miscellaneous Information section
 Added THAC0 Information to the Miscellaneous Information section
 Small Changes
Preliminary Version 0.71 (9-4-99, 132k)
 Added 2 new online links
 Wrote some new stuff into the Intro
 Yet another small format change!
 Fixed the Noober thing
 Small Changes
Preliminary Version 0.72 (9-5-99, 138k)
 Updated the Gods listing
 Divided up the Durlag's Tower section to Above Ground and Underground areas
 Changed how Companions are handled in each walkthrough section
 Small Changes
Preliminary Version 0.725 (9-6-99, 139k)
 Filled in the Bandit Camp section (well... not all the way!)
 Added the section, Cloakwood
 Added the section, NPC Sounds, to the Appendix
 Updated the gods listing again
Preliminary Version 0.73 (9-19-99, 150k)
 Finished the Bandit Camp section (no, really!)
 Added the section, Guide to Naming Characters to the Appendix
 Filled in the PC sounds in the sounds listing
 Added bunches of NPC sounds too
 Added the section, Ulgoth's Beard
 Small Changes
Preliminary Version 0.8 (9-24-99, 184k)
 Added a new sub section, Back to Beregost
 Added a new sub section, Area W of High Hedge
 Added a new sub section, Lighthouse
 Added a new sub section, Area S of Lighthouse
 Added a new sub section, Area E of Larswood
 Added a new section, Cloakwood Mines (Exterior)
 Added a new sub section, Cloakwood Mines (Interior)
 Added three new sub sections for the Cloakwood Forests
 Added the section Baldur's Gate Bridge
 Added a new sub section, Farm N of Baldur's Gate Bridge
 Added tons of new NPC sounds
 Added some new Inconsistencies and/or Mistakes
 Small Changes
Preliminary Version 0.81 (9-25-99, 198k)
 Filled in the Shopping information for Ulgoth's Beard and Durlag's Tower
 Filled in the Ulgoth's Beard section
 Filled in the Durlag's Tower Above Ground Section as well
 Added a sub section for the Ice Dungeon
 Changed how the Tales of the Sword Coast items are numbered
 Added a new mistake in the Strange Things section
 Small Changes
Preliminary Version 0.82 (9-26-99, 202k)
 Added "Treasures" to each section that have good treasures
 Fixed a bunch of small mistakes
 Small Changes
Preliminary Version 0.83 (9-29-99, 236k)
 Added the What's New up top
 Filled in the Durlag's Tower Underground sub section
 Added the Ulgoth's Beard Revisited sub section
 Added 7 new Editors to the Utilities and Editors Section in the Appendix.
   (Biffstripper and WAVC to WAV converter, Gatekeeper, and 4 Items Editors)
 Added lots of new NPC sounds
 Small format changes
 Small Changes
Preliminary Version 0.9 (9-30-99, 280k)
 Added the Baldur's Gate section (which will be completed later)
 Finished the Tales of the Sword Coast Walkthrough (Added the Werewolves'
    Island sections)
 Added the Default PC sounds
 Edited the NPC's section
 Added the big thing to Non Editor Cheats
 Renamed NPC Sounds to Character Sounds
 Small Changes
Preliminary Version 0.91 (10-4-99, 296k)
 Added more sections dealing with Baldur's Gate (the city)
 Added lots and lots more sounds
 Small Changes
Preliminary Version 0.92 (10-7-99, 310k)
 Added more sections dealing with Baldur's Gate (the city)
 Filled in some of the BG sections that I had left hanging
 Added lots and lots more sounds
 Fixed several small mistakes
 Small Changes
Preliminary Version 0.93 (10-9-99, 327k)
 Added yet more Sounds
 Added Tiax to the Companions listing
 Added more Baldur's Gate City sections, and filled in ones I already had
 Small Changes
Preliminary Version 0.94 (10-10-99, 349k)
 Filled in more information on Baldur's Gate (the city)
 Added new sections for Baldur's Gate
 Added the Candlekeep Revisisted Section
 Added even more Sounds
 Small Changes
Preliminary Version 0.95 (10-11-99, 372k)
 Added sections for Gullykin and Firewine Bridge Ruins
 Filled in lots more Baldur's Gate info
 Sorted out the Spells listing (Alphabetically!)
 Added Alora and Skie to the Companions listing
 Small Changes
Preliminary Version 0.96 (10-13-99, 388k)
 Added the Charisma +1 Book
 Added more Item Codes
 Filled in the Candlekeep Revisited Section
 Added the Candlekeep Catacombs Section
 Added more Sounds
 Small Changes
Finished Version 1.0 (10-14-99, 419k)
 Added the Baldur's Gate Revisited Section
 Added the Ducal Palace Section
 Added the On the Trail of Sarevok section
 Added the Hidden City Section
 Filled in lots of missing information (like the Cloak of Balduran)</pre><pre id="faqspan-13">
 Finished filling in all the Sounds
 Small Changes
Changes in Version 1.1 (10-18-99, 423k)
 Left Xan out of the Sounds listing, this is now fixed
 Small updates and changes
Changes in Version 1.2 (10-23-99, 424k)
 Changed one subquest a little
Changes in Version 1.3 (12-16-99, 428k)
 Added a new subquest (thanks to Andy Miller!)
 Small Changes
Changes in Version 1.4 (2-13-00, 429k)
 Got the solution to one subquest
 Other Small Changes
Changes in Version 1.5 (2-21-00, 430k)
 Added to one subquest
 Added some new information from Jones
Changes in Version 1.51 (3-1-00, 431k)
 Fixed some TINY mistakes
 Other Small Changes
Changes in Version 1.59 (3-29-00, 433k)
 Added one bit of info about Farmer Brun's Son (Section 2a) from NCPFLJohn
 Copied the Credits into the Notes section
 Redid the format at the top of the FAQ (centered a few things)
 Filled in some missing FAQs in my Shameless Self Promotion
 Other Small Changes
Changes in Version 1.6 (3-30-00, 437k)
 Added KyleEChu's method for killing Drizzt
 Also added KyleEChu's method for killing Davaeorn
 Other Small Changes
Changes in Version 1.61 (3-31-00, 438k)
 Added a thing from Starlight about Nemphre
 Added some information from Preston Lloid about names (Appendix D)
Changes in Version 1.62 (4-8-00, 440k)
 Added a thing on Yeslick's singing from Mer. Pike
Changes in Version 1.63 (4-14-00, 440k)
 Updated the Nadine's Son subquest yet again, thanks to Andrey Moujikov
Changes in Version 1.64 (4-17-00, 442k)
 Added a note from Jesse LaCroix about Ramazith's Nymph
Changes in Version 1.65 (4-23-00, 443k)
 Added a small note from Matt Canfield about Nymph's Hair
 Other Small Changes
Changes in Version 1.7 (5-2-00, 448k)
 Added a ton of things from Kelvin Groves, such as a neat trick for killing
   the Doomsayer, and some Item Creation tips (see Cheats)
 Other Small Changes
Changes in Version 2.0 (5-12-00, 484k)
 Fixed a misspelling
 Added lots of information from the Real FXD
 Created section 15i. Sewers Beneath Baldur's Gate
 Added Perdue's Short Sword Subquest thanks to Operador de Sala
 Added some information from Patrick in the NPC Sounds section
 Changed the Notes (see above) a bit
 Other Small Changes
Changes in Version 2.1 (5-17-00, 488k)
 Added some more stuff from edwardalacey
 And added one thing from Douglas D.
 Other Small Changes
Changes in Version 2.2 (5-28-00, 498k)
 A gazillion small changes all around the FAQ! (error corrections,
   clarifications, etc.)
 Added a note from edwardalacey about Cursed Potions
 Replaced section ii.) The Sword Coast with section ii.) Creating a Character
 TeamBG's website has changed, so I had to change their links
 Did a new ASCII art, which I think is much more attractive
Changes in Version 2.3 (6-8-00, 503k)
 Added information from Dark Angel about an alternative way to handle the
   Lothandar's Geas subquest in Baldur's Gate
 Added information on TeamBG's neat "Unofficial Add-on" to Baldur's Gate, the
   Dark Side of the Sword Coast (check out the new section in the Appendix:
   J. The Dark Side of the Sword Coast)
 Some other small changes
Changes in Version 2.4 (6-14-00, 514k)
 Added lots of new items from Duncan Clay
 Some small corrections
 Added Duncan Clay's Advanced Experience Charts
 Some other small changes
Changes in Version 2.41 (6-16-00, 515k)
 Added a note on how to get the Vampiric Sword (real name, "The Vampire's
   Revenge")
 Small Changes
Changes in Version 2.42 (6-18-00, 515k)
 One small correction about Shoal the Nereid (from Jon WolF)
Changes in Version 2.43 (6-19-00, 517k)
 Another bit of information from Jon WolF, this time about Shadow Druids
   (see section 8a)
 And some info from Terry deBoer about Prism's Emeralds, and an evil way to
   get some more money out of them
Changes in Version 2.44 (6-20-00, 518k)
 Just some new information from Operador de Sala (in Nashkel, and N of
   Gnollish Stronghold)
Changes in Version 2.5 (6-22-00, 521k)
 Added a new general strategy from Duncan Clay, having to do with Party
   Recruitment
 Added a Ring of Fire resistance, also from Duncan Clay
 Some other small changes
Changes in Version 2.51 (6-26-00, 521k)
 Just one small change
Changes in Version 2.6  (7-10-00, 524k)
 Added new information from Duncan Clay
 Added some new names
 Some other small stuff here and there
Changes in Version 2.61  (7-16-00, 526k)
 Added some more new information from Duncan Clay
Changes in Version 2.62  (8-3-00, 527k)
 Added some information from Juha Alm (a new way to kill Drizzt, etc.)
 Deleted the "Personal Note" that was just above the Stinger

 Version 2.7  September 19, 2000  536k

   Switched over to the new format, which involves a new Version History
   format (as you can see) and a new dateline at the top.  Added lots of new
   information from Scott Werner, ArtAllison, Scott Slonaker and MartectX.

   Finally Baldur's Gate II is almost out, so once I get that, I probably
   won't be updating this for a LONG while!

 Version 2.8  October 27, 2000  537k

   Added a trick from Rolf Zehb whereby you can keep the temporary NPC's from
   Candlekeep.

 Version 2.9  January 21, 2001  539k

   Added lots of information from Silviu.  Other small addendums.

 Version 3.0  July 3, 2001  551k

   Updated the format, and made bunches of corrections.  Also added various
   things from various contributors.

 Version 3.1  January 17, 2005  550k

   Changed my email address, and updated the format.

 Version 3.2  April 16, 2009  582k

   Added a note about Mr. Shade stealing the pantaloons from Sir Erik Esoteric.
   Also added Sir Erik's note on killing Shandalar. Added in a new section on
   Tweaking Baldur's Gate. Added a general strategy on Skeletons and Stinking
   Clouds from John Van De Graaf. Added CTRL-F codes to the table of contents.
   Added some pickpocketing notes from Yamian. Revised the Creating a
   Character section. Corrected an error in general strategies that made it
   look like DEX improves melee to hit; it does not. Added Josh Clue's advice
   to kill Firebead, and his alternate take on the Aldeth quest. Moved the
   walkthrough for Area N of Friendly Arm Inn to after Nashkel Mines, when it
   is a lot easier to complete. Clarified the coordinate system I use in the
   Introduction. A few dozen other small edits and fixes throughout the FAQ.

 Version 3.3  April 22, 2009  586k

   Added a section for "Frequently Asked Questions." Finally! I've been
   playing the game again using my guide as a reference. This gives me a good
   opportunity to revise and edit everything, which is what I've been doing.
   So, there are a lot of little edits here and there. Added a new note on
   stealing stuff from Dr. Gummipress.

 Version 3.31  May 2, 2009  586k

   Corrected a small mistake.

 Version 3.4  February 27, 2010  592k

   Rewrote the Tweaking Section and renamed it to "The Modern Baldur's Gate
   Install." Added a new FAQ about getting the cheats to work. Added another
   killing of Firebead from Josh Clue. Added some information from Sergio D.
   Morozov about Officer Vai, Gullykin and the Firewine Ruins.




________
Stinger:
¯¯¯¯¯¯¯¯
 Safana: "My feet are very sore, perhaps you could massage them?"
 Minsc:  "I take no offense from your comments. You just don't understand the
          bond I have with Boo."

_______________________________________________________________________________
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
This Document is Copyright 1999-2010 by Dan Simpson
Baldur's Gate and Tales of the Sword Coast are Copyright 1998-99 by Bioware

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on
any site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you
are posting it.  You may not charge for, or in any way profit from this FAQ.