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Submitted by System on 09/03/2006, 09:50. Print file.
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Baldur's Gate
Plus
Tales of the Sword Coast
Walkthrough

By
Steven W. Carter
(scarter831@earthlink.net)
November 4, 2002


******************************************************************************
* Introduction *
******************************************************************************

This is a complete walkthrough for Baldur's Gate and the Tales of the Sword
Coast expansion pack. Baldur's Gate is a role-playing game developed by
BioWare and published by Interplay.

The walkthrough is divided up by area. Most areas are (relatively) self-
contained and can be visited in any order, but I've put them in an order for
the walkthrough. Feel free to deviate and do things in your own order. Areas
from the expansion pack are labeled with an "*" symbol. If you've already
played Baldur's Gate and are only interested in the expansion pack areas, the
walkthroughs for those areas can be found in Chapter 5.

Also, in a few areas you can find objects lying on the ground. For those
areas I've listed the location of the object as an (x,y) coordinate. You can
see your current coordinate in an area by pressing the "L" key. The "L" key
also shows the identification number (ARXXXX) for the area you're in.

Disclaimer: I provide no guarantees here. This is a walkthrough I developed
while playing the game twice using version 1.3.5512 and the default difficulty
setting.


******************************************************************************
* Prologue *
******************************************************************************

* ------------------- *
* Candlekeep (AR2600) *
* ------------------- *

You start out south of the Candlekeep Inn. Immediately head inside and talk
to Winthrop the proprietor. It doesn't matter what you say to him. You start
out with some gold, so go ahead and buy some body armor and a helmet (if you
can). Your staff isn't a terrible weapon, and you can use that for a while.
Then talk to Firebead Elvenhair, who is standing next to the fire. He'll give
you a quest -- to return the identify scroll he left with Tethtoril. Then
explore the rest of the inn. Depending on your strength and lock-picking
ability, you might be able to grab some extra gold and equipment. Just be
sure not to do any looting while people are watching. Sleeping people aren't
watching.

Then go back outside and head east. You'll see Phlydia, who recently
misplaced her copy of The History of Halruaa. Another quest! Keep walking
clockwise around the inner keep. Moo at the cows. Eventually you'll come to
a building called "Priest's Quarters." When you go inside, somebody named
Shank will talk to you and then attack you. He's not very powerful, and you
shouldn't have any problem killing him. Loot the corpse, explore the room for
other odds and ends to pick up, and then go back outside. Parda will talk to
you and recommend that you get moving.

Walk east and talk to Dreppin. He'll tell you where to find Phlydia's book.
Get the book and return it to Phlydia for 50 experience and a gem. Return to
Dreppin, and he'll tell you he needs a potion for his sick cow Nessa. A guard
named Hull has it.

Continue moving clockwise. There is a Temple of Oghma, but it isn't useful to
you. Eventually you'll come to a man named Jondalar who will give you some
battle training. All you have to do is land a blow against him or Erik (who
will help out) to end the session. Nearby is ``The Storehouse'' with Reevor
standing next to it. Inside are some rats, and Reevor will give you 5 gold
coins (and 50 experience) if you kill them. Also inside, in one of the
barrels, is a silver ring. Basic jewelry like the silver ring is only useful
for selling.

Move south and you'll find Hull at the main gate to the keep. It seems he had
a little trouble waking up this morning and went to his post without his
sword. His sword and the potion for Nessa are located in his chest in the
barracks building.

Continuing south will bring you to the Gatewarden. He'll tell you how you can
practice fighting with multiple companions with Obe the Illusionist.
Regardless of whether you want to practice or not, tell the warden you do.
Then the warden will stand by Obe's door. If you do decide to practice, wait
until after you return Hull's sword. The practice session will net you a
small amount of experience.

East of Obe's house is a hospital. If you talk to the Priest of Oghma, he'll
give you a healing potion. In a curtained off area is a bed and desk, and in
the desk is another potion -- provided you can unlock it. Be careful if you
try to steal the potion; the reader and priest will detect you sometimes even
when it doesn't seem they should be able to.

To the west is a bunkhouse, and inside is another attacker, this one named
Carbos. Outside the bunkhouse is a box with 15 gold coins inside. Once you
kill the assassin and return outside, Karan will greet you and also recommend
you get moving.

West of the bunkhouse is the barracks. Inside the barracks is a guard named
Fuller. If you ask him about errands, he'll tell you to buy him some crossbow
bolts from Winthrop at the Candlekeep Inn. In the northeast corner of the
barracks is Hull's bunk, and in the chest at its foot are his sword and the
potion for Dreppin. When you bring the sword to Hull, he'll give you 20 gold
coins (and 50 experience). When you return the potion to Dreppin, you'll get
50 more experience.

Now explore the middle part of the keep where the library is located. Imoen
will greet you, and it doesn't matter what you say back. If you run into
Gorion, tell him you need a little more time. Somewhere wandering around is
Tethtoril, and he'll give you Elvenhair's scroll if you talk to him.

Return to the Candlekeep Inn and give the identify scroll to Elvenhair. When
you do, he'll give you a potion of healing (and 50 experience). Then buy some
crossbow bolts for Fuller. When you deliver the bolts, Fuller will give you
10 gold coins (and 50 experience). Directly across from the barracks is a
barrel with some gold inside. Head back to the Candlekeep Inn, sell
everything you don't need, and buy provisions. Even if you don't plan to use
a bow yourself, you'll need some arrows shortly, so buy some.

Then head back to Gorion and tell him you're ready to start your grand
adventure!

Who's where?
------------

Dreppin: northern area
Erik: eastern area
Firebead Elvenhair: Candlekeep Inn
Fuller: barracks
Gorion: library steps
Hull: by main gate
Imoen: east of library
Jondalar: eastern area
Reevor: next to the storehouse
Tethtoril: outside library
Winthrop: Candlekeep Inn


******************************************************************************
* Chapter 1 *
******************************************************************************

Watch Gorion get killed, but remember that the "Armored Figure" can be hit by
magic missile attacks. That bit of information will be useful later.

* --------------------------- *
* East of Candlekeep (AR2700) *
* --------------------------- *

Imoen will join you. She's a reasonably good thief, and you need all the help
you can get right now. If you bought extra arrows, give her some. She has
some healing potions, and you should split those up between the two of you.
She also has a wand of magic missiles, which you should put in one of her
quick item slots.

Head north to where Gorion got killed. Be careful to stay away from bears.
If a wolf attacks, you and Imoen should be able to handle it. If things look
dicey, have Imoen use her wand. On Gorion's body is a letter from Elminster.
If you haven't figured out that you should head to the Friendly Arm yet, the
letter should make it clear. Also pick up the items from the two ogres Gorion
killed.

Explore the rest of the area. On the coast north of the path to Candlekeep is
a man named Chase. It doesn't matter what you say to him but "OK" seems to be
the best choice. In a tree at location (4419, 1955) you can find a diamond.
Lastly, if you walk along the road at the southern edge of the area, you'll
run into Kolssed. He'll mention that he just saw two people. Those two
people are Montaron and Xzar. They are located farther along the road. When
you find them, they will give you a healing potion and ask for your assistance
in travelling to Nashkel. As with Imoen, there's no reason not to let them
join your group.

Who's where?
------------

Chase: along western coastline
Kelssed: on road near southeast corner
Montaron: on road on eastern edge
Xzar: on road on eastern edge

* ------------------- *
* Crossroads (AR2800) *
* ------------------- *

Talk with Elminster and then explore the area. There isn't too much of
interest around. Along the road at the northern edge of the map, you'll meet
Aoln. He'll tell you to be wary of wolves and gibberlings in the area and
that an ogre mage is the most fearsome creature he's seen.

In the eastern part of the area, south of a ridge, is an ogre. He's probably
too tough for you at this point, so if you see him, run away but remember his
location. He's part of a quest, and you'll need to kill him later. If you
want to try and kill him now, have as many characters as possible equip ranged
weapons (Imoen should use her wand so somebody else can use her bow), and have
one character act as bait. Have the bait run around and try to get the ogre
to chase it while everybody else attacks. Once you kill it, either now or
later, you'll get two girdles (one cursed and one for a quest), a scroll, and
a mace.

On a rock, at location (1004, 1115), is a ring of protection +1. On the road
at the southern edge of the map you'll run into Andout who will inform you
that Beregost is being garrisoned. Nearby you'll find Jase who will let you
know there are bandits in the area. North of Jase is an overturned wagon, and
by the wagon is a barrel with gold inside.

When you're ready to leave, exit the area to the north.

Who's where?
------------

Andout: southern part of map, near road
Aoln: northern part of map, near road
Jase: southern part of map, near road

* ------------------------- *
* Friendly Arm Inn (AR2300) *
* ------------------------- *

The inn is located in a former fortress with high walls and a single gate on
the southern side. Before going inside the fortress, explore the grounds
outside. Located at (2553, 3757) is a ring of wizardry (provided you have the
"right" version of the game). Also, following the road, you will come across
three groups of hobgoblins. The middle group (northwest of the Friendly Arm)
will have a hobgoblin wearing green instead of the standard red. That
hobgoblin is carrying Joia's Firedance ring, and you need it for a quest. The
other hobgoblins have bastard swords (which are better than long swords, if
that's what you have now), leather armor, helmets, and gold or trinkets. Once
the road is clear, head inside the fortress.

Inside the walls, just to the west of the drawbridge entrance, is a home. It
belongs to Joia, and she wants her ring back. When you give it to her, you'll
receive 400 points of experience and a point of reputation. She'll also leave
the home at that point, allowing you to do some search and seizure. Inside
one of the chests is some gold and a gem.

Talk to some of the commoners. You'll learn that there have been recent
problems with bandits and iron. To the east is the Temple of Wisdom. You can
get healing and antidote potions there, but you probably can't afford them
yet. You can also identify items there.

When you approach the staircase leading up to the inn, an assassin will attack
you. This one is named Tarnesh, and he is much more difficult than the two
you faced in Candlekeep. Luckily, the guards will help you out, so when you
hear him say "Hi, friend" head in their direction. Between the guards and
your party, you should be able to finish him off reasonably easily. On his
body you'll find some scrolls and a letter. The letter indicates that
somebody has put a bounty on your head.
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