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Baldur's Gate: Dark Alliance (PS2)

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Baldur's Gate (PC)
Baldur's Gate: Dark Alliance (PS2)
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1-1. The Elfsong Tavern

After entering the tavern, you speak to the half-elven bartender, Lady Alyth.
She tells you about the eerie song being sung by the elf maiden spirit. You
ask her about the thieves that attacked you in the streets. She says they
might be members of a new thieve's guild in Baldur's Gate. It seems this new
thieve's guild is at war with the old thieve's guild. She warns you about them.
You insist on finding them. She suggests you try the sewers. She thinks they
are using them to move around the city and that maybe that's why there are
sewer rats being driven to the surface. She says there's a gate in the cellar
of the tavern but that the door that leads to it is locked. She proposes a
deal. If you help her clear out the rats that are infesting the cellars of her
tavern, she'll give you the key that leads to the sewer gate and a few gold
pieces to help you get back on your feet. You accept the deal. The door to the
cellar is locked and she says you can get the key from Ethon.

Go talk to the guy standing next to Alyth near the bar. His name is Ethon and
he's a regular of the Elfsong Tavern. You ask him to get the key that leads to
the cellar, telling him about the deal you made with Alyth. You ask him about
the thieves that attacked you in the streets. You insist that you wish to find
them, even after he warns you to stay away from them. He also warns you about
the rats in the sewers. He gives you the key to the cellar and a dagger. He
asks that you don't stay down there too long or he'll have to come get you.

Sleeping at a table, you can try talking to him but he won't respond.

This man is standing near the door to the cellar. You ask him about the thieves
that are in Baldur's Gate. He tells you about Alyth cutting him off from
spending gold at her bar. With the cellars locked, he can't get a bottle to
tide him over. He asks you to find a bottle for him. He says he'll make it
worth your while.

Bartley the Shop Keeper
Bartley has set up shop inside of the tavern because of the thieve's guilds
war. You can buy weapons, armor, potions and other equipment from Bartley. You
can also sell off excess equipment to him to get gold to purchase better
weapons and armor. However, you have no gold to start with.

Head down to the cellar by unlocking the door next to Nebbish and going down
the ladder.

1-2. The Cellars

TIP: The first act of the game is extremely straightforward. If you ever get
lost in the cellars, sewers, crypt or thieve's guild, I pity you, very much. ;)
This game features one of the best auto-map features I've seen in recent
memory. Use it often whenever you're not sure about where you are and where you
are going. I suggest you put the map in the top right corner of the screen
because having the map over the main screen can get distracting after a while.

Navigate through the cellars, killing rats, breaking every barrel and urn you
encounter, looking out for gold pieces and potions. Keep an eye out for
treasure chests containing among other things, gold pieces, a Rusty Short
Sword, a Ruby and a Worn Wooden Shield. After killing all of the rats, you can
either go back up to the tavern to collect your reward from Alyth, sell some
stuff and buy new equipment or you can continue exploring. You'll encounter
kobolds further into the cellars. Be on the lookout for the wine bottle for
Nebbish. You find a Rusty Long Sword and a Rusty Battle Axe in treasure chests
along the way. You'll also encounter some spiders down in the cellar. Be
careful to not let them swarm you. You should eventually reach a locked door
that leads to the sewers. Before heading back up (either by walking back or by
using a Recall potion), make sure to search for the secret passage in the north
of that room. It leads to a room with loot inside. Go back to the tavern.

Talk to Alyth. She asks you if you saw Ethon down in the cellars. He followed
you down there not long ago to look for you. She's worried that he might be
lost or that he even wandered down into the sewers. You tell Alyth that you'll
look for Ethon down in the sewers. She gives you 75 gold pieces for the reward
and the key that leads to the sewers. You also gain 200 experience points for
completing her quest.

Talk to Nebbish. Give him the wine bottle you found in the cellars. He gives
you an Extra Healing Potion in thanks. You also gain 100 experience points for
completing this quest.

Finally, before heading to the sewers, sell off your excess equipment and
jewels to Bartley and purchase better weapons and armor, if you can. I suggest
you sell off all your Rejuvenation Potions for extra money, unless you're using
the Sorceress.

1-3. The Sewers

TIP: If you head back down the cellars on your way to the sewers, keep an eye
out for any left over barrels, crates and urns you might have missed during
your first trip. Also, there are some random gold pieces lying on the ground.

When you first enter the sewers, you see a cutscene with Karne, the thief that
attacked you in the streets. He has captured Ethon. Karne orders a thief to
take an orb to the shrine of Ilmater.

Sewers Level 1

You'll encounter rats when you first enter the sewers. Beware of the kobolds in
the next room. Some of them wield spears. To proceed further, you'll need to
push a lever in the adjoining room. This will slide open the door, allowing you
access to the next room. There will be four kobolds throwing spears at you
behind some crates. Head into the waterway and you'll encounter some more rats
and kobolds. Watch out for the bugbear leading a small group of kobolds in one
of the rooms. Beware the large group of spear-wielding kobolds waiting for you
at the end of the big hallway. Retreat back into the safety of the crates and
boxes if you need a breather. Pull the 3 levers in this room to open the door
to the next area. Battle some rats in the shallow water. Climb up the crates
and jump to get to the crate pile with two chests on top. There's also another
treasure chest atop a crate pile further on. Climb up the crates again to get
to the next area. There will be a bugbear and a few kobolds waiting for you.
Continue in the sewers, fighting kobolds along the way. You'll arrive in a big
room with shallow water. Spear-throwing kobolds are in the middle of the pool.
Get to them quickly. From there, head east, pushing the crates out of your way.
You'll find your way to a small complex filled with kobold bodies. In one of
the rooms, you'll encounter a giant rat. Make sure to loot all of the bodies
of the dead kobolds on the way. Head back to the big room, save your game and
go north, pulling the lever to open the door. You'll encounter another bugbear.
In the next big room, you'll encounter the bugbear chieftain you saw conversing
with Karne in the previous cutscene. He orders his kobolds to attack.

| BOSS: Bugbear Chieftain |

Actually, the biggest threat to this boss are his kobold lackeys. Don't let
them swarm you. Just hack away at the kobolds, taking shelter if they outnumber
you too much. Once the kobolds are out of the way, hack away at the bugbear
chieftain and he'll eventually die. Keep an eye on your Health Bar at all
times, drinking Healing Potions when necessary. You'll find a prison cell key
on the chieftain's body.

After defeating the bugbear chieftain and the kobolds, loot the room. Head to
the east and you'll find cells. Ethon is in the middle cell. Open the cell door
with the key you found on the chieftain to rescue him. He's grateful for the
rescue. He felt guilty about you heading down in the sewers so he decided to
follow you down. No sooner did he enter the sewers that he was knocked down by
kobolds and brought to this prison cell. He used the entrance to the sewers in
the city to reach the sewers. He admits he was once a thief in the old guild
but has long since retired. He managed to pick a key on the bugbear chieftain
that might lead deeper into the sewers. He also overheard a conversation
between some thieves about something they're planning. He doesn't know what but
he says you'll have to head deeper into the sewers to discover what. He says
he'll meet up with you in the Elfsong Tavern and that you should come back to
him once you learn what the thieves are up to.

At this point in the game, you should have achieved level 3 of experience.
However, you might be carrying a lot of loot that you could sell off. Climb the
stairs in the room where you fought the chieftain and the kobolds to head back
to the city and go back to the Tavern to sell the stuff to Bartley.

Elfsong Tavern

Talk to Ethon and he'll offer you 100 gold coins and an Amulet of Dexterity +1
for rescuing from the sewers. You also get 200 experience point as a quest
reward. Talk to Alyth and she'll also offer you 200 gold coins for your
troubles. You'll also get 300 experience points as a quest reward. Finally,
you'll notice two new patrons in the tavern.

Talk to Ipswitch. He came to Baldur's Gate to pay his respects at the Shrine
of Suffering, the Temple of Ilmater. He came to find the temple sealed. He
fears that something bad has happened but he doesn't know what. He wanted to
visit the shrine to pay his respects to his brother and to take his medallion
back with him. It was always his brother's intention to pass the medallion down
to the family and since Ipswitch has a son now, he wishes to hand him the
medallion. However, since the temple is sealed, he doesn't know what to do.
Offer your help in retrieving the medallion.

Talk to Osala. She wants to be left alone. She seems distraught and is waiting
for someone, her man, Keissen. He left for an expedition to a place called the
Battles of the Bones, in the North, but he hasn't returned. He'd been asked to
retrieve an orb by someone and was getting paid handsomly for it. She said that
before he left, he acted strange around her, almost hypnotized, like he was
charmed or something. He was obsessed with finding his orb for his new
employer. She says they agreed to meet here, in the Elfsong but she hasn't
heard from him. She fears that orb he recovered might have done something
horrible to him. You offer to tell her about Keissen should you see or hear of

When you are ready to proceed, go back to the room in the sewers and open the
door leading north. You'll find stairs leading to the second level of the

Sewers Level 2

Head north and you'll encounter some bugbears. In the water-filled room, you'll
fight some gelatinous cubes, which usually bear some good items worth looting.
Head east and you'll fight some bugbears and kobolds. You'll also encounter
green slimes for the first time. At the save pedestal, head east, passing by
steam pipes. You'll fight more green slimes. Pull the lever in the room at the
end. Head back west and go north, watching out for the steam coming out of the
pipes again. At the crossroads, head west and fight a gelatinous cube. Back at
the crossroads, head north. More green slimes and gelatinous cubes. You'll
reach a circular room with a pool of water. Green slimes and chest. Exit room
and head east. At the end of the hallway, watch out for the room filled with
green slimes. Retreat if low on health to drink healing potions. Pull the lever
in the small room. Go back to crossroads. Head west. Even more of the slimey
creatures. You'll notice a save pedestal to the north with closed doors. Head
east to find yet another circular room with a pool. More green slimes that
surround another lever. Pull it and head back to the save pedestal to go north,
through the now opened doors. You'll reach a staircase that leads to a crypt.
Climb down.

You'll see another cutscene with Karne discussing with his employer. They
discuss the magical orb that the thief is bringing to the crypt. His employer
asks to bring him the prisoner. Karne admits that the prisoner has been rescued
and his employer isn't happy. He orders Karne to have his men search the

1-4. The Crypt

NOTE: After playing for a while, you should now be accustomed to using the map
feature in the game to find where you are where you need to go. Therefore, to
not bog down this document too much, I'll skip giving directions unless some
are absolutely needed.

TIP: Try to avoid using slashing or piercing weapons in the crypt since the
skeletons are strong against those types of weapons. Use blunt weapons like
maces, clubs or morningstars. Also, if you've found a good blunt weapon that
has the Disruption magical ability, equip it now.

Crypt Level 1

Explore the rooms in the crypts, watching out for the zombies and skeletons.
You'll encouter a priest of Ilmater named Fayed. He tends the crypts and
performs burial rites here at the Shrine of Suffering, the Temple of Ilmater
in Baldur's Gate. He's distraught about a strange set of tracks he found that
lead to a strange magical orb. He escaped when he noticed undead walking
around. He sealed off this level. However, undead creatures still lurk on this
level. He mentions the way he barricaded this level by knocking off urns from
their pedestals to seal off the lower levels of the crypt. He believes the
undead are coming from that strange orb down in the crypts. You can ask Fayed
to heal you. You agree to seek out and destroy the foul orb that's raising all
of the undead in the crypts.

Continue exploring the crypt, watching out for the skeleton archers along the
way. You'll notice some tracks on the crypt floor at regular intervals. Seems
someone has passed through here recently. You can follow the trail if you wish
but you'll lose it sometimes. Explore all the rooms and passages of the crypt,
cleaning out every undead creature you find. When you get to the large room
with the save pedestal in the middle, save and head east. You'll find another
large room with undead creatures. Go to the end of the room and keep an eye out
for the medallion for Ipswitch on top of a stone coffin lid. Go back to the
room with the save pedestal and head north. Watch out for the large group of
skeleton archers in the next room. You'll notice three urns lying on the ground
which you can push. For now, climb the stairs leading back up to town. The
stairs will come out near the Temple of Ilmater, on the surface. Head to the
Elfsong Tavern.

Elfsong Tavern

Give the medallion to Ipswitch and he'll offer his thanks and a very potent
weapon to use against the undead, a Lt. Mace of Disruption +1. You also get 300
experience points as a quest reward. Sell off your extra stuff.

TIP: If you have enough money, buy the suit of Scale Mail. The undead creatures
will have a hard time hitting you if you're wearing Scale Mail.

Once back in the crypt, push the three urns onto the stone squares at the north
end of the room. You might need to place them in a certain order. The order is
random (apparently) so place each urn one by one on the squares. You'll hear a
faint clicking sound when you've placed an urn on the right spot. The stone
disk covering the stairs leading to the second level of the crypt will slide
open, allowing you access. Climb down the stairs.

Crypt Level 2

From the stairs, head west then north. You'll pick up the trail again. Destroy
the undead creatures in your path. At the intersection, go east and west to
small alcoves with undead, then head north. Another large room with more undead
creatures. Keep an eye out for one of the chests at the end of the room, near
the save pedestal. It contains a very useful Morning Star of Disruption +1.
Continue heading north and reach the next save pedestal. Boss fight coming up.
Head north. You'll enter the Chamber of Ashes that Fayed talked about. In the
middle of the room, there lies the strange orb that seems to be animating the
undead in the crypt. It rises up and suddenly, skeletons surround you...

| BOSS: Orb of the Undead |

First, attack the orb while it's low on the pedestal. Eventually, it will rise
up into the air and summon skeletons to attack you. Defeat the skeletons and
the orb will lower itself again. Attack it again. It will summon a few waves
of skeletons. After hitting the draining the orb's energy by attacking it, it
will shatter. Just make sure not to let the skeletons gang up on you, moving
away if need be.

Once you've destroyed the orb, Fayed enters the room. He wonders where that orb
came from. You search the body of a thief that's lying on the ground. You find
a map of the sewers on him. You swear to Fayed that you'll find those
responsible for this horrible act. He appreciates your help, offers you an
Amulet of Protection +2 for your efforts and says he'll consult with his
colleagues concerning this matter. He says to watch for a messenger at the
Elfsong Tavern if they ever find out more info. You gain 750 experience points
as a quest reward for destroying the Orb of the Undead. You can either walk
back to the stairs leading up to town or use a recall potion to return to the
Elfsong Tavern.

Elfsong Tavern

First, go talk to Osala and mention the body of the thief you found in the
crypt. She'll thank you for putting her soul at ease and offer you a Ring of
Protection +1 as thanks. You get 750 experience points as a quest reward.

You'll notice a new male patron standing next to Ethon at the bar and another
female patron on the other side of the bar, near the save pedestal. Talk to
Alyth first. She says the man has been waiting to speak with you and that he's
been talking to Ethon for hours. Talk to Ethon. He says the man's name is
Jherek and that he wants to speak with you. He's worked with him in the past
and says you can trust him. Talk to Jherek. He's intrigued by your bravery and
efforts in the sewers and in the Shrine of Suffering. He admits that Ethon and
he are members of the Harpers, a group of good-aligned people sworn to protect
the Realms against evil. He invites you to join the Harpers. You can refuse,
of course, but you won't be able to get any further if you don't, so accept his
offer. Jherek has a task for you. He says the orb you encountered was put there
for a reason, to cause chaos, to distract the city watch so that another group
could act freely. The new thieves' guild which has declared war on the old
thieves' guild. He asks you to infiltrate this new guild and to find out who or
what is behind it. He says another agent tracked down a secret door on the
first level of the sewers that might lead to this guild. He says it's locked
magically and that they haven't found a way to open it yet. You show the key
you found on Keissen's body. Jherek takes the key and places an echantment on
it. He says to bring the key close to the secret door in the sewers and the key
will open it.

Talk to the new female patron, Keaira. She mentions the thieves plaguing
Baldur's Gate. She's part of a merchant caravan that got attacked by thieves
outside of the city. They killed off most of the guards and stole most of the
goods of the caravan, including a rare box of spices from Amn. She has tried
to track down the guild but with no luck. You offer to keep an eye out for the
box of spices, since you are looking for this guild yourself.

Head out into the city and enter the sewers via the grate. From the stairs,
head east, past the cells where you freed Ethon. Go at the end of the hallway
and the secret door to the thieves' guild will open.

Another cutscene with Karne and his employer. They talk about the destruction
of the orb in the Shrine of Suffering. Karne mentions you to his employer. His
employer is revealed to be a beholder! The beholder says that if Karne fails,
he'll see to the matter, personally. ~gulp~ Heh heh.

1-5. The Thieves' Guild

Thieves' Guild Level 1

Head east and you'll encounter a trio of thieves. Search the weapon racks. You
will also encounter some kobolds and some more thieves along the way. You'll
come to a room with a throne at the end of the room with a treasure chest next
to it. There's a Long Sword +1 inside the chest. In that room, there is also
a stairway leading back up to the city. Come back here if you need to restock
your potion supply or sell stuff to Bartley.

Continue exploring the rooms and hallways of the guild. Watch out for ambushes
by large groups of thieves. Don't let them gang up on you. Head north, past
the save pedestal, searching the side rooms for loot. After the save pedestal,
go east and follow the hallway. Kill the beholder spores. In the room at the
end of the hallway, there will be several treasure chests and the box of spices
Keaira is looking for. Among the weapons you'll find the chests are a Shortbow
+1 and a Battle Axe +1. Now would be a good time to head back to the Elfsong
Tavern by using the staircase you found earlier.

Elfsong Tavern

Give the box of spices to Keaira. She'll be grateful and offer you an Iron
Shield +1 as gratitude for your actions. You'll also get a 500 experience point
quest reward. Make sure to sell all your extra stuff to Bartley and to stock up
on potions before heading back to the guild. There's a stairway leading to the
second level of the guild at the north end of the hallway, north of the save

Thieves' Guild Level 2

You'll enter a series of various traps and pitfalls on this level, including
pillars that throw fireballs and stone platforms that fall after you step on
them. The level is thankfully spattered with save pedestals so use them wisely.
You'll encounter a group of thieves in some shallow water. Also, watch out for
spiders and a very large specimen later on in the level, after jumping across
the large stone platform maze. I have it on good authority from ffixeiko's
husband (ffixeiko is a very good friend of mine that recommended the game to me
, Hello! ^_^) that this section 'sucketh mightly'...or worse! Just keep trying
and you'll get by. Doing it alone is fairly easy. Doing it when playing
2-player mode is rough. The very large spider can poison you so keep an eye on
your health meter. You'll fight some more smaller spiders along the way, some
green slimes, a gelatinous cube, a large group of beholder spores, a group of
spiders lead by a very large spider again, a group of rates and finally,
another gauntlet of pillars that throws fireballs. Save at the pedestal. Make
sure you have at least 20 healing potions in your inventory. If not, head back
to town to buy some. You'll fight Karne.

| BOSS: Karne |

Watch out for the daggers he throws, they are fairly lethal. He'll eventually
use smoke bombs to confuse you. Keep hacking away at him with everything you
have and keep an eye on your health bar. After you've defeated him, loot his
corpse for some nice magical items and proceed to the third level of the guild.

Thieves' Guild Level 3

TIP: Make regular trips at the Tavern if you find yourself low on potions. Make
sure you will have enough for when you'll face Xantam, the beholder.

Pull the lever to lower the force field. In the next room, watch out for the
rotating eye. If it catches you in its line of sight, it will shoot some
disintegrating rays at you that are lethal. Next, you'll face pillars that
shoot arrows at you. Navigate through, trying not to get hit too much, saving
at each pedestal you find. You'll encounter more of the disintegrating eyes.
Pull the levers while avoiding their deadly gaze, taking cover behind some
barricades when necessary. You'll also encounter a room filled with levers that
need to be pulled. There's a rotating eye at the middle. Time yourself well.
In the last room before the throne room, you'll face three bugbears. Save your
game and enter the throne room.

| BOSS: Xantam the Beholder |

Xantam uses the magical eyes he has at his disposal. Evade their effects as
best you can, occasionally moving in to hack away at the beholder with your
weapons, arrows or spells. You'll find that his bite isn't as lethal as his
magical eyes. If you're wearing strong armor like Scale Mail, he'll have a hard
time hitting you.

After killing Xantam, Jherek enters the throne room and shows you the map
hanging on the wall. It shows Baldur's Gate, the Sunset Mountains and the
Marsh of Cherlimber linked with black lines. There's a teleportation gate in
the throne room that Jherek says leads to the Sunset Mountains. He entrusts you
to go through the gate to investigate what is going on in the Sunset Mountains.
He offers you a Flaming Long Sword +1, a Fine Shortbow +1, 2000 gold pieces and
you receive 2000 experience points as a quest reward. Whenever you are ready to
proceed, head through the teleportation gate, to the Sunset Mountains...

            A C T   2   -   T H E   S U N S E T   M O U N T A I N S

2-1. Wind's Walk

You emerge from the teleportation gate in some kind of desolate place. Start
walking along the path in the moutain, fighting gnolls, ogres and yetis along
the way. You'll eventually reach a mine camp.

2-2. The Mining Camp

This is a dwarven mining camp. Head into the camp and talk to Branoch the Shop
Keeper. You can sell your extra stuff to him and purchase some new weapons and
armor. Continue wandering in the camp and you'll meet Torrgeir. If you're
playing as the Dwarven Fighter, you'll recognize him as one of your clan
brothers. He says a patrol of drow raided their mines and were forced to
establish this camp. They sealed off the mines and trapped the drow inside. You
offer to enter the mines and drive off the drow. Torrgeir tells you about some
warriors led by their leader, Kolgrim, that went to the Burning Eye to light
the fire to signal their allies in Easting. He says he has heard no news of the
warriors. The gate to the mines were closed with the Key of Dumathoin. He says
Kolgrim has the key that leads to the mines. You tell him that you'll try to
find Kolgrim and persuade him to let you use the key to enter the mines. Leave
the village by going east, towards the Burning Eye Base.

NOTE: If you are playing as Kromlech, the dwarves of the camp are a lot less
suspicious about your arrival. Actually, Kromlech is part of this clan of
dwarves. If you're playing as Vahn or Adrianna, the dwarves will wonder who
you are and what you're doing here.

2-3. Burning Eye Base

Travel in the forest, fighting wolves along the way, following the trail. The
trail will start climbing into the moutains. You'll find a gnoll camp along the
way. The mountain path will start getting icy. You'll fight some more wolves
and some snow yetis. Before continuing north to the Burning Eye Summit, head
east and you'll find a cave. Inside, there are some wolves, some gold and some
healing potions.

2-4. Burning Eye Summit - Part 1

Head north and you'll find an Ice Cave. Inside, you'll find some chests, crates
and exploding barrels. Head outside again and continue north. You will fight
some more gnolls and ogres in their camp. Continue north and you'll have three
path choices : east, west and north. Head east first.

2-5. Burning Eye Summit East

Here, you'll fight some wolves. Head down the path and you'll end up in a large
camp site for some gnolls and ogres. Search all of the camp site, killing every
gnoll and ogre you find, searching chests, crates and weapons racks. In the
southern part of the camp, you'll find the remains of a dwarven fighter. Search
his remains and you'll find a torch for lighting the Signal Tower. Exit this
camp and return to the crossroads to head west, this time.

2-6. Burning Eye Summit West

Carefully navigate the icy walkways, fighting gnolls, ogres and wolves along
the way. Keep an eye on your map to figure out where you need to go. This area
is fairly vast so make sure to kill everything you can, for experience and
gold. You will eventually discover an Ice Cave. Inside, there will be yetis
and the remains of another dwarf. Search his body to find a slab of flint,
for lighting the Signal Tower. Head back to the crossroads and go north.

2-7. Burning Eye Summit - Part 2

After going north at the crossroads, you'll see two paths, one heading higher
into the mountain and another one, heading west. Take the one heading west
first. You'll find another Ice Cave. You'll find Kolgrim inside. He's badly
wounded. He says you need to light the Signal Fire at the top of the Burning
Eye mountain. You ask him about the key to the mines. He says that one of the
others has it. They were attacked by a dragon and most of the warriors were
frozen solid. The one carrying the key is frozen next to the signal fire. He
says you'll have to light the signal fire to get to the key. To light the fire,
he says you'll need to find the fuel and tinder his comrades are carrying to
light the flame. He offers you a flask of oil to fuel the Signal Tower. His
wounds are too great and he dies. Exit the cave and head back east, then head
up the mountain, to the Signal Tower. Make sure you have all three items needed
to light the Signal Tower : the torch, the flint and the oil flask.

2-8. Burning Eye Peak

At the peak of the mountain, you'll find some gnolls bodies lying everwhere and
you'll encounter some will o'wisps. Continue heading up the mountain. You will
reach the Signal Tower. Light it with the three items you found and the frozen
body of the dwarf will melt away, allowing you take the key to the mines. A
cutscene will be shown. It seems the Signal Tower you've just lit has attracted
the attention of a white dragon... Anyway, head back to the mining camp, by
either walking or using a recall potion.

The Mining Camp

Back at the mining camp, go talk to Torrgeir. He says he saw the Signal Fire
from atop the Burning Eye Peak and that you've retrieved the key. He asks if
any of the dwarves from the expedition survived. You tell him that they fought
valiantly but most were slain by a dragon. You insist on entering the mines to
make the drow pay for they have done. He says to hold the key in your left hand
as you approach the door and push it inside the door and the door should melt
within itself, allowing you to enter the mines. Head east, towards the path
to the Burning Eye Base and you'll notice the entrance to the mines on the
cliff side. Insert the Key of Dumathoin into the mine door. Enter the mines.

2-9. The Mines

The Mines Level 1

You'll fight some rats and you'll encounter some drows in the mines. Navigate
around the rooms and hallways. Watch out for the drow crossbowmen with poisoned
arrows, they are deadly. At the second interesection in the mines, head east
to find some more drow and a shaft gear for a dwarven mine elevator. You'll
need that later on. Back at the intersection, head north to find another tunnel
complex with drow and another shaft gear for the mine elevator. Finally, head
west from the intersection. You'll encounter some spiders and yet another shaft
gear for the mine elevator. At the north end of this western branch of the
mine, you'll find the elevator shaft leading to the second level of the mines.
You'll need the 3 shaft gears before you can go down, since the elevator is

The Mines Level 2

More drow inhabit this level of the mines, including some females that can
cast spells of poison and frost. Be careful, there are pits that will lead to
your death scattered around this level of the mines. From the elevator shaft,
head north first to a small tunnel complex. Then, back the the shaft, head
west, saving along the way. The tunnel will turn north, eventually. There will
be two narrow tunnels, one to the east and one to the west. The western one
leads to a dead end. Watch out for the exploding barrels along the way. Taking
the eastern narrow tunnel, you'll end up in another mine room. From there, an
interesection runs east-west. The western tunnel leads to a complex filled with
spiders while the eastern tunnel leads to another large complex inhabited with
drow including some that are mounted on giant lizards. Head north from there,
following the narrow tunnel, entering yet another large complex with drow. At
the north end of this complex, you'll find the elevator shaft leading to the
Drow Underworld.

2-10. The Drow Underworld

In the first cavern, you will encounter some umber hulks. These beasts can
cause quite a lot of damage all by themselves so make sure to keep an eye on
your health bar at all times. Explore the tunnels and you'll encounter some
more drow and some more umber hulks. You'll end up inside a huge cavern with
a drow camp site. At the eastern end of the cavern, you'll find some cells with
a dwarf trapped inside. Come back here when you've found the cell door key.
Head to the north end of the cavern. You'll meet a drow priestess of Lloth
named Ilivarra. She will attack you.

NOTE: If you are playing as Adrianna, Ilivarra will say something different to
you, mostly relating to the eternal blood feud there is between the dark elves
and the surface elves. I felt it added a nice touch to the game.

| BOSS: Ilivarra the Drow Priestess |

Ilivarra will use all of the spells at her disposal to attack you. She might
summon some undead minions to attack you, magic missiles, poison arrows,
fireballs. She can also teleport at will so watch your back. After defeating
her, you'll find a horn with a cell key attached to it. Loot the rest of her
body and go back to the eastern end of the cavern to free the dwarf trapped
inside the cell.

The prisoner's name is Brogan. He asks you if you're of the Harpers. You ask
him if he's one of their agents as well. He says he was their eyes in the
Sunset Mountains. He talks about the gnolls and ogres being banded together by
the drow. He mentions the dragon. The drows plans were to take over these mines
and they enlisted the aid of the gnolls and ogres for their attack. You mention
the teleportation gate you found in Baldur's Gate that lead to the dwarven
camp. You think that someone might be intending to move the gnoll and ogre
troops through the gate and attack the city. Brogan mentions something about
the drow talking about another teleportation gate that leads to the Marsh of
Cherlimber. You ask him where the gate is that leads to the Marsh. He thinks
the gate is located within an ice cave in the mountains. He says he'll mark the
location of the cave on your map. He says the cave is sealed with a massive
sheet of ice. He mentions the horn the drow priestess carried. You tell him you
have the horn and that you'll find this new teleportation gate to the Marsh of
Cherlimber. Use a recall potion, if you have one, to head back to the dwarven
mining camp.

The Mining Camp

Back at the camp, go talk to Torrgeir. He says he was worried about you. He
asks you if the drow still hold the mines. You say you have defeated the drow.
He offers you 3000 gold pieces as thanks and you gain 2000 experience points as
a quest reward. You tell him about meeting Brogan inside the mines and the ice
cave in these parts. He warns you to be careful if you go looking for it. Take
the northern path from the mining camp to head into the Dark Forest.

2-11. The Dark Forest

You'll encounter some wolves, kobolds, gnolls and ogres in this forest. This
is an expansive area so I won't detail the directions this time. Just keep a
close eye on your map and explore every part of the forest thoroughly. Keep
going in a general northern direction and you'll eventually reach the ice cave
entrance that's sealed with a sheet of ice. Blow Ilivarra's Horn of Sahri to
open the cave entrance.

2-12. Ice Cave

Ice Cave Level 1

You'll fight some yetis in the first part of the cave. You'll also encounter
some displacer beasts, that occasionally become invisible. You'll fight some
more snow yetis before finally finding an entrance down to the second level.
This level of the cave is relatively short.

Ice Cave Level 2

On the second level of the Ice Cave, you'll encounter some more displacer
beasts, snow yetis, frost wolves, frost spiders and some very dangerous frost
giants that will stop the living hell out of you if you're not careful. Also
watch out for the giant frost spider roaming this level. Make sure to save your
game before heading down to level 3...

Ice Cave Level 3

The sole inhabitant of this level is a very big white dragon named Ciraxis. He
doesn't seem too happy that you've invaded his lair, so, he launches his

| BOSS: Ciraxis the White Dragon |

Ciraxis flaps his wings and takes off. Large chunks of ice fall everywhere
during the whole battle. Make sure to evade his frost breath because it can
cause a lot of damage. He occasionally settles on the ground, when he wants to
use his breath weapon against you. Use that time to go next to him and attack
him. Be careful because he'll often try to stomp you, causing massive amounts
of damage. Just keep an eye on your health meter and Ciraxis will eventually
die. Once you've defeated him, make sure to loot the treasure chests inside
his cave and when you're done, enter the teleportation gate.

         A C T   3   -   T H E   M A R S H   O F   C H E R L I M B E R

3-1. The Sunken Chapel

After exiting the teleportation gate, you find yourself in an flooded room.
You'll encounter some undead creatures, zombies and skeletons. Search all the
hallways and rooms of this flooded place and find your way to the exit, which
leads to Adderspine Road West.

3-2. Adderspine Road West

You'll find yourself in the Marsh of Cherlimber. You'll encounter some lizard
men and some zombies that emit a toxious and deadly poisonous gas when they are
destroyed. Follow the path in the marsh and you'll eventually reach a small hut
with a lizard man in front of it. Talk to him.

He says he has no wish to fight you and that he placed the vines in the marsh
to lead you here. He speaks Common via a magical spell. He asks why you have
come to his land. He speaks about an Onyx Tower and asks if it is your god. He
says the arrival of that tower was like a poisoned spear. All their tribes have
joined forces with the tower. He doesn't know how the tower arrived in the
marsh. He talks about a human female inhabiting the tower. He says she rose
from the marsh after dying. He says she enslaves his people to take human
cities. He speaks about the teleportation gates. She is the one who creates
them. You tell Sleyvas that you will enter the tower and stop this woman. He
says he'll help you in any way he can. To reach the tower, he says you must
first go through the tribes of his people and make your way to a drowned city.
Beyond the drowned city is the tower. He says you need to find the King of his
people, Sess'sth and kill him to cause confusion among the tribes. After
getting all the information you need from Sleyvas, you can sell him your extra
stuff and purchase new weapons and armor.

After finishing your transactions with Sleyvas, he opens up the vines that were
barring the path in the marsh. Head towards that new exit.

3-3. Adderspine Road East

This area is a very large place with scattered lizard men encampments along the
way. Make sure to search this area entirely for experience, gold and items.
Keep an eye out for those pesky lizard men shaman. Once you've explored all of
this area, head northeast and you'll find a small network of wooden paths above
the water. Take these paths towards the east and you'll arrive in the drowned
city Sleyvas spoke of, Cherlimber's Crown.

3-4. Cherlimber's Crown

Make your way along the brides and walkways on the rooftops of the sunken
buildings, fighting off lizard men along the way. You'll eventually reach a
large area filled with more lizard men. Head north and you'll reach the Outer

3-5. Cherlimber's Keep Exterior

More lizard men infest this area. Kill them all and search for weapons and
armor in the weapon racks. Keep heading north and you'll reach the Keep's
Interior. This whole area is very straightforward.

3-6. Cherlimber's Keep Interior

Inside the Keep's Interior, you'll encounter some more lizard men and some
kobolds. You'll also encounter some umber hulks in some rooms. Make sure to
find the room filled with kobolds in the west of the keep. Keep heading north
and you'll find Sess'sth's throne room.

| BOSS: Sess'sth the Lizard Man King |

Watch out for that spiked club of his. It can cause massive amounts of damage.
Like all bosses, keep an eye on your health bar and retreat for healing when
things get dicy. After defeating him, return to Sleyvas.

He says that the road to the tower is now clear. He says there is no gate to
reach the Onyx Tower, however. He talks about a Sinking Temple beyond the
Rotting Bog. Inside that temple, he says there might be a way inside the Onyx
Tower. He mentions something about a Water Stair. It seems there's an entryway
to the Elemental Plane of Water in this Sinking Temple. Sell off your extra
stuff and upgrade your equipment as needed. Return to Sess'sth's throne room
and head down the stairs to the Rotting Bog.

3-7. The Rotting Bog

Poisonous zombies infest this bog. There's nothing really interesting in this
area so just keep on fighting zombies. Eventually, you'll reach an area of the
bog that is infested with bullettes, creatures that borrow in the ground. Watch
out for these, as they can cause an impressive amount of damage if engaged in
melee combat. The entrance to the Sinking Temple is guarded by a humonguous
bullette. Defeat it and enter the Temple.

3-8. The Sinking Temple

Inside this Temple, you'll encounter some minotaurs. Watch out for their bull
rush type attacks. It's no use using recall potions in this Temple. Sleyvas
is waiting for you inside this Temple, next to the Water Stair. Talk to him.
He casts an enchantment on you that will allow you to breathe in the Plane of
Water. This will be the last time where you can buy/sell stuff so make sure you
have enough potions and equipment for the rest of the game. When you are ready,
tell Sleyvas you're ready and head down the stairs.

NOTE: You will find many very powerful magical items in the Onyx Tower.

3-9. The Onyx Tower

Onyx Tower Basement

You'll encounter some gargoyles and some iron golems down in this basement.
Watch out for the poisonous gas the golems spit out. Make your way up to the
first level of the Onyx Tower. The stairs are in the northwest corner of the

Onyx Tower Level 1

Monsters in this level include iron golems and minotaurs. Again, search every
corner for powerful items on this level. Make your way north and you'll find
the stairs leading to the second level of the Onyx Tower.

Onyx Tower Level 2

Gargoyles assault you as soon as you enter this level. You'll also encounter
another variety of iron golems. These ones wield huge swords and come at you
swinging them like madmen. You'll also encounter some more minotaurs. Make your
way north again and you'll find the stairs leading to the third level of the
Onyx Tower.

Onyx Tower Level 3

You'll encouter some more gargoyles, iron golems and a new variety of iron
golem, a much larger one that wields a massive halberd to attack you. Make your
way north, once again, and you'll find stairs that lead to the Black Forge.

3-10. The Black Forge

First, you'll encounter some black spiders. You will also encounter creatures
known as fire mephits. These creatures are elementals from the Plane of Fire.
Make your way north again and you'll reach a very large room. Inside is a huge
onyx golem. It is very powerful. Try not to get too close to it or it'll stomp
you for massive damage. Make sure to pick up the Onyx Sword it drops when
defeated. Continue onward to the Hall of Rememberance.

3-11. The Hall of Rememberance

The only creatures you'll encounter in this place are the ghosts of Eldrith's
mercenary company, the Westering Sun. You'll find stairs leading upwards but
you cannot climb them. Go to the west and meet a ghost named Keledon.

He was the first captain of the company of the Westering Sun. Soldiers of the
Westering Sun are imprisonned here, in the Hall of Rememberance. He talks about
Eldrith (see the Background Story section for info on Eldrith and how she
betrayed Baldur's Gate). Keledon also speaks about her wife, an elven maid he
left in Baldur's Gate on the last day of the campaign against the Black Horde.
You mention to Keledon that you've met his wife and that she has passed on but
still sings for his return in the Elfsong Tavern. After Keledon's story, he
says you'll find Eldrith at the top of the Onyx Tower. He says he'll open the
way to the top of the tower and that he prays you will kill her, for the second
time and hopefully, the last time. He mentions that maybe a blade constructed
in the Black Forge and made of the same material as the tower may be your
strongest weapon against her.

NOTE: Although it may seem, according to Keledon's words, that only the Onyx
Sword can harm Eldrith, that's not true at all. While the Onyx Sword is a very
potent weapon of itself, there are more powerful weapons in the game and they
are just as effective against her.

When you are ready, save your game and head to the top of the tower.

| BOSS: Eldrith the Betrayer |

With the Dwarven Fighter, just equip your strongest weapon, armors, rings and
amulets and hack away at her, taking pauses for health regeneration.

With the Arcane Archer, I used my Hail of Arrows feat to cause massive damage
at close range. Just be careful not to stick near her too long because one or
two swipes of her sword could kill you.

With the Elven Sorceress, don't try Ball Lightning, it won't have any effect
on her at all. I didn't really bother using any of my other spells and decided
to just hack away at her using the Onyx Sword, which works really well. Just
keep an eye on your health meter at all times.

At certain parts of the fights, Eldrith will become electrified and grow in
size. When she is undergoing the transformation, your attacks will have no
effect. Take that time to rest and heal yourself, dodging the lightning bolts.
Just keep at it and eventually, she will stand down on one knee.

When you have defeated her, the Onyx Tower starts to crumble. Make your way to
the teleportation gate on top of the tower and enter it. The Onyx Tower is
destroyed. It seems that Sleyvas has an unseen master and that your quest to
destroy the Tower was all a ruse... You emerge from the teleportation gate in
an unknown place, surrounded by dark creatures... but that, is for another tale
and hopefully, another awesome game. ^_~

Congratulations! You've beaten the game!

                                 S E C R E T S

4-1. The Gauntlet

After completing the game at least once, you'll unlock this special game mode.
In this mode, you control probably the most popular character ever in the
Forgotten Realms, Drizzt Do'Urden, the renegade drow ranger. He wields his
usual equipment, his twin magical scimitars, Icingdeath [+3 Frost Scimitar] and
Twinkle [+5 Defending Scimitar] along with a suit of Mithral Chainmail +4.
Basically, you go around in rooms, attacking various monsters. You have a 15
minute time limit as well.

I completed this mode after about 50 different tries, maybe more.

Helpful strategies
* Attack very quickly and use hit and run tactics.
* Use potions only when absolutely necessary (for they are in limited supply).
* Avoid getting swarmed by enemies at all costs. Use Repulsion when enemies
  try to swarm you and things get too crowded.
* I beat the mode without using the Icy Sphere spell. It can be useful in
  slowing down enemies, though.

Section 1 : Spiders
Watch out for their poison. Try and avoid getting swarmed by them. Lure them
one by one to a safe spot somewhere. I've noticed that they sometimes have the
tendency to run circles around you. Use that to your advantage.

Section 2 : Kobolds and Kobold Shamans
Go for the Shamans first because their spells, when combined with other Shamans
can cause massive damage. Kill off the rest of the kobolds. Believe it or not,
I actually got killed here a few times. As always, be careful not to get

Section 3 : Umber Hulks
Toughest section in this mode, IMO. Just one of these creatures can kill you
with two swift strokes. Make sure not to attack all of them at once. Try luring
them one at a time in the southern hallway.

Section 4 : 3 Spiders and 2 Huge Spiders
Watch out for the huge spiders for they can pack quite a mean attack (similar
to the Umber Hulks). Keep an eye on your health meter at all times, especially
since these creatures use poison. Again, lure them out in the previous hallway,
one by one, if possible.

Section 5 : Gnolls and Kobold Shamans
The gnolls are wimps but still, watch out not to get swarmed. Go for the
Shamans at first, as always.

Section 6 : Gargoyles
Probably one of the toughest sections in the mode. The gargoyles cause massive
damage so be careful to not let them swarm you, as always.

Section 7 : Spiders, Drow and Onyx Golem
Final section is fairly easy but watch out for the Onyx Golem. It can kill you
with a single stroke and end your try very quickly.

Once Gauntlet Mode is completed, the game will ask you to save your game. It
unlocks Extreme mode, which basically allows you to import any character you've
made in the new difficulty mode called Extreme. I haven't played it at all so
far though. I think that after you've completed this mode, you can import
Drizzt in normal games.


Dashboard Clock

P.S. A big thanx to Gamefaqs for letting me use SOME walkthroughs.