Walkthrough forBaldur’s Gate

Baldur's Gate Walkthrough

Strategies & Tips

  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.
  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, use the first formation since they don't tend to run all about. Make your warriors stand in front of the group by shifting the character portrait up and down on the right hand side.
  3. When moving about the map, have a character with high stealth to scout the map first. Remember to turn off your AI because if the roll ever fails the character will immediately attack and attract attention.
  4. A good way to attack monsters that out-match you is to have a wizard cast a Web or Stinking Cloud spell (both level 2). Turn off your AI, have your stealthiest party member locate the target, then fire the spell just near the closest enemy in the group. Have archers and magic users follow up — but be careful not to get caught in your own trap.
  5. Skeletons and jellies are best handled with blunt or crushing weapons since most other weapon types are ineffective. Fireball is particularly effective against skeletons. Some jellies and skeletons can only be hit by magical weapons.
  6. When your inventory is full, go to Beregost's Jovial Inn and store items in the two drawers in the room upstairs beside the bed. This makes an excellent base for stockpiling potions and valuables.
  7. Frequently loading games in monster-heavy areas causes monsters to respawn — sometimes doubling in number. Minimize reloads in dangerous zones.
  8. To rest safely, move well away from any area where monsters were present. Even then, rest may be interrupted by random encounters depending on dice rolls.
  9. Sell most jewelry and only equip magical items. Use the character with the highest Charisma to purchase goods so you get a better price.
  10. To make a neutral NPC turn hostile without losing the story dialogue, stealth a character near them. They will speak to you as if they can see you, updating your journal, then turn red. Move the stealthed character away before attacking. Usually only works with lower-level NPCs.
  11. You can pull enemies one or two at a time using a stealthed character. Have them locate one or two foes, fire an arrow, then retreat — only those who saw the arrow will give chase.
  12. Thieves who enter combat from stealth with a dagger or short sword can backstab effectively, targeting spellcasters in particular. Wizards may die from a single backstab due to their low hit points.
  13. Whenever you can cast Monster Summoning, summon creatures before engaging tough NPCs and use them as battle fodder while ranged attacks and offensive magic do the real damage. A Wand of Monster Summoning is invaluable in the final battle.
  14. To stealth and find traps simultaneously, first hide in shadows then click Find Traps. You get a brief window of stealth while searching. Hit Hide in Shadows again to maintain it.
  15. You cannot heal or cast spells on characters who are stealthed.
  16. New NPCs who join your party will be close to your main character's current level. Returning to recruit a companion at a higher level means they will join at a higher level too.
  17. When turning in a quest reward, reduce your active party size to concentrate XP on characters who need it most. The same total XP is divided among fewer members.
  18. You can knock NPCs unconscious using fists instead of weapons. They will be incapacitated for a while and your reputation will not drop since no murder was committed.
  19. If dice rolls seem stuck when levelling up, save and reload to get truly random rolls. A roll of 80% of the maximum possible is solid — aim for that rather than obsessing over perfect rolls.
  20. Getting attacked while resting can actually earn you easy XP. Position your party with ranged weapons ready — if monsters spawn within range of all six archers they can be killed before reaching the front line, yielding XP and loot for free.
  21. Stack items of the same type together to save inventory space.
  22. Fighters who can also cast spells should keep a spare armor in inventory to swap into when not spellcasting. The Armor spell (level 1, base AC 6, lasts 9 hours) is a good alternative. Ghost Armor (base AC 2, lasts 10 turns) is excellent when you need both fighting and spellcasting ability simultaneously.
  23. A Paladin's Detect Evil ability reveals evil-aligned NPCs and monsters nearby and can hint at their magic resistance.
  24. Bards of level 4 or higher gain 10 lore points per level, allowing them to identify almost any item. An item that resists identification even with very high lore is usually cursed.
  25. Reputation lost from evil actions can be partially recovered by donating to a church or temple, subject to the limitations described in the manual.
  26. Non-magical armor like Full Plate Mail can outperform supposedly magical alternatives because it leaves room to stack protection items like Ring of Protection +1 or Cloak of Protection +2, which also improve saving throws. Weigh your options carefully.

Prologue: Candlekeep

You start out in front of Winthrop's Inn in Candlekeep. Talk to Winthrop to see what he sells. Buy the weapon you are proficient with and a cheap armor such as Leather Armor — you will find better gear in Chapter One from combat.

Candlekeep Quests

Talk to Firebead Elvenhair — he will ask you to retrieve a scroll from Tethoril, who is in the compound by the library walls. If you have a thief with Pick Locks above 30%, try the locked chests in the Inn.

Talk to Phlydia — she has misplaced her book. Speak to Dreppin, who will tell you she left it in the haystack near the cow Nessa on the left. Talk to Dreppin again and he will mention that Nessie is sick and needs an antidote. Find Hull somewhere east of the map — he needs his sword retrieved from the barracks to the west. Collect the sword and the antidote together.

Inside the barracks, talk to Fuller — he will ask you to bring him crossbow bolts purchasable from Winthrop. In return he gives you a Dagger +1, your first magical weapon.

Check crates and barrels throughout Candlekeep for loose coins.

In the Priest Quarters and Bunkhouse, assassins have been sent to kill you. Fighters should have no trouble. Wizards should keep their distance, use pillars and doorways to break line of sight, and cast Magic Missile or another offensive spell once in position — level 1 spells have a casting time of 1 and fire very early in the round.

To leave the Prologue, speak to Gorion and say you are ready for the adventure.

Chapter One: The Sword Coast

After Gorion's death, meet Imoen and add her to your group — her thieving skills are indispensable. Check the ground near Gorion's body carefully; he dropped items upon death, as did the attackers.

You will encounter Xzar and Montaron (evil-aligned characters) on the cobbled road — they want escort to Nashkel. Head to the Friendly Arm Inn first to pick up Khalid and Jaheira, your strongest early allies.

On the next map, you will meet Elminster in a red robe. After speaking with him, head northeast to a small rounded rock — on top of it is a Ring of Protection +1.

On the east side of the same map, an ogre carries loot and killing him completes a later subquest without a second trip.

Friendly Arm Inn

A bounty hunter waits at the stairs of the Friendly Arm Inn. He is a wizard who casts Horror to scatter your party and then attacks with magic. Use Imoen's magic missile staff to disrupt his spellcasting. Before entering, head east along the southern edge to a lone pine tree directly south of the map — near its base is a Ring of Wizardry.

Inside the Inn, Jaheira and Khalid will be near Bentley the bartender. The shrine sells a Stone to Flesh scroll — buy it here rather than paying 500 gp at the Carnival later.

Friendly Arm Inn Quests

Talk to Joia in one of the houses near the main gate — her Flamedance Ring was stolen by Hobgoblins to the north. Look for a Hobgoblin wearing different-colored armor than the rest.

Inside the Inn there are two subquests: one concerns a stolen girdle (the solution involves talking to the same person twice), and one sends you to deal with a spider infestation in Beregost. You will receive 6 antidotes for the spider quest — put them in quick slots for front-line party members.

Exit the Friendly Arm area by going north. This saves a return trip later when heading to areas further north.

Beregost

Kill the spider infestation in a house in the southern part of Beregost as requested by the Friendly Arm Inn quest. Loot the house and the spider body afterwards.

Beregost is the best base of operations in the game — it is central to most locations and you can sell nearly anything here. Use the drawers in the upstairs room of the Jovial Inn to store overflow items.

Beregost Quests

In the Feldpost Inn, talk to Marl — respond sympathetically about his son to earn 900 XP without combat.

Find Firebead Elvenhair (again, this time in Beregost) in one of the southern houses — he wants the Book of the Fateful Coin, purchasable from the Feldpost Inn bartender for 2 gp.

Outside the Burning Wizard, Garrick says his mistress Silke needs help. Silke is evil and wants you to kill innocent men. Kill Silke instead for 900 XP — use the Wand of Magic Missiles to disrupt her Lightning Bolt casting. Garrick (a Chaotic Neutral bard with 40% Pick Pockets) can join your party afterwards.

Inside the Red Sheaf Inn, the halfling Perdue will ask you to recover his short sword from gnolls. The reward is modest but the quest is straightforward.

Speak to Mirianne — her husband was travelling to Beregost and she has had no word. In the area just below Beregost, two Ogrillons have killed him. Recover the scroll from the body and return it to Mirianne for XP and a Ring of Protection +1. In the same area, one Hobgoblin near a cave entrance carries the Boots of Stealth. The cave contains gold and 5 healing potions.

Beregost Thieving

  • Pick pocket Bjornin for a Medium Shield +1.
  • Pick pocket Algernon (a fat, rude man upstairs in the Feldpost Inn) for Algernon's Cloak (+2 to Charisma).

Chapter Two: Nashkel

Rest at the inn in Nashkel, but be prepared — another bounty hunter (a wizard) is inside. Deal with him before resting.

Find Berrun Ghastkill to receive the Nashkel Mines quest. He believes demons are responsible for the trouble (it is actually kobolds).

The fat man Oublek mistakes you for the bounty hunter Greywolf and offers a reward. Correct him honestly for a reputation increase — you can collect Greywolf's actual bounty later near the mines.

Minsc is a Neutral Good ranger of exceptional strength. If you refuse to help him rescue Dynaheir from the Gnoll Fortress he will attack you. Accepting grants a map update to the Gnoll Fortress location and is worth the effort for the XP.

Edwin, a wizard near the bridge, wants Dynaheir dead. Refuse him. He will reappear near the bridge when you return to Nashkel, ready for a fight.

Stock up on healing potions before the mines, especially if you lack a priest. The Carnival to the north is a good place to recruit one — free a woman there named Branwen who has been turned to stone (use the Stone to Flesh scroll purchased at the Friendly Arm Inn).

On the far western side of the Nashkel map, near a pine tree next to the westernmost farm plot, an Ankegh Armor and a Pearl are hidden on the ground — they blend into the terrain but are worth finding.

Nashkel Area Quests

In the northwest overland area above the mines, find a Wand of Frost. In the same western area, sculptor Prism is at work — let him finish. Greywolf will then appear wanting to take Prism into custody. Kill Greywolf for 1400 XP. Speak to Prism again and he will give you the emeralds he stole before dying. Return the emeralds to Oublek in Nashkel for your reward.

South of Nashkel, find a boy named Albert in the northwest of the map — he wants his pet dog found. The dog is east of where Albert stands. Return the dog and watch what unfolds.

Further south, two dangerous cutthroats claim one of them is "the fastest dart thrower in the west." He can hit AC 0 reliably. Use stealth to engage them carefully; the dart thrower carries the Bracers of Archery.

A group of evil adventurers — Delgod, Sendai, and Alexander — are in the middle of this map. You can talk your way past them or eliminate them for XP and items.

A Cloud Kill scroll is hidden toward the northern part of this map.

Northeast of Nashkel (Area AR 4400)

Three bandits attempt a toll — dispose of them. To the east, Ogre Berserkers and Ogrillons stand near a dead body; search the body for potions. Slightly north of them, Sarheda challenges you to deal with the Ogre group — talking twice completes this subquest.

Hulrik in the middle of the map has had a cow attacked by Xvarts. Kill the Xvarts for XP and a reputation increase.

In the northern part of the map, the bandit Half Ogre Arghain wields a magical two-handed sword. Killing him yields the sword, considerable coin, and 520 XP. A nearby cave contains an Ettercap — find and remove the trap at the entrance before entering. Killing the Ettercap earns 650 XP and potions from a crate inside.

The Carnival

A merchant in the southern tents sells two potions for 50 gp each — one raises Strength to 25, the other raises Intelligence to 25, both temporarily and with side effects. Buy both.

In one of the middle tents, a wizard is threatening a woman named Bentha with magic. Call him a fool to provoke a fight. His sequence is Mirror ImageHorrorMelf's Acid Arrows → melee staff. Kill him and speak to Bentha. You can then pick pocket Bentha for a Potion of Heroism.

In the Carnival, a merchant's left crate can be easily picked for potions. The right crate is trapped — disarm the trap before opening.

Pick pocket Berrun Ghastkill in Nashkel for a Healing Potion.

Nashkel Mines

The mines are full of Kobolds, spiders, and traps. Use the thief to find traps or cast Find Traps with a priest. Kobolds drop arrows abundantly. Use scouting, ambush tactics, and stealthy engagement to navigate efficiently.

On the lowest level you will confront Mulahey, the true culprit. He summons skeletons and Kobold Commandos — cast a Fireball in the upper section of the area to catch the spawning enemies. Use stealth to get Mulahey talking and trigger his confession; then eliminate the monsters before turning on Mulahey himself. You will also find Xan here, who carries a special elven sword only he can wield — it is in Mulahey's chest.

Chapter Three: Clearing the Sword Coast

Exit the mines through Mulahey's den — go the other way to the eastern exit. You emerge into a wasteland. The entrance has caved in so there is no going back immediately. Explore thoroughly for valuable items — there are three caverns with significant treasure and dangerous undead. A Protection from Undead scroll is strongly recommended before entering.

In the northern part of the wasteland, four bounty hunters — Maneira, Telka, Zeela, and Lamalha — are waiting. Defeat them and collect their magical equipment.

When you return to Nashkel, another bounty hunter (a tough mage who opens with Horror) is waiting. If your party is only level 2, retreat to Beregost to rest first. Report to Berrun Ghastkill for your mines reward.

In Beregost, find Tranzig upstairs in the Feldpost Inn. Save before going in. Defeat him, force him to reveal the location of the Bandit Camp, then kill him and take his scrolls and gear.

Ankheg Fields (North of Friendly Arm Inn)

The area just above the Friendly Arm Inn is thick with Ankhegs burrowing underground — scout ahead with stealth. Killing an Ankheg earns 975 XP. Collect the Ankheg carapaces (heavy — requires high Strength to carry) and take them to the smithy in Beregost. Do not sell — he will offer to craft Ankheg Armor for 4,000 gp, which has the same AC as full plate but weighs far less. It takes tendays (ten days in the Faerunian calendar), so note when you hand it over.

The Flaming Fist captain in the Jovial Inn will buy bandit scalps for 50 gp each (shops only give 25 gp).

Bandit Country (Northeast)

Head northeast toward the Bandit Camp. Many bandits patrol this region — find the ones who will talk, since you must join the bandits to advance Chapter 3. Not all talking bandits will let you join; some will attack regardless. Use your highest-Charisma character for these encounters. Do not kill every bandit on sight — many players failed to trigger Chapter 4 this way.

After a cutscene, you are shoved into the Bandit Camp and must prove yourself to Tazok, the bandit leader. Bandits outside will leave you alone and the chests around camp are worth looting. When you reach Tazok's tent, prepare for a difficult fight — deal with the wizard inside first using magic or ranged fire. Use backstab tactics to take out the wizard quickly.

West of Nashkel Mines

A Flaming Fist Officer in the western part of this map warns of bandits and asks you to locate a missing man named Samuel. Find Samuel on this map and speak to him.

Northwest of the area, Hafiz will give you a Protection from Magic scroll if you roleplay the encounter correctly. In the middle of the map, Liera asks you to carry Samuel to Gellana at the Temple in the Friendly Arm Inn before he dies — bring him immediately.

Somewhere south of this area, find a Ring of Fire Resistance, an Iol gem, and a Starphire gem (worth 1,000 gp).

South of High Hedge (Area AR 3700)

In the northeast of this area, a chicken named Mellicamp asks to be brought to his master at the High Hedge to break the curse on him.

In the middle of the map, Zargal leads a band of Hobgoblin bandits. Killing Zargal yields a Short Sword +2.

Bassilus is in the southeast, surrounded by undead. Talk him into dispelling them in a rage, then kill him alone. Loot his holy symbol and take it to the Temple for your 5,000 gp reward and XP.

High Hedge

The wizard Thalantyr resides in a building at the center of this area. Two Flesh Golems guard the interior — they will attack unless you have spoken with Thalantyr first. Bring Mellicamp the chicken here. Thalantyr will ask you to retrieve a skull (kill any skeleton outside for one). Save before handing it over — the incantation may fail, costing you the XP reward.

On the northeast side of the building, find Kivan — a ranger seeking vengeance on Tazok. He will join your party.

Temple Area (East of Beregost)

The temple is in the northwest corner of this area. Show Bassilus's holy symbol to the priest inside to claim your reward. South of the temple area, deal with Cattack, a Hobgoblin bandit.

Basilisk Fields (Area AR 3500, East of Temple)

This area is heavily populated with Basilisks whose gaze can turn party members to stone — bring Stone to Flesh scrolls. In the north, the mad gnome Mutamin controls the Basilisks and is a tough fight compounded by their presence.

In the center of the map, two arrogant evil adventurers will insult you. Killing them yields significant loot including the Golden Girdle, a Long Sword +1, Bracers of Defense AC7, and a Morning Star +1.

Ulcaster Ruins (Southeast of Temple)

Find Ulcaster School on a northeast plateau inside a maze of ruins. An undead knight patrols the southern ruins. The ghost of Ulcaster haunts the area and wants a specific tome recovered from within the school.

Furret in the northeast will try to sell you a Gem of True Seeing for 1,000 gp — the gem is fake and worth far less.

Hobgoblins in the middle of the map include one carrying the Boots of Stealth — kill the group and search carefully.

Inside Ulcaster School, a maze-like dungeon conceals significant treasure including the tome Ulcaster's ghost desires. Follow the layout carefully — the book can be returned to Ulcaster's ghost on the surface.

Chapter Four: Cloakwood

After clearing Tazok's tent, documents in the chest reveal the enemy's plans. The figure in the black cloak will tell you where Cloakwood forest is. Take everything from the room and head for Cloakwood when ready.

There are three map areas within Cloakwood before reaching the mines.

Cloakwood Quests

One notable subquest: a man's brother went looking for the Spider's Bane, a powerful two-handed sword. Use summoned creatures as fodder and keep Antidotes and Healing Potions in quick slots for front-line fighters — the poison from spider bites can kill faster than the physical damage.

Pine Forest Southwest of Nashkel (Area AR 5200)

A gnoll west of this area will speak of the Gnoll Fortress — he only turns hostile if you insult him. Travel south along the map edge east until you find a waterfall. Search the waterfall to find a dead cat. Climb to the area above the waterfall to meet a little girl named Drienne — she gives you a Protection from Undead scroll.

North of this area, gnolls demand 50 gp for crossing their territory — kill them all for at least 200 gp.

A Dryad of CloudPeaks by a beautiful lake in the center of the map asks you to stop Krumm and Branwen from chopping down her magical tree. Deal with them for a potion and 500 XP. Southeast of the lake, a cave entrance leads to a crate containing a magical Halberd.

Xvart Village (Area AR 4700)

West of Nashkel and northeast of the Gnoll Fortress lies an Xvart village. The Xvart leader summons a Brown Bear named Ursa. Northeast of the village is a cave with a cave bear inside — kill it and loot the crate for potions and a Flail +1.

North of Gnoll Fortress (Area AR 4600)

Neville and his Hobgoblin henchmen occupy the center-east of this map. Kill Neville for a Long Sword +1.

Southeast, a man asks you to kill a mountain bear across a wooden bridge. Killing the bear earns 900 XP and a trip back across the bridge gets you the Boots of the North.

Northwest, Laurel challenges you to hunt gibberlings. Accept — about a dozen gibberlings appear immediately and attack everyone in range. Survive the wave and speak to Laurel for your XP reward.

Gnoll Fortress

At the bridge entrance, Ogrillons Hairtooth and Gnarl demand a 200 gp toll — they attack regardless of whether you pay. Defeating them yields potions, coin, and the Gauntlets of Dexterity.

Dynaheir (Minsc's ward) is held in a pit deep in the fortress — follow the interior paths to reach her. A Tome of Charisma is also hidden within the fortress.

Gnoll Fortress Thieving

  • In the Carnival merchant's tent, the left crate is easy to pick for potions. The right crate requires disarming a trap first.
  • Pick pocket Bentha (after rescuing her from the wizard) for a Potion of Heroism.

Cloakwood Mines

The only way in is through the last of two fenced houses in the area. A group of NPCs with a wizard guards the entrance — use ambush and stealth tactics to take the wizard out first.

You will also find the Boots of Speed here — equip them on any character who does not already have the Spider's Bane or the Ring of Free Action (Free Action negates the boots' bonus).

Inside the mines, a prisoner offers to help free the other captives for 100 gp — he can be trusted. A dwarf prisoner seeking revenge will join your party if you need the company.

Find the most direct path to the lowest level where the evil wizard is located rather than fighting every monster — the XP per time investment is poor and slows you down considerably. There is a temple of Bhaal on the way with neat potions in the shrine vases.

On the final level, the wizard has powerful defenses — use Dispel Magic if you have it and use summons to absorb his attacks. After killing the wizard, proceed down a further tunnel to find expensive jewelry, scrolls, and the wizard's apprentice (you may spare him without reputation loss).

Exit via a passage that leads directly back to the first mine level. Obtain the key and find the large valve. Speak to the prisoner contact and flood the mines — but only after you have already freed all the prisoners.

Chapter Five: Baldur's Gate City

After flooding the mines, you can travel to Baldur's Gate at last. Speak to Scar — you can trust him. He asks you to investigate the Seven Suns, which has been infested with dopplegangers.

Inside the Seven Suns you will meet Quayle, a Cleric/Illusionist who can join your party.

If you encountered Elminster in Beregost, you will meet him again upon entering Baldur's Gate for the third time.

Exploring Baldur's Gate

One shop in the city sells mostly cursed items — browse carefully. In certain houses, a man asks for a password: it is "Fafhrd", the password to the Thieves' Guild. Do not make enemies with the guild — a thief there sells Potions of Thievery, which are invaluable for picking difficult locks and completing certain subquests. Someone in the area will also approach you with the same password as a warning.

There is a large, colorful building resembling a giant onion where magic items are sold. Upstairs you will interrupt a gathering of wizards mid-ritual — they are hostile and rude, so feel free to fight back if they attack you (your reputation will not drop if you let them turn hostile first).

The Iron Throne

Head to the Iron Throne Mansion in the northwest corner of the docks. Fight your way to the top level — the group there is formidable. Use backstab and summon tactics. The documents you retrieve reveal the conspiracy behind everything.

Doppleganger Infestation

West of the docks, a merchant says his trade partners have become strange. Accept this subquest — it rewards a +3 sword versus shapeshifters, which is extremely useful from this point on. Have the doppleganger documents on the speaking character when confronting whoever is in charge.

After clearing that location, head to the Seven Suns. More dopplegangers are waiting — kill the ones upstairs. Then visit the Flaming Fist headquarters (the great Garrison) and report to Scar. He will ask you to clear the remaining infestation. After confirming, speak to him again for your reward and bonus XP. If you want to move on quickly, tell Scar you have no time for the sewers assignment — he will take you to Duke Eltan. Make sure your inventory is not full: Eltan will give you the Tome of Great Value, which is required for re-entry to Candlekeep.

Hall of Wonders Area Subquest

Northwest of Baldur's Gate, near the Hall of Wonders, a child will approach you with a problem. Accept his quest and he will lead you to a house where a Priest of Tymora needs help recovering his dead son from the Temple of Umberlee. The temple is in the docks area. Speak to whoever greets you, ask for the Priestess in charge, and pay her 2,000 gp for the body. Return immediately to the Priest. You will receive a Shield of Missile Deflection.

Chapter Six: Return to Candlekeep

You are automatically transported to Candlekeep. Hand the Tome to the guard and you are admitted. Head to the Priest's Quarters, where a priest is examining a dead cat — he is a doppleganger. Interrogate him until he reveals his true form.

Even Phlydia has been replaced by a doppleganger. As you move through Candlekeep, others you know will not recognize you. Interrogate suspicious individuals until they transform.

Before going further, stock your characters with magical potions and key consumables — you will not be able to leave Candlekeep freely until you escape.

You will meet Koveras, who turns out to be Sarevok in disguise. He hands you Gorion's Ring of Protection — it is not cursed.

You will encounter Reiltar and his henchmen — do not kill them. Tell them it is not over. They carry nothing unique anyway.

Later you are wrongly accused of murder and thrown in a cell. Do not resist. Ulraunt informs you that you will be transported to Baldur's Gate for execution. Shortly after, Tethtoril appears and teleports you to the level below Candlekeep.

The Tombs Below Candlekeep

In the tombs, Phlydia's doppleganger appears again. Two important tomes are hidden in trapped rooms and sealed inside trapped stone coffins: the Tome of Wisdom and the Tome of Strength. Find and Remove Traps skill is essential, and Potions of Thievery can save you if pick-lock attempts fail.

As you move through the area you will encounter Elminster again — and Gorion. Draw your own conclusions.

Chapter Seven: The Final Hunt

After escaping the tombs, fully equip your characters. Avoid Flaming Fist guards — they want to arrest you. Stealth your way to the Iron Throne without being detected if possible.

At the Iron Throne, people are fleeing. Fight your way to the top floor again. Prepare Dispel Magic and Purge Invisibility to deal with an invisible wizard. After defeating her and her minions, do not let her escape — she carries the evidence needed to expose Sarevok's plans. Keep Sarevok's diary.

The Undercellar

One of the documents mentions the Undercellar — it is accessible through the Iron Throne building. Go down to the basement and enter the sewers through an entrance between two rows of barrels.

In the sewers you will likely encounter ghasts or ghouls — kill them and move quickly to the nearest exit upward, which leads directly to the Undercellar.

The Undercellar is a brothel — no Fireball allowed (innocent NPCs present). Use stealth to draw out the ghostly warrior first, then use Magic Missiles to disrupt the spellcaster's casting. Killing them yields an invitation to the coronation of the new Grand Duke: Sarevok.

The Coronation

Show your invitation at the palace gate. Do not use stealth provocations here — you must protect two important people inside. Fireball is also off the table in the cramped coronation room. Kill all the dopplegangers trying to assassinate Duke Belt and his companion. Use summons carefully to avoid overcrowding the room. Sarevok will simply stand and watch.

After the fight, Sarevok accuses you of murder. Show Belt the diary and Sarevok turns hostile — but do not expend all your resources on him here because he cannot be killed at this point and will flee with his wizard's help.

Thieves' Guild and Descent

Belt teleports you to the Thieves' Guild. Stock up on potions from the woman in the room there. You can exit to rest and restock before descending.

Below the Thieves' Guild stairs are Skeleton Warriors with 90% magic resistance, devastating accuracy, and very high hit points — even with an AC of −7 you will take heavy damage. Use summons and back them up with warriors. Keep a priest actively healing behind the front line. There are also jellies down here. Traps fire Lightning Bolts, Fireballs, and Magic Missiles — scout ahead and find the safest path to the exit.

Sarevok's wizard who helped him escape the Palace is here. Deal with him as you see fit.

Final Showdown: The Undercity

You have reached the Undercity beneath Baldur's Gate. A powerful group of mercenaries is hunting Sarevok — but they will kill you too for the right price. Use a Stinking Cloud ambush followed by sustained Wand of Fireball fire to eliminate them. Multiple Wands of Fireball and Wands of Monster Summoning are invaluable here.

Avoid the Skeleton Warriors scattered through the Undercity and make your way northwest to Sarevok's lair.

Sarevok's Lair

Before engaging, disarm the traps near the entrance. The traps on the Symbol of Bhaal cannot be removed — simply do not step on them.

Use stealth to draw out Sarevok's wizards and henchmen one group at a time. Once you have cleared his support, use summoned creatures to occupy Sarevok while ranged magic and missiles wear him down. With enough summons and concentrated magical fire, Sarevok falls.


Walkthrough content © original author. Formatted for readability.