_______________________________________________________________________________
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 &&& &&&&&&&&&&&             &&&
 &&&&&&&&  &&&&&&            &&&    &&&&                             &
 &&&&&&     &&&&&            &&&     &&&&                            &
 &&&&&      &&&&&            &&&       &&&                           &
 &&&&&      &&&&&  &&&&&& &  &&&     &&&&&&   &&&&&&  &&& &&  &&&&       &&&&&&
 &&&&&     &&&&&& &&&  &&&&  &&&   &&&& &&&&   &&&    &&  &&&&  &&&&   &&&  &&&
 &&&&     &&&&&  &&&    &&&  &&&  &&&     &&& &&&     &&  &&&    &&&   &&
 &&&&&& &&&&&   &&&&    &&&  &&&  &&&     &&& &&&     &&  &&&    &&    &&&
 &&&&&&&&&&&&   &&&     &&&  &&&  &&&     &&& &&      &&  &&    &&&     &&&&&&
 &&&&     &&&&& &&&&   &&&&  &&&  &&&     &&  &&&    &&&  &&  &&&            &&
 &&&&      &&&&& &&&   &&&&  &&&   &&&   &&&  &&&   &&&&  && &&&&&     &&   &&&
 &&&&      &&&&&  &&&&&& &&  &&&&&  &&&&&&     &&&&& &&&  &&    &&&&   &&&&&&&
 &&&&      &&&&&
 &&&&&    &&&&&
&&&&&&&&&&&&&&        &&&&&&&&&&&&&&
&&&&&&&&&&&          &&&&&     &&&&&               &&&&
                   &&&&&         &&               &&&&
                   &&&&                           &&&        &&&&&
                  &&&&                 &&&&&&& & &&&&&&&&  &&&  &&&&
                  &&&&                &&&   &&&&  &&&     &&&    &&&&
                 &&&&      &&&&&&&    &&     &&&  &&&     &&&&&&&&&&&
                 &&&&      &&&&&&&&  &&&     &&&  &&&     &&&
                 &&&&     &    &&&&& &&&    &&&&  &&&     &&&      &&
                 &&&&          &&&&&  &&&  &&&&&  &&&&  & &&&     &&
                 &&&&&          &&&&   &&&&&& &&   &&&&&&  &&&&&&&&&
                  &&&&&        &&&&&
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                       &&&&&&&&&                                               
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ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

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

                               January 17, 2005
                                 Version  3.1

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

   When emailing, use this subject:  Baldur's Gate v 3.1



                                 Email Policy: (read before emailing me!)
                                 ŻŻŻŻŻŻŻŻŻŻŻŻŻ
          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.gamewinners.com/
   http://www.cheatcc.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.

Also, be sure to check out Baldurdash for various bugfixes:

  http://www.baldurdash.org/

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

  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 1999-2005 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 3.1:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    Changed my email address, and updated the format.

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



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

    i.   Introduction
    ii.  Creating a Character
    iii. Items
    iv.  Spells
    v.   NPC's
    vi.  General Strategies

    Walkthrough

    1.   Candlekeep
         a.  The Crossroads
    2.   Friendly Arm Inn
         a.  Area North of Friendly Arm Inn
    3.   Beregost
         a.  High Hedge
         b.  Area SW of Beregost
         c.  Area S-SW of Beregost
         d.  Area S of Beregost
         e.  Area N of Nashkel
         f.  Temple
    4.   Nashkel
         a.  Carnival
         b.  Area W of Nashkel
         c.  Area N of Gnollish Stronghold
         d.  Gnollish Stronghold
         e.  Area SW of Nashkel
         f.  Area S of Nashkel
    5.   Nashkel Mines (Exterior)
         a.  Nashkel Mines (Interior)
         b.  Area NE of Nashkel Mines
         c.  Area E of Nashkel Mines
    6.   Nashkel Revisited
    7.   Beregost Revisited
         a.  Area E of Temple
         b.  Ulcaster (Area S of Temple)
         c.  Ulcaster Dungeon
         d.  Area S of Ulcaster
    8.   On the Trail of Bandits (Area N of Beregost Revisited)
         a.  Larswood
         b.  Peldvale
    9.   Bandit Camp
         a.  Area E of Larswood
    10.  Back to Beregost
         a.  Area W of High Hedge
         b.  Lighthouse
         c.  Area S of Lighthouse
    11.  Cloakwood Forest
         a.  Cloakwood Forest Two
         b.  Cloakwood Forest Three
         c.  Cloakwood Forest Four
    12.  Cloakwood Mines (Exterior)
         a.  Cloakwood Mines (Interior)
    13.  Gullykin
         a.  Firewine Bridge
         b.  Firewine Ruins
    14.  Baldur's Gate Bridge
         a.  Farm N of Baldur's Gate Bridge
    15.  Baldur's Gate
         a.  Baldur's Gate NE Section
         b.  Baldur's Gate SE Section
         c.  The Harbor, Baldur's Gate S Section
         d.  Baldur's Gate SW Section
         e.  Baldur's Gate Central Section
         f.  Baldur's Gate W Section
         g.  Baldur's Gate NW Section
         h.  Baldur's Gate N Section
         i.  Sewers Beneath Baldur's Gate
    16.  Candlekeep Revisited
    17.  Candlekeep Catacombs
         a.  Candlekeep Catacombs 2
         b.  Candlekeep Catacombs 3
    18.  Baldur's Gate Revisited
    19.  The Ducal Palace
    20.  On the Trail of Sarevok
    21.  The Hidden City

    Tales of the Sword Coast

    1.   Ulgoth's Beard
         a.  The Ice Dungeon
    2.   Durlag's Tower (exterior)
         a.  Durlag's Tower (interior, above ground)
         b.  Durlag's Tower (interior, underground)
         c.  Ulgoth's Beard Revisited (Or the Soultaker and Aec'Letec)
    3.   Werewolves' Island
         a.  Werewolves' Island North
         b.  Shipwreck
         c.  Return to the Village
         d.  Underground Passage
         e.  Ulgoth's Beard Finale

    Appendices

    A.   Monsters & Monster Strategies
    B.   Miscellaneous Information
    C.   The Gods of the Realm
    D.   Guide to Naming Characters
    E.   Character Sounds
    F.   Utilities & Editors
    G.   Non Editor Cheats
    H.   Online Resources
    I.   Strange Things
    J.   The Dark Side of the Sword Coast

    Final Words...
         Credits
         Version History
         Stinger


-------------------------------------------------------------------------------
i. Introduction
-------------------------------------------------------------------------------

  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.


-------------------------------------------------------------------------------
ii. Creating a Character
-------------------------------------------------------------------------------

  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.

    Alignment:  Go with Lawful Good.  This starts your reputation at 12, and
                reputation is a good thing to have in abundance. (it makes 
                things cheaper)

                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.

    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 reroll constantly.  How good
                of stats you get mostly depends on how patient you are in
                rerolling.  You can customize your stats, if you want.  Simply
                decrease the amount in one stat, and use those points to
                increase another stat.

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

                  STR:  18/51
                  DEX:  11*
                  CON:  18
                  INT:  10
                  WIS:  10
                  CHA:  18

                  *  DEX can be low because of the Gauntlets of Dexterity, see
                     General Strategies below.

                  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 aren't a Fighter, then drop STR and improve the stat
                most associated with your ability.  INT for Mages, WIS for 
                Clerics, etc.

    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

             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.


-------------------------------------------------------------------------------
iii. Items
-------------------------------------------------------------------------------

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:  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, most shops close during the 
       night.

Note:  Your alignment effects 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)
  ŻŻŻŻŻ
    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
  ŻŻŻŻŻ
    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 (I think), 
    simply sell it to him, and then buy it back.

  _________________________________
  Jewels, Gems, and Other Valuables
  ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
    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.

      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
  ŻŻŻŻŻŻŻŻŻŻ

    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.


-------------------------------------------------------------------------------
iv. Spells
-------------------------------------------------------------------------------

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              568gp
      Protection from Lightning      568
      Remove Curse                   568


-------------------------------------------------------------------------------
v. NPC's
-------------------------------------------------------------------------------

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
  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.
  Yeslick -- a good cleric (you could also sub in Branwen or Viconia here)
  Safana -- you need a thief, and I like Safana.  (you can also sub in Imoen
            here)

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, and Evil 
last.

GOOD:          S  D  C  I  W  Ch       Race        Class           Alignment
ŻŻŻŻŻ          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      ŻŻŻŻŻŻ      ŻŻŻŻŻŻŻ         ŻŻŻŻŻŻŻŻŻŻŻ
  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.
    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 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.
    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
ŻŻŻŻŻŻŻŻ       ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      ŻŻŻŻŻŻ     ŻŻŻŻŻŻŻŻŻ      ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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 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)

  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
ŻŻŻŻŻ          ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ      ŻŻŻŻŻŻ      ŻŻŻŻŻŻŻŻ        ŻŻŻŻŻŻŻŻŻŻŻ
  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.
    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)


-------------------------------------------------------------------------------
vi. General Strategies
-------------------------------------------------------------------------------

___________________________________
Play as Multiplayer, even if Alone:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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?
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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 has a lower Armor Class, and Second, a high dexterity 
  allows a character to actually hit the enemy when he attacks instead of
  missing him.  Personally, I suggest skimping out instead on strength even
  for a fighter.  It is often better to hit the enemy often but with less force
  than to hit the enemy rarely but doing more damage (especially true when
  fighting magic users, you need to hit them just to break their spellcasting 
  so there is no need to do a lot of damage, just as long as you hit them).

__________________________
Party Recruitment Strategy  (from Duncan Clay)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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 only.  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)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  (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 losed the 15 hp for 
  berserking.  I don't know if the rest of the party needs to be far away from 
  the combat, anyway.

__________________________________
Monsters are constantly respawning
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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 an eye of sight with a character 
  (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 with an eye of sight with a
  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 
  there is an eye of sight, 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 NPC's
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  When fighting 2 or more difficult NPC's (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 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, Davaeorn and Rieltar come to mind).  They cast Lightning Bolt at
  my characters, I was hit once, moved out of the way and continued the beating
  afterward.  The mage was then being hit by his own lightning bolt and by my 
  characters.  At that point, it was a bit tedious for him to not get hit by 
  something when trying to cast a spell).  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, their primary purpose resides in the cannon fodder that
  they become.  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)
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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).

___________
Save a Lot:
ŻŻŻŻŻŻŻŻŻŻŻ
  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:
ŻŻŻŻŻŻŻŻ
  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 spring for the more expensive 
  rooms).

__________
The Guard:
ŻŻŻŻŻŻŻŻŻŻ
  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:
ŻŻŻŻŻŻŻŻŻŻŻ
  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!

____________________________________
Stealing without Loss of Reputation:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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.

_________________________
Cursed Protection scrolls
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

  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)

______________________
MartectX's strategies:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ

  - 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.

  - 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?

__________________
Special Abilities:
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
  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:
             ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ                ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
             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


===============================================================================
                          Baldur's Gate WALKTHROUGH:
===============================================================================

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

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

Plot:
  - Buy Equipment in the Inn (you start right by it).

  - 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 Lynx Eye Gem and 50 exp.
    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.
    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.  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.  But at least your reputation doesn't decrease!

Other:
  - 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.

  - 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)

    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 cheeting.  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. The Crossroads (2 areas: Area E of Candlekeep, Area S of Friendly Arm Inn)
-------------------------------------------------------------------------------

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.

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.  (btw, 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 gender) 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).
    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 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)

  - 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)


-------------------------------------------------------------------------------
2. Friendly Arm Inn (AR 2300)
-------------------------------------------------------------------------------

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.

Subquests:
  - Unshey's Belt
    If you want to part with the Girdle of Piercing (which I wouldn't), talk to
    Unshey in the Friendly Arm Inn to get a reward: History of Tethyr, 95gp, 
    and 800 exp.
    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.  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, and 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).
    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.  (And yes, this
    is with Tales of the Sword Coast and the latest patch installed!)
    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


-------------------------------------------------------------------------------
2a. North of the Friendly Arm Inn (2 areas: Farm N of FAI, and the BG Bridge)
-------------------------------------------------------------------------------

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     ŻŻ|
            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. (they have good experience!)

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 (they are, btw).  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)
    Warning!  This subquest is a little more difficult since you have to fight
    the mighty Ankheg's!  So if you don't feel up to it, don't try it!
    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.


-------------------------------------------------------------------------------
3. Beregost
-------------------------------------------------------------------------------

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.  Especially the Ankheg Armor (check in Other below).

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)
    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).  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:
  - Gyllian
    In the Feldepost's Inn you may meet a very drunk lady who goes by the name
    of Gyllian.  She asks you to join her, but then disappears.  Is she somehow
    important?

  - 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)
-------------------------------------------------------------------------------

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)
-------------------------------------------------------------------------------

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)
-------------------------------------------------------------------------------

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.

    KyleEChu sent me this:

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

    edwardalacey had this to add:

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

      Editor's Note:  You change your "path search nodes" setting in the 
                      Baldur.ini file in the Baldur's Gate directory (which 
                      should be something like 
                        C:\program files\black isle\baldur's gate\).

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

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)

  - Mirianne's Letter (see the Bereg