Baldur's Gate WalkThru v1.0 By CyberMouse E-mail: jlworth@hotmail.com Website: http://www.geocities.com/Area51/Cavern/8017 Note: This walkthru is for good aligned characters with the purpose of finishing the game in an early manner. Some of the subquests are included and how to finish them and more will be added depending on request. Also, I do not do tech support but sometimes will answer some anyway. Best place is to e-mail Bioware for questions. The only problems I had was with my SBLIVE where there drivers where in conflict with the game somehow. But still, the game did sound better with the EAX enable and the crashes were quite infrequent. "Warez sucks! They make you a dirty thief!" My machine stats: - PII 300 MHz - 128 MB PC66 SDRAM - ABIT BH6 - MATROX MILLENIUM G200 8MB AGP - SOUND BLASTER LIVE - WESTERN DIGITAL CAVIAR 6.4GB HARD DRIVE Most comfortable Baldur's Gate config: - Cache: 240MB (default 140) * I find loading places less frequent since I can now hold more areas in my BG cache allocation. However, to big a cache size tends to make clearing of game data take much longer. - Speed: 40 (default 30) * The maximum speed is not recommended since it will make responsiveness to the monsters and NPCs in battle slightly harder unless you pause every nanosecond. - Keys used on keyboard: I use the quick save key often and space bar. The hotkeys for the other stuff are pretty useless unless you intend to play the game totally real-time (good luck with harder NPCs and monsters). Also, if do a lot of Thieving, set Pick Locks to "Z" and the Stealth and Find Traps to suitable keys where you want to stealth and find traps at the same time (see strategy 15). - AI script: The best has got to be custom, since they only attack with the weapon they have instead of doing all the other scripts which is pretty dumb. You should be playing the game, not the computer. - Optional: Get a good mouse rest, you'll need it if you intend to play it for hours non-stop. ************************Strategies********************************* 1. Your party has to have a thief. In early stages of the game, you should not remove Imoen for she will get you out of rough spots and more free cool stuff. You need her or any thief to have at least 50% pick locks, 60% stealth, and 60% find traps before Chapter 6. Trust me on this one. 2. Group formations are important and knowing which one to use in each situation is also as important. If you travel narrow dungeons or subterranean levels, you should use the first formation since they don't tend to run all about. Selecting a group and using the right click to rotate the formation of your group should be a habit. Also, make your warriors stand in front of the group by shifting the character portrait up and down on the right hand side by left clicking on a portrait and dragging it to your desired slot. My favorite formation for this game in general is the 2nd formation since my group is well balanced. 3. When moving about the map, have a character with high stealth to scout the map first. Remember to off your AI because if the roll ever fails the character will immediately attack and attract attention. Then after you scout a region, you should move your group whichever way is safest. Or you could plan an attack on a group of unsuspecting Xvarts. 4. A good way to attack monsters that out match you is to have a wizard that was a web or stinking cloud spell. This spell should be quite available to you since it is only a level 2 spell. - eg. Take off your AI enable and have the stealthiest group member find the target. Then check for head count. Have your wizard ready the stinking cloud or web spell and fire just near the closes enemy in the group. That way they can't see your wizard but you can see them due to the person that is hiding in shadows. You should save before doing this attempt since the NPCs or monsters could get lucky and pass their saving throws. Then have archers and magic users let them have it. Careful not to get to close to your own trap. 5. Skeletons and jellies tend to be annoying. Fireballs tend to wipe them clean, particularly skeletons. However, there are circumstances that disallow that and you should either use blunt or crushing weapons against them since all other types are quite ineffective. Some jellies or skeletons can only be hit by magical weapons and the term weapon ineffective pops up. 6. When you get too much stuff in your inventory and do not want to throw it away (like Gorion's scroll), here is the best way to do it. Go to Beregost, and into Jovial Inn. There a nice room at the end of the tavern upstairs. I feel Beregost is the best place in the game since it is quite close to most of the other locations and you can sell virtually anything there. Anyway, go to the two drawers in the room which are beside the bed. You will see that it is empty. You can keep quite a lot of stuff in those drawers which you can store to get later if you wish. I think I've personally have stored about 50+ potions from the adventures and used about 20+ of them in Chapter 6 and Chapter 7. 7. Regarding saving and loading games. If you are frequent in loading games in an area high in monsters, you will probably notice that more monsters appear on the map, even those areas where you have killed many before. The thing is, Bioware is discouraging players from constant loading of games and everytime you kill a bunch of monsters in a certain area, they will respawn back after loading sometimes doubling the amount in certain areas. Use strategy 5 to avoid this constant loading habit and you should have a feel of how dangerous it is in the woods or subterraneon levels. 8. How to rest in peace? Simple, try not to rest in the area where there were monsters once or near it. A good place usually somewhere where there are no monsters about in a large radius. Even then you may still not be able to rest depending on the dice rolls. 9. You should not adorn yourself with jewelry and should typical sell most items. The only jewelry you should adorn should be magical ones. 10.Use the character with the highest Charisma to buy stuff for the group, that way you can get them cheaper. 11.To make a NPC turn red without fighting them outright is to stealth and then send that character near them. They will talk to you as if they can see you and after the "friendly chat" they change from neutral to red. Then move that stealth character aside and plan an attack, this way you get the story and journal updates and yet get a relatively easier kill since you can attack them little at a time or use stinking cloud or web to pacify them. Note, this usually only works with lower level NPCs. 12.You can attack a group of monsters or NPCs one at a time if you do it right. Get the stealth character to locate just one or two of the opponent first, then fire an arrow and run back, only those you see will chase, not the whole group. Then let them have it. This way you can take large chunks of enemies bits at a time. 13.Thieves can hide in shadows, and they come particularly use in combat if they enter it that way and have a dagger or short sword in their hands. Turn off your AI enable to make this work smoothly. If your thief is still invisible to the NPCs or monsters, and the rest of your party is fighting, walk the thief up to a target and backstab whomever you like, particularly spell casters trying to get their spells out. Wizards might die from one stab due to their low hit points, or from their following normal attacks. 14.Whenever you get the ability to cast Monster Summoning, use it well because it is one of the most useful spells in the game to beat tough NPCs or monsters. Cast them prior to attacking someone and use them as battle fodder while the real damage comes in the form of magical ranged attacks and offensive magic spells. That strategy makes the last battle in BG really easy because then I used a Wand of Monster Summoning to call about 20+ creatures to attack while magical arrows and bullets, and magic missiles attack the NPCs. 15.To stealth and find traps at the same time, you first hide in shadows then click on find traps. This way you get a few seconds of stealth. Then hit the hide in shadows again and hope that you succeed. 16.You cannot heal or cast spells on characters in stealth. 17.New NPCs who can join your party will follow the main characters level or XP points give and take a few. So, if I was level 7 and went back and talked to Montaron and Xzar for the first time, they would be somewhere in that level range also. *************************WalkThru********************************** Prologue: You start out in front of Winthrop's Inn. There you will have a little bit of cash and a quarterstaff. Go into the tavern and talk to Winthrop and he'll show you stuff you can buy. All you need is the weapon that you are proficient and a cheap armor like leather armor because later you will get better stuff in Chapter one from killing stuff. Then talk to Firebead Elvenhair, he will ask you to get the scroll from Tethoril. Tethoril is in the compound of the walls of the library. If you have a thief with pick lock greater than 30% go ahead and try the locked chests in the Inn. If you talk to Phlydia, she seems to have misplaced her book, go talk to Dreppin. He will tell you that she left her book in the haystack. It's the hay on the left where the cow Nessa is at. Talk to Dreppin again and he will tell you that Nessie is sick and that he be needing an antidote. If that's the case go talk to Hull somewhere to the east of the map and he will say he needs his sword from the barracks, which is somewhere westward from Hull. There you will get the sword and the antidote. Inside the barracks you talk to Fuller who will ask you to get him crossbow bolts for him where you can buy from Winthrop. You will get a dagger +1 from him, your first magical weapon. There is also some money lying about some crates and barrels, you should check them out. In Candlekeep, there are two places (Priest Quarters & Bunkhouse) where someone has send assasins to kill you. You should have no problem if you are not a wizard. If you are, try running around the room a little and cast magic missile or any offensive spell you have once you get your desired distance. Remember, spells have casting time and most level 1 spells only have a casting time of 1 which means it is executed quite early in the round. To exit the Prologue, talk to Gorion and say you are ready for the adventure of your life. Chapter One: After Gorions death, you should meet with Imoen. You should take her into your group use her thieving skills to the max. If you decide to keep another thief later, make sure they both specialize in different thieving abilities as to maximize the groups effectiveness. If you watch the battle scene properly, Gorion left a couple of stuff on the floor upon death, along with the other dead baddies. You should do well to head there and collect the stuff. You should meet Xar and Montaron (evil aligned characters) if you follow the cobbled road. They want to go to Nashkel and need your assistance. However, you should head to the Friendly Arm Inn first and get Khalid and Jaheira were they will be your best allies yet. Have them tag along and you can remove them in Nashkel because if your reputation goes up, they will start whinning. In the next area you will meet an old man with a red robe and hat and a staff. He is actually Elminster. Here, towards the east side of the map, there is an ogre with some stuff on him. Killing him should be tough but helps complete a subquests without going there a second time. Once you reach the Friendly Arm Inn, there will be a bounty hunter waiting at the stairs of the Inn. He is a wizard that usually cast Horror to make you flee like chickens and then assault you using magic. The best way is to use Imoen's magic missile staff to disrupt his spell casting. Enter the Inn and Jaheira and Khalid should be near Bentley, the bartender. Bentley and Gelana owns the Friendly Arm Inn and Gelana can be found in the shrine. Inside, you might want to buy the Stone to Flesh scroll if you want a priest before heading to the Nashkel Mines. In one of the houses near the big entrance of the outdoor compound of the Friendly Arm Inn, there is Joia who had her Flamedance ring stolen by a couple of Hobgoblins to the north of the map. You can retrieve it when you encounter a hobgoblin with a different color armor than the rest. Inside the Inn, there is 2 subquests. One is about the stolen girdle and if you follow the prior advise, you just have to talk to the person twice. The second one is about a spider infestation in Beregost. She will hand you 6 antidotes incase you get bitten by them. The best way to exit the Friendly Arm area is to go north and exit that way. This way you don't need to go through Friendly Arm Inn again if you want to go straight to the area above later on in the game. Once you reach Beregest, you can kill the infestation of spiders in one of the houses in the southern part of the map. Put the antidotes into the quick item slot for those who you will use as front line men. After killing them take whatever is in the house and the body of the spider. Another freebie subquests is when you find Elven Firebead in one of the southern cluster of houses where he will ask to get the Book of the Fateful Coin. You can get it from the bartender at the Feldpost Inn for 2 gp. You will also find Kaigan here, a lawful evil fighter. You will also meet the town crier near the tall pillar that has Beregost written on it. He is only there usually in the mornings. He will tell you that Bassilus is wanted and that there is a 5000 gp reward for his death. Another subquest is when you meet Garrick in front of the Burning Wizard, he says that his mistress, Silke is in need of your assistance and requires your help. However, she is evil and is trying to trick you into killing innocent men. Killing her will gain you 900 XP and she is a wizard able to cast lightning bolt so using the wand of magic missiles to disrupt her magic is advised unless you are confident enough with your characters' THACO. You can also get Garrick, a chaotic neutral bard to join you after killing Silke. If you enter the house on the east that has it's door facing east, you will find Mirianne and she will tell you that her husband is traveling to Beregost and whether you can find out anything about him. Chapter Two: You reach Nashkel and you should take a rest at the Inn nearby. However, before going in, there is another bounty hunter in there (another damn wizard) and be prepared. After that take a rest. Go find Berrun Ghastkel and he will ask you to solve the mining problems at the mines. It seems that demons are in there (kobolds actually, so no need to intimidated unless they have a large number). Here, you will also meet Minsc, a neutral good ranger of exceptional strength, and if you turn him down to rescue a damsel who was captured by a bunch of gnolls, he will attack you. He will also update your map with the location of the Gnoll Fortress. If you really need a wizard, you best go and rescue her while earning XPs. Before heading to the mines, you should equip yourself with healing potions because you are going to need it if you don't already have a priest. You can get one to join your team by going to the carnival where you find a statued lady and a runt trying to sell you a Stone to Flesh scroll for 500 gp. If you bought the scroll earlier in the Friendly Arm Inn's shrine, you should get it for less than half that price if your reputation and charisma is high enough. The mines are filled with Kobolds and spiders, plus some traps here and there. You should do well to find traps with the thief in your party or use the priest to cast a find trap spell. Arrows are abundant here so no worries because most of the dead kobolds will carry them. Use strategy 3,4 and 12 to get through the mines. When you get to the last level of the mines, you will meet Mulahey, the culprit in the mines. He will call upon some skeletons and kobold commandos. The best way to rid yourself of them is to cast a fireball in the upper part of the this area (there are three main areas in Mulahey's rat hole) because there is where they will spawn at. Use strategy 11 to get Mulahey to admit to his crimes without risking the whole team whilst you get the person back and eliminate the monsters first then Mulahey. In this area, you will meet Xan who has a special sword (only he can use it) which can only be obtained in Mulahey's chest. Personally, I think Xan is a big whiner and the sword really doesn't do much for the party since his Thaco is that of a wizard. Chapter Three: To exit the mines, you exit Mulahey's den and walk the other way to the exit to somewhere on the east of the area before entering Mulahey's den. There you will meet a couple of jellies where you can easily take down with blunt or crushing weapons. Use magic if necessary. You exit into an wasteland type area. However, you cannot turn back because the entrance has caved in. You should explore this map thoroughly, unless you want to get back to Nashkel and rest. In Nashkel, another bounty hunter is waiting there and that one is a real tough dude if your party are only level 2. He is a mage that will cast Horror to make most or all of your party run about. So you might want to head to Beregost instead to take a rest and risk the chance of getting ambushed on the way if you feel that the bounty hunter is too tough. Anyway, the area in the wasteland promises tons of cool items. There should be another 3 caverns with stuff and really nasty undead. Purchasing a Protection from Undead scroll should be a good thing and will keep you from harm. In Nashkel, go talk to Berrun Ghastkel and he will give you your reward. And in Beregost, go find Tranzig in the Feldpost Inn. Make him tell you the location of the Bandit camp and you should save prior to going into the inn. He is upstairs in one of the rooms. After he reveals the location, you should kill him for his crimes and get his scrolls and stuff. Then head north to the area just above the Friendly Arm Inn. There will be lots of Ankhegs around the ground and you should do well to scout ahead with stealth. You need a character with high strength to carry the Ankhegs carapace because they weigh about 100 pounds each. You also earn 975 XP for killing them too. Anyway, after exploring this map, and finishing most of the easy subquests here, you should head back to Beregost with the Ankegh carapace you have and talk to the smithy. Don't sell him the carapace, and he will tell you that it can be made into an armor for 4000 gp. Personally, I think it is worth it since it is light weight and gives you an armor class of 1 unlike the very heavy full plate mail with the same armor class. It will take tendays (a week in Faerunian calendar is ten days) so jot down the time and date you gave it to him. Also, you can store away the excess stuff you are unwilling to sell in the room inside the Jovial Inn. Also, in the Jovial Inn, there is a Flaming Fist captain that will buy your bandit scalps for 50 gp each which is quite a good deal than selling it in the shops for 25gp. Now you know why Beregost is my favorite location. Almost everything to do with selling and getting stuff comes from Beregost and it is not too far away from many places. Head to the areas towards the north east and you will find lots of bandits. You should particularly be on the look out for talking bandits because you need to join the bandits in order to complete Chapter 3. I can't stress enough that many people failed to enter Chapter 4 because they went on a galavanting bandit killing spree. You should use the character with high charisma to do the talking, although I am not sure whether it will affect their decision for you to join them. Some talking bandits will attack you even if you want to join them and some will let you in. After the cutscene where you get shoved into the bandit camp, you will meet Tazok, the leader of the bandits in these areas. You will have to fight him to prove to him that you are capable bandits. Explore the bandit camp and be prepared to get attacked sometimes. The bandits outside will let you roam free and picking the chest all about should be profitable. When you get to Tazok's tent, make sure that your party is ready for a nasty fight because inside you shall be attacked no matter what you say. There is a wizard you should deal with first by means of magic or ranged attacks. Make sure he dies first then take care of the rest. Try using strategy 13 to take out the wizard. Chapter Four: After defeating the goons in Tazok's tent, you will get some documents in their chest telling you of their plans. You can talk to the person in the black cloak and he will reveal to you the location of Cloakwood forest. Take whatever you can from the room and leave for Cloakwood forest when you are ready. There is three locations of Cloakwood forest before the reaching the mines which is the end of this chapter. One subquest worth looking into is when you meet a guy where his brother went to look for the Spider's Bane, which is a really powerful two-handed sword. Use strategy 14 to beat the creature with the exception that you will have to cast the Monster Summoning inside the Cavern. Make sure the characters that are in front carry Antidotes and healing Potions in their quick slots because sometimes the poison will kill you faster than the spider bites. Upon reaching the mines area, the only way to the mines is through the last house (there are two houses in this area fenced with high wooden logs). You will meet another group of NPCs that has a wizard in it. Use strategy 4 and 11 to beat them. Here, you will also get the Boots of Speed which should go with any character that doesn't have the Spider's Bane or (in the future) the Ring of Free Action. This is because the Free Action ability will negate the boot's property, but will work on anyone without those items in combination. Once you get in the mines, you will meet one of the prisoners there and he will ask you for 100 gp to help free the rest of the prisoners. You can trust him. There you will also meet a dwarf who is in for revenge and you can add him to your team if you are in need of another character. Try to find the best path to get to the lowest level where the evil wizard is located. This is because killing all of the monsters does not help your XP a lot and slows you down since there are too many of them. You are welcomed to try though. Also, there is a temple of Bhaal where you can get some neat potions in the vases in the small shrine. Once you reach the final level, you meet a really nasty wizard. Use strategy 14 and if you have dispel magic, try to get rid of the wizard's defenses. After killing the wizard, go down another tunnel where you will get some expensive jewelry and some scrolls. There is also the wizard's apprentice and you may do what you want with him (I let him off because I am lawful good, although killing him doesn't change your alignment). You can exit the level via a passage way that will directly lead up to the first level of the mines. Remember, to have the key at hand and go find the huge valve. There, you will talk to a person next to it and you can flood the mines if you already released the prisoners earlier. Chapter Five: After flooding the mines, you can go to Baldur's Gate at last. There, you will meet Scar (you can trust his words). He will ask you to investigate the Seven Sun which in fact infested with dopplegangers. It's quite a simple guess if you've been a DM as long as I have. Anyway, inside you will meet another character who will join your cause. His name is Quayle the Cleric/Illusionist. Also, upon entering Baldur's Gate you will meet Elminster for the third time, if you did meet him in Beregost telling you where to go to investigate the bandits. Bla bla bla here... Anyway, you'll meet a shop which pretty well sell cursed stuff, I really laughed at this point. Also, when you enter the houses and some dude walks up to you and ask for a password, it's "Fafhrd". It's the password for the thieves' guild here in Baldur's Gate. Try not to make enemies with them because they are pretty neat actually and there is a thief in there that sells Potions of Thievery which will really come in handy picking those rich folks or completing certain subquests. Also, you will meet a person who tells you that some people are looking for you and gives the same password in this area. Also, there is a really peculiar place that looks like a big colorful onions and in there they sell magic stuff. Inside, you will find a stairway upstairs. Upon going upstairs, you would have interrupted a bunch of wizards casting a spell which you have so kindly interrupted. They are really rude and don't feel hesitant killing them if they attack you, you won't get a reputation decrease unless you attack them while they are still neutral. Here's the trick to finishing chapter five. Go to the Iron Throne Mansion (at the North West corner of the docks in Baldur's Gate) and kill the baddies at the top level. Pretty tough bunch and strategy 13 and 14 are best here. Then you will get documents saying of their plan. Then go to the area just west of the docks and somewhere south, you will meet a merchant who claims that his partners in trade have turned weird all of a sudden. This subquests should be taken for you will get a neat sword that has a +3 vs shapeshifters which you will meet a lot later on. Remember to have the documents of the dopplegangers involvement on the character when he is talking to the person in charge. After disposing of those nasties, you head over to the Seven Suns which should be close by. There, you will also meet a couple of hungry dopplegangers which wants your flesh (by the way, dopplegangers uses ESP to get your thoughts then shapeshift into your body hape which later they eat you afterwards, gross isn't it?). Go upstairs and get rid of them. Then in this same area, go to the Flaming Fist headquarters which is huge Garrison and tell Scar about the dopplegangers. Then he will ask you to clean the infestation. Say you will do it and talk to him again, and he will give you your reward and you gain a freebie XP. Later he ask you to go find out what is making people missing and you should head to the sewers. That is pretty easy to solve though. Anyway, if you want to finish this, tell Scar you have to time for that and he will lead to you to Eltan the duke of Baldur's Gate. Make sure your character's inventory is not filled up for he will give you the Tome of Great Value for which you need to be allowed into CandleKeep again. There is a good subquest in here which is relatively easy if you have 2000 gp. You head to the area North West of Baldur's Gate where the Hall of Wonders are located. Somewhere north of this great white buildings, a kid will approach you with a problem. Tell the kid you accept the quest and he will show you the house to go to. There you will see a Priest of Tymora who will ask you to get his dead son back from the temple of Umberlee. The Temple is just is in the same area as the docks so getting there should be that bad. Talk to the person who greets you upon entering the temple and ask for Priestess in charge. Give her a large donation and she will meet with you. Then pay the priestess 2000 gp for the body and immediately head back to return the son to the Priest. You will get a Shield of Missile Deflection. Chapter Six: You will be automatically transported to Candlekeep. There you will hand the Tome to the guard and he will let you in. Inside, everyone is glad to see you and you should head to the Priest's Quarters. There you will see a priest examining a dead cat. He is actually a doppleganger and you should interrogate him until he changes his form (he was having that cat for lunch). Even Phyldia has been eaten by the dopplegangers and you can't do anything for you will meet her or it again later. Those bastards. Before you proceed any further, you might want to equip your characters with enough magical potions and stuff for later you might not be able to exit Candlekeep until you escape. Anyway, you will enter Candlekeep and you talk about with the people approaching you. You will find out that many people in Candlekeep have seem to have changed. As you move up, there will be someone you know who doens't recognize you and you should interrogate him until he changes. You will also meet Kevoras (who is actually the last boss, Sarevok) and he will hand you Gorion's Ring of Protection which isn't cursed. So don't worry. Anyway, you will meet Reiltar and his henchmen and you should not kill them. Tell them that it is not over. On the other hand, you could kill them if you want to, but they have nothing unique on them anyhow. Later upstairs, you will be wrongly (or correctly) accused of murder and they throw you in the cell, do not fight them. Then you will appear in a jail cell with some odd people sleeping nearby. Anyway, Ulraunt will approach you and inform you that you will be sent to Baldur's Gate to be executed. Then he leaves, and a few seconds afterwards Tethtoril appears and teleports you to the level below Candlekeep. Once you reach there you are in a small room facing a passage way. Go in and you will appear in the tombs. There you will meet Phlydia blabbering about her book and changes into a doppleganger. Here you can get two important things, the Tome of Wisdom and Tome of Strength each in trap laddened rooms and sealed and trapped inside the stone coffins. Find traps and remove traps will greatly help and if you fail to pick locks, use the Potion of Thievery. As you move along the areas, you will meet Elminster (this old man is getting annoying) and Gorion! I'll let you guess this one. Chapter Seven: Anyway, once you make your way out of the tombs, remember to fully equip your characters with lots of stuff. Unless you want to make multiple travels that's fine too. Try to avoid any Flaming Fist guards because they want to arrest you and bring you in. What I did was sneak all the way to the Iron Throne without even being detected. Head to the Iron Throne and you will see people fleeing the building. Make your way to the top floor where you had a big battle before and prepare yourself for another. Ready the dispel magic and purge invisibilty if you want to detect the invisible wizard. After you have defeated her and her minions, do not let her live. She has the evidence you need to spoil Sarevok's plan. Just keep Sarevok's diary, you will need it later. In one of the scrolls, you will read of this Undercellar place. It's really close by and you can get there through this building. Make your way down again and find the basement down below. Inside, you can enter the sewers through an entrance between the two rows of barrels. In the sewers, you will probably meet a couple of ghast or ghouls, whichever spawns there. Just kill them and you don't have to travel far to get to the Undercellar. Just exit the nearest exit near the entrance you came from which should be right below you. There you will meet a person which is the owner of a prostitution establishment. You can't use fireballs here because there are innocent prostitutes around. Strategy 11 and 14 works best here because you really don't want to meet both of them together. Try dragging you the ghostly warrior first and then kill the spell user with magic missiles disrupting her spell casting. You will get an invitation to the coronation of the new Grand Duke, SAREVOK. Head to the palace and show your invitation. You should not use strategy 11 because you have to protect two very important people inside. Fireball is not an option here too. Kill all the dopplegangers that are trying to kill Belt and his lady friend. Strategy 14 should be used with caution because you don't want to over cluster the small coronation room. Anyway, Sarevok will just stand there. After the fight, Sarevok will accuse you of murder and that you should be punished. Show Belt the diary and Sarevok will in the end turn red. However, do not waste your energy on him that much because he can't be killed and will flee with the help of his magician. Belt will later locate Sarevok and teleport you to the Thieves' Guild. There you can get the potions and other stuff you need from the lady in the room. You can exit the guild to rest and get ready because down the stairs of the Thieves' Guild there are Skeleton Warriors inside which have 90% magic resistance, very low Thaco and high Hit Points. Even with the Armor Class of -7, I still get Minsc's ass whooped like a pansy. Strategy 14 should be used although you also need to get your warriors in to really cause damage. Have a priest behind healing all the time. Anyway, once inside you will also meet jellies. There are lots of traps in here that shoot lightning bolts, fireballs and magic missiles. So scout ahead and find the safest path to the exit. There you will meet the magician that helped Sarevok escape the Palace. You can do what you wish of him. Final showdown: You have now reached the UnderCity under Baldur's Gate. There you will meet some men you are after Sarevok but isn't hesitant to kill you also for a handsome reward. They are quite a powerful bunch and I used strategy 4 and 11 but in strategy 4, I had my Invoker cast Stinking Cloud and then used the Wand of Fireballs until all are dead. I had 4 Wands of Fireball and 3 Wand of Monster Summoning at this stage as well as some other wands. Here, try to avoid the skeleton warriors and make it to Sarevok's home to the North West of the map. Inside, use strategy 11 and get the wizards and Sarevok's goons out first to your group. Before that, remove the traps around you near the entrance. However, you cannot remove those on the Symbol of Bhaal so just remember not to step on it. Using strategy 14, Sarevok should be taken down relatively easy. ********************************THE END******************************************** I hope this have been help full. If you need to know about other subquest I'll include it in my next version.