Baldur’s Gate & The Tales of the Sword Coast

Baldur's Gate & The Tales of the Sword Coast

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

                                  May 2, 2009
                                 Version  3.31

                        Written by:  Dan Simpson
                             Email:  dsimpson.faqs@gmail.com

   When emailing, use this subject:  Baldur's Gate v 3.31



                                 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.



                                      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 (dkangel@dsuper.net),
  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

  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 1999-2009 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 3.31:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
    Corrected a small mistake.

  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] Tweaking Baldur's Gate
    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. Tweaking Baldur's Gate                                           [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.

    Enter, “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. 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.

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

    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). With the Widescreen
    mod, I can set my game resolution to whatever I want, so full-screen at
    1680x1050!

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

    Note: If you do end out using “EasyTutu” it does 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 EasyTutu, you can transfer your save-game
    in the exact same way as before, by copying the folder.

  Baldur's Gate Trilogy
  ---------------------
    An alternative to EasyTutu that uses the same concept is Baldur's Gate
    Trilogy. 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.

    I used this one on my old computer, but to keep things simpler this time, I
    went with Tutu.

  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 guard 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
        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).

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)


-------------------------------------------------------------------------------
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).

______________________________
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:  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:
        "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)

    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 afterwords...

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

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

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

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

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

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

Other:
  - 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
    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 filesblack islebaldur'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
    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...

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


-------------------------------------------------------------------------------
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  __|

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:  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)


-------------------------------------------------------------------------------
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

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:  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
           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 (dkangel@dsuper.net) 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.
    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
    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!
(dsimpson.faqs@gmail.com)

  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?"
    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!"
    ??????????:                "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: bg@mud-master.com
      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
        |    - 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 (dkangel@dsuper.net) 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
  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 (dsimpson.faqs@gmail.com) 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)
  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.



________
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 1999-2009 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.

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