Baldur's Gate 1 Walkthrough Guide


Baldur's Gate 1 Walkthrough



Welcome to my critical-path Baldur's Gate 1 walkthrough guide, complete with annotated maps, important dialogue, chapter narrative and dream sequence narrative.

First, choose your Baldur's Gate 1 Class. It is best to choose Fighter BG1 or Mage BG1. Fighter is easier to play but Mage is more interesting to play.


Prologue: Candlekeep



We begin the adventure as CHARNAME, standing outside the Candlekeep Inn. Before leaving with Gorion, it is best to equip arms, armor and ammo purchased from Winthrop at the inn.


Darts are Devastating


Note that Darts BG1 are cheap to buy, can be wielded with a shield equipped and grant even Mage BG1 three attacks per round. Basic Darts can be found and purchased easily.

Fighter BG1 with Specialization in missile weapons throws darts at 3½ ApR at first level. A 7th level Fighter throws them at 4 ApR. Hasted, that's 4½ ApR at first level (potion of Haste) or 5 ApR at seventh level. Suffice it to say that a party of six dart-throwers is utterly lethal.


Iron Crisis: An Early Indication


Also from Winthrop, we learn about the Iron Crisis plaguing the Sword Coast region: the iron mines of Nashkel are ouputting low-grade iron ore, and the miners are being killed by "monsters" in the mines. No one seems to know why or who is to blame, but our story is going to coincide with that situation. Thus, the background is important.

While running errands for the people of Candlekeep, two assassins, Shank and Carbos, attempt to murder us:


Note that none of the tutorial quests in the Prologue have any impact on how the game plays out; they are not plot-critical. As well, any XP or wealth gains can be made up very quickly outside of Candlekeep. My advice is, don't get bogged down in Candlekeep if you find the tutorial boring: go straight to Gorion to begin the real adventure.

Treasures & XP


The upstairs lodgings of the Candlekeep Inn can be looted for a Potion of Clarity (Immunity: Feeblemind, Confusion, Fear, Charm, 5 turns). This potion allows us to tank Sirene enchantments en route to Black Alaric's cave, which results in massive experience point yield, and wealth gains.

Halfling Thieves with a Dexterity score of 19 and maxed Open Lock skill can loot a Star Sapphire as well (Difficulty: 65). Otherwise, we can't get it until Chapter 6. I only mention this because it's cool that you need to be a focused Thief to get it early.

We can slay Firebead Elvenhair in the inn and Phlydia outside the inn for 2,700 + 970 XP. We can also slay the Watchers for their armor. However, this is extremely difficult and results in Reputation loss; it also isn't at all necessary. Don't pick fights in Candlekeep unless you're an expert or you might break your game.

If we have a good Reaction score, Fuller gives us a Dagger +1 for running an errand.

Armored Figure


Due to the threat that has infiltrated the citadel, Gorion wants us to leave Candlekeep for the Lion's Way wilderness. En route to the Friendly Arm Inn, we are waylaid by an armored figure who slays Gorion in cold blood, but Charname manages to flee into the woods.


No longer with guide or mentor, Charname spends the night alone in the wilderness.

Baldur's Gate Chapter 1 Walkthrough


Chapter 1 of Baldur's Gate is about survival and finding our footing in a hostile world. Fledgling parties usually stick to the roads during initial exploration.


World Map



First phase contiguity is as follows:


Lion's Way



The next morning, our childhood friend, Imoen, catches up with us on the Lion's Way. Imoen is our first companion. Wisely, she brought a bow and some arrows.

Loot Gorion's body to find a note from Elminster that directs Gorion to the Friendly Arm Inn.


En route to the Friendly Arm Inn, we come across Xzar and Montaron. They want to go to the town of Nashkel to investigate its iron mine. It is recommended at this point to head south to High Hedge, where Kivan is found. Why? Because archers are powerful. 

Note that Safana can be found east of High Hedge though her quest is dangerous for low-level parties. 

Don't forget to get the Diamond lodged in the trunk of a tree (see above map). 

Spells We Want


As well, it is important to note that Sleep and Blindness are godly Baldur's Gate spells. As are Mirror ImageWeb and Skull Trap. We can find the scrolls randomly as loot or buy all but Web from Thalantyr at High Hedge. Web is found when we reach Mulahey.

Coast Way


On the Coast Way, we encounter Elminster. The conversations with Elminster are for flavor only; they are not plot-critical.


From the Coast Way, head north to the Friendly Arm Inn. If we walk off the beaten track, we may get bashed to death by an ogre. Stick to the roads unless you know what you're doing. Even scouting is dangerous at low level because the Stealth skill may fail.

In addition, bandits may waylay us as we journey between wilderness areas.


Due to the iron taint, our metal weapons can break at any time. Therefore, it is better to brandish wooden weapons, darts and bows until we come across enchanted weapons culminating in the Dagger of Venom.


Friendly Arm Inn


At the Friendly Arm Inn, an assassin-mage named Tarnesh tries to take us out. It is best to pepper him with projectiles such as darts, arrows, bolts, bullets, throwing knives, throwing axes and Magic Missile

Inside the inn, we find Khalid and Jaheira in the common room. Like Xzar and Montaron, but for different reasons, they want to go to Nashkel to investigate the Iron Crisis. Sometimes, the two companion pairs quarrel because they represent opposing factions; they may even try to kill each other.

The party can find a Ring of Wizardry at the base of a tree. It is best to sell the ring in order to buy the Dagger of Venom once we reach Beregost. Then, we can buy the ring back when we are swimming in cash.

Low-level parties usually avoid heading north due to the dangers ankhegs pose. However, that is where Ajantis is. It is possible to avoid the ankhegs, extend a bit further, and recruit Viconia as well.

The Cloakwood Forest to the west is off-limits until Chapter 4. Therefore, after doing a few quests at the FAI, head back to the Coast Way and then south towards Nashkel via Beregost. 


Beregost


In the town of Beregost, Kagain and Garrick can be recruited. After doing their quests and a few others in town, we should continue heading south to Nashkel. Through burglary, the party's Thieves can earn a pretty penny in Beregost, though. In addition, Algernon's Cloak is game-breaking.


If we sold off the Ring of Wizardry found at FAI, we should have enough cash to buy Full Plate Mail and Dagger of Venom from Thunderhammer Smithy and a Composite Longbow from Feldepost's Inn; it depends on our Reputation + Friends spell, too.

If we're feeling adventurous, we can head east to the Temple and then east again to find Shar-Teel.

South of Beregost



Continue heading along a south-leading road towards Nashkel. En route to the southern town, the party is bound to bump into hostile Ogrillons that have murdered a man from Beregost, as well as a Flaming Fist Mercenary who accuses the party of banditry. Many parties get punched to death by the Ogrillons, but some may kill the FFM for his armor.

North of Nashkel



North of Nashkel is a rocky barren wilderness area. After a skirmish with hobgoblins, continue heading south to Nashkel.

Baldur's Gate Chapter 2 Walkthrough


By Chapter 2, Charname should have formed some semblance of a party, and the player should be fairly comfortable with the role each character plays in the party, and how the characters can work together to overcome obstacles. That said, the party probably won't be finalized.
 

Nashkel


Nashkel seems to be a peaceful farming town, but kobold scouts are spotted lurking on its outskirts.


In Amn-controlled Nashkel, we are told of the town's troubles by the Amnish soldiers. 


To the south, outside the Temple of Helm, we meet up with the mayor of Nashkel, Berrun Ghastkill, who requests that we investigate the Nashkel Mines.


In addition, Minsc and Edwin can join the party. This can lead to going to the Gnoll Fortress at this point, where Dynaheir is imprisoned. Going to the Gnoll Fortress also yields the Gauntlets of Dexterity.

A suit of Ankheg Armor is found in the farmlands to the west, and we can save Branwen at the Carnival to the east.

There are a few good quests that could be done now, depending on party level and player ability. Otherwise, hold off until Chapter 3 because they are neither easy nor plot-critical.

After the assassination attempt by the Cleric, Neira, rest at the inn. During the night, Charname has the the first of several dreams...


Upon awakening from the dream, we are granted the first of several Bhaalspawn Abilities. These can be activated from the special abilities tab.

Nashkel Mines


From Nashkel, travel east to the Nashkel Mines. We can loot a wand from a tree stump and then have Emerson grant us entry to the mines.


Nashkel Mines Level 1


The mines are full of kobolds that are working for a Priest of Cyric named Mulahey. They are tainting the iron ore with vials of mysterious liquid, which is what is weakening the iron and causing weapons to break.

The party makes their way through the mines, agreeing to help some miners along the way.


Nashkel Mines Level 2


On the second level of the mines, more kobolds are found terrifying the miners.


Nashkel Mines Level 3


The third level of the mines are more heavily guarded by kobolds -- and some traps and spiders. The mines turn into natural or burrowed caverns after we cross a lava-rift. We may need to endure a fiery arrow-hail from crackshot kobolds as we push onwards to the end of the caves.


Nashkel Mines Level 4


Coming to a bridge that leads to a cave in the middle of a lake, we are fired upon by kobold archers from the other side.


Mulahey


Confront Mulahey in his cave; he spills the beans immediately. Mulahey is the master of the mines and ruler of the kobolds that have been tainting the ore, but is employed by another: Tazok. Since Mulahey does not surrender, we need to slay him.


Looting the chest of correspondence gives the party a lead for Tranzig, and kicks off Chapter 3!


We can also find Xan here.

Baldur's Gate Chapter 3 Walkthrough


In Chapter 3, the party spreads its wings and starts to explore the wilderness more boldly. Many monsters are still a threat, though.


Charname rests and dreams a second time...


Nashkel Mines Exit



Having cleansed the mines of Mulahey and his kobolds, we take our leave of the cave and emerge into a barren wilderness. Note that, just to the north, is one of many rival adventuring parties that we can test ourselves on.

We make our way back to Berrun Ghastkill in order to receive a reward for our heroic act. An attempt is made on Charname by the assassin, Nimbul. This is the fifth assassination attempt on Charname.

Tranzig


Back in Beregost, we find Tranzig holed up in a suite at Feldepost's Inn. After slaying him and looting his corpse for a letter, we get a lead on the location of the Bandit Camp.


Bandit Camp




Many parties will simply assail the bandit camp head-on (by travelling east from the map north of the Friendly Arm Inn), but there are three bandit contacts that can get us into camp without making the bandits hostile. See: Infiltration of Bandit Camp BG1

This under-handed mode of admittance allows parties to meet with Tazok, bandit leaders Ardenor Crush and Taurgosz Khosann, as well as other bandits besides, but we can't fool Raemon.

Stealth is another option: the party only needs to loot the chest in Tazok's tent of letters from Davaeorn, which along with Ender Sai's first-hand knowledge, furnish the lead on the Iron Throne and its presence in Cloakwood.

Ender Sai



However, it is definitely worth slaying Taugosz and Raemon's crew because we get Full Plate Mail and Dead Shot.

As in Chapter 3, looting the correspondence from the chest kicks off the next Chapter:


Baldur's Gate Chapter 4 Walkthrough


Chapter 4 can still present problems for the party. Strong monsters are more common, and even become mainstays of combat encounters. However, the party should have gained a few levels and accumulated enough wealth and items to press on.


The third dream sequence:


Cloakwood Forest 1


With the commencement of Chapter 4, the Cloakwood Forest is now accessible from the west of the Friendly Arm Inn map. The main thing to look out for is getting waylaid by Wyverns.

Note that if we slay Aldeth for the Shadow Druids, we can get The Guide when we also slay Aldeth's cousin, Dabron, in Baldur's Gate city. But if we side with Aldeth we can get a quest from him at the Merchant League in the city.

Most parties prefer to recruit Coran at this point, who is standing on the bridge. Coran is not only a great archer, but can also fill the thief role.


Cloakwood Forest 2



Cloakwood Forest 2 is most notable for yielding the Spider's Bane sword.

Cloakwood Forest 3


Most notably, Eldoth and Faldorn can be recruited in Cloakwood 3.


Cloakwood Forest 4


Cloakwood 4 is unremarkable but for the Wyvern cave that Coran wants to raid.


Cloakwood Mines


Slay the crew of Drasus and then enter the mines.


Cloakwood Mines Level 1


Talk to the miner in the north east. He wants us to get a key for the obsidian river plug so that he can flood the mines. This key is being held by Davaeorn on Level 4.


Cloakwood Mines Level 2


We can recuit Yeslick into the party and make sure Rill gets the slaves out before we flood the mines.


Cloakwood Mines Level 3


We are just crashing through this dungeon en route to Davaeorn.


Cloakwood Mines Level 4


Beware of the traps that trigger spawns of Battle Horrors. Slay Davaeorn to kick off Chapter 5.


Baldur's Gate Chapter 5 Walkthrough


Chapter 5 can seem long due to the size and scope of the city of Baldur's Gate, but it is actually one of the shortest Chapters in terms of the plot-critical path, since there is no mandatory dungeon crawl.


The fourth dream sequence:


Wyrm's Crossing


We are now entering the urban phase of the Baldur's Gate campaign: the big smoke. We can still explore the wilderness whenever we want to, though. 

Talk to Scar on the bridge and agree to help him.


You can recruit Quayle at this point, too.


Baldur's Gate City


Baldur's Gate city is a quest-dense hub. We start off in the central, far-east of the city. There is lots to see and do in the city, but we are mainly here to investigate the Iron Throne leaders. 

Red Boxes indicate areas with tougher combat encounters. The Blue Box is where we buy some of the best items in the game. As it pertains to the plot-critical path, we want to go to the White Box immediately. 

Companions in Baldur's Gate city: Alora, Tiax and Skie.


Stock up on magical ammo, potions, spells, scrolls and wands at Sorcerous Sundries. The easiest place to rest is in Elfsong, just to the south.

Items We May Want (but don't strictly need)


  • Get the Helm of Balduran from the first floor of the Helm & Cloak inn located to the west of the Ducal Palace.
  • Slay or pickpocket Quenash for the Cloak of Balduran. Quenash is found in the Undercellars at x=1300, y=1300, which are accessed from the Blushing Mermaid in the northeast.
  • Slay Desreta in the Low Lantern located in the central south for the Gauntlets of Ogre Power.
  • Slay or pickpocket Ramazith for Ring of Protection +2. His tower is located in the central north.
  • Slay Sunin in the far southwest for a second Ring of Wizardry.
  • If we slew Aldeth Sashenstar in Cloakwood 1, we can also slay Dabron at the Carnival (north of the Iron Throne tower) for the Heavy Crossbow of Accuracy.

Iron Throne


Scar can be found waiting outside the Flaming Fist. We can skip his first and second quests (the Seven Suns and Ogre Mage quests are not plot-critical) and get Scar to introduce us to Duke Eltan immediately, who asks that we investigate the Iron Throne leaders.


Go to the Iron Throne tower, take out the Iron Throne Enforcers on the top floor, interrogate one of the Iron Throne leaders, Thaldorn Tenhevich, and loot the Iron Throne correspondence from an adjacent suite:


Back at the Flaming Fist, Duke Eltan gives us a special admittance tome and sends us back to Candlekeep, kicking off Chapter 6.


Baldur's Gate Chapter 6 Walkthrough


In Chapter 6, Charname returns to Candlekeep as a veteran adventurer. The party should have very little problems with the plot-critical path, though there can be some surprises in the catacombs.


The fifth dream sequence:


Candlekeep


Give the History of the Nether Scrolls to the Keeper of the Portal. Once inside, speak with Cadderly and then make your way into the citadel. Two leaders of the Iron Throne are on the 2nd level (we met the other leader, Thaldorn Tenhevich, in the Iron Throne tower): Rieltar Anchev and Brunos Costak. We can slay them along with two members of the Knights of the Shield, Tuth and Kestor, or leave them alone.

On the 3rd level, we can find Gorion's note to Charname.

Speak with Koveras and/or Rieltar on level 2 and then make your way back outside or to the fifth level where a Watcher or Gatewarden will accuse you of murdering the Iron Throne leaders, whether you did or didn't.

Either way, we find ourselves locked up. However, Tethtoril comes in and teleports the party to the secret library beneath the citadel.

Candlekeep Catacombs


Loot the secret room, rest up, and then enter the catacombs. This is a three-stage dungeon crawl. The main thing we want is the Strength tome.


Doppelgangers assume the form of Charname's acquaintances in the second catacombs dungeon.


In the caverns, a rival adventuring party working for Sarevok confronts the party, led by Prat

Greater Basilisks also lurk in one of the chambers.


To begin Chapter 7, simply leave the caverns. To continue the plot-critical path, we need to head back to the city.

Baldur's Gate Chapter 7 Walkthrough


By Chapter 7, the party is in peak-form and Charname has grown into a heroic adventurer. It now remains to be seen if Sarevok can be bested.


Sixth and final dream sequence:


Baldur's Gate City Return


Back in the city, near Sorcerous Sundries, Delthyr of the Harpers tracks us down and spells the situation out clearly:


Outside Sorcerous Sundries, Tamoko gives us a lead on the source of Eltan's illness as well as the location of the assassins responsible for Scar and Entar Silvershield's death:


If captured by Flaming Fist enforcers that are hunting us through the city, we are escorted to the Flaming Fist compound. Here, Angelo executes a party member and then throws the rest of the party behind bars.


To break out, answer Neb's riddles as follows: 33, a mirror, tomorrow.

While not plot-critical, we can re-enter the compound, raise the party member from the dead, and then wreck house. Upstairs, slay the Greater Doppelganger posing as a healer (Rasad) to Duke Eltan.


Take the Duke to the halfling Harbor Master at the Docks.


Back on the top floor of the Iron Throne tower, slay Cythandria and loot her corpse of Sarevok's diary and two letters from Slythe to Sarevok:


Undercellars



Enter the Blushing Mermaid, slay Larze the ogre and then make your way to the Undercellars to confront the assassins, Slythe & Krystin.


Slay the assassins and then loot the invitation and letter from Slythe's corpse.


Ducal Palace


At the Ducal Palace, present the invitations to Bill at the gates and once again to the Flaming Fist Mercenary inside. Then, interrupt Sarevok's Grand Duke inauguration and slay the doppelgangers that were posing as city nobles.


Then, show the evidence of Sarevok's treachery to Belt -- Sarevok attacks!


But after a round or so, a mage by the name of Winski Perorate teleports Sarevok away:


Belt divines Sarevok's location as being in the Thieves' Guild; he teleports the party to the guild presently:


Thieves' Maze


Once at the Thieves' Guild, descend the stairwell to arrive in the Thieves' Maze. Watch out for Skeleton Warriors en route to the Undercity.


Winski Perorate is found at the entrance to the Undercity:


Undercity


Slay Rahvin, slay Tamoko and then enter the Temple of Bhaal and slay Sarevok.


The End

***

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