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Baldur's Gate - Die Legenden der Schwertküste (e)

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Baldur's Gate: Tales of the Sword Coast
Walkthrough and FAQ
Version 0.5
Elroy Ng(elroyng@singnet.com.sg)

This Document Copyright 1999 Elroy Ng
Do not reproduce or redistribute this FAQ in any form without my 
consent. If you want to include any part of this FAQ on your website, 
publication, etc, e-mail me for permission first.

Contents:
1.	Author's Note
2.	Introduction
3.	The Ideal Party
4.	General Physical Combat Strategies
5.	General Magical Combat Strategies
6.	Tales of the Sword Coast Walkthrough
7.	Conclusion


1.	Author's Note
23.5.99
First of all, I would just like to say that Baldur's Gate is the BEST 
RPG I have ever played on the Playstation or PC. The game is just 
simply incredible. 

All of the tips and strategies in this guide are created and tested by 
myself. These strategies are tried and tested and have proven their 
worth. Anyone who wants to add their own strategies in Baldur's Gate, 
please e-mail me and I would decide whether to place them here.

Also, there is NO STORY SPOILERS IN THIS FAQ.


2.	Introduction
In Baldur's Gate, especially Tales of the Sword Coast, there are tons 
of strategies and tactics involved when dealing with powerful foes. The 
kind of strategies you use would depend on the kind of party you are 
controlling. For example, a pure physical attack party would use 
different kinds of strategies and technique compared to a party using 
maigcal attacks.

In this FAQ I have listed the various ways to tackle the tough foes 
found in BG. And my definition of "winning a battle" is "winning a 
battle without a single party member dead". Please take note of this.


3.	The Ideal Party
The ideal party to use in Baldur's Gate MUST have at least one mage who 
casts spells such as Lightning Bolt or Fireball. Another must-have 
member is also a priest who handles the healing of your party.

If you are like me, and prefer to stick to a pure brawling party with 
no mages whatsoever, then I must warn you that you are only making 
things difficult for yourself. In BG, it is almost impossible to make 
it through the game without magic. Powerful foes such as the Battle and 
Helmed Horrors make your life difficult. I had such an experience.

In the first few chapters of the game, it is possible to make it 
through without magic. I did. However by the time I reached Cloakwood 
Mines, I found the game to be extremely tough without magic when 
dealing with the Horrors. This was my party at that time:

Myself (Paladin)
Khalid (Fighter)
Jaheria (Fighter/Druid)
Ajantis (Paladin)
Kivan (Ranger)
Imoen (Thief)

All of the members of my party used long-range weapons such as bows and 
slings. For the lesser enemies I met, this party was all-around 
supreme. However the lack of any form of magical attack soon became 
apparent when I reached Baldur's Gate. It was near impossible to beat 
those Doom Guards and Invisible Stalkers in that mage's house without 
losing a single member. So I reshuffled my party and this is my current 
party in Tales of the Sword Coast too. The members are:

Myself (Paladin)
Khalid (Fighter)
Ajantis (Paladin)
Branwen (Cleric)
Imoen (Thief)
Dynaheir (Invoker)

If you are wondering what happened to Minsc and Jaheria, well, I simply 
killed them. Yes, feel free to kill any member of a pair when forming 
your ideal party, the game would not penalize you any way. 

All of my characters carry a long-range weapon and a secondary short-
range weapon. If there's a need, Branwen could use the Wand of the 
Heavens which I bought and Dynaheir coould use the Wand of Frost which 
I also bought.


4.	General Physical Combat Strategies
?	When fighting hand-hand, long range missile weapons are always more 
effective than even the best sword that you can ever find in the 
game. Equip your whole party with long range weapons. For the 
fighters, use a Composite Longbow and for the mages and clerics, use 
the Slings. Any normal enemy approaching your group will be 
mincemeat by the time they reach you.

?	When fighting a group of powerful enemies, make sure to take out the 
magic user among them first with your long-range weapons. Mages can 
wreak havoc with spells such as fireball and horror if you are not 
careful.

?	I would advise that you put your best armour and equipment on one 
warrior alone. Try not to spread the equipment out to create a well-
balanced party. A party with a super-warrior and two weaker warriors 
is better than a party with three average warriors.


5.	General Magical Combat Strategies
?	The best magic attacks in the game usually come from wands. I found 
the Wand of the Heavens and Wand of Frost to be the most effective.

?	Spells such as Fireball and Lightning Bolts dish out tremendous 
amount of damage. However these spells MUST be used cautiously. A 
single Fireball spell targeted wrongly can really ruin your day. The 
best strategy to adopt when using a Fireball spell is to cast it far 
behind the opponent. When done correctly, only the monster in front 
of you gets injured by the spell.

?	Do NOT ignore spells such as Hold Person and Horror. These spells 
can really help when dealing with groups of tough foes.

?	Never forget about your lower-level spells when you receive your 
third or fourth level spells. Spells such as Magic Missiles and 
Burning Hands are excellent when executed by a high-level mage.

?	Personally, I think that the best spell in the game is the Magic 
Missile spell. It never misses and is cast instantly. This is 
effective for hitting mages before they get their powerful spells 
off on you.

6.	Tales of the Sword Coast Walkthrough
Be warned that all the subquests in Tales of the Sword Coast are very 
cahllenging. To begin with, you would need a Level-7/8 party, which is 
also well equipped at the same time. The party I used to tackle TOSC is 
the same as mentioned above with 3 warriors, 1 thief, 1 cleric and 1 
mage. In TOSC, the most important member has to be the thief. This is 
due to the sheer amount of traps you would find in TOSC. 

?	Retrieval of Shandalar's Cloak
Talk to Shandalar found in Ulgoth's Beard. He would ask you to retrieve 
a cloak belonging to him from a faraway place. Make sure you prepare 
your party sufficiently before agreeing. Stock up on ammo for your 
long-range weapons and cure your whole party. When ready, talk to him 
again and he would give you a wardstone, which can get you out of that 
island. And then he would teleport your party to the island to retrieve 
his cloak. 

You would then appear on an island, enter the cave to the dungeon. In 
this dungeon, there are winter wolves scattered about and there are 
three major battles with mages in the dungeon. The first battle 
involves a group of 3 mages. This is a really difficult battle. You 
would have to enter the space where the group of mages are via a narrow 
corridor. Upon seeing you, they would attack you, not giving you time 
to get your entire party into the room. Whats more, they would cast a 
Horror spell which makes you lose control over several members of your 
party. I have developed a specific strategy for this battle. And it 
goes like this:
?	Get your mage who can cast either Fireball or Stinking Cloud to the 
other end of the corridor, which is a dead end. Make sure you do not 
let the three mages spot you. 
?	Then cast Fireball into the room where the three mages are, not 
moving from your position. As soon as the fireball spell hits, 
retreat back into the room from which you came from.
?	If successful, the fireball spell would damage one or two of the 
mage prompting them to approach and attack you.
?	This is the opportunity to take them out one by one. Once you have 
taken out one or two of the mages, you can then rush into the room 
to take care of the rest of the mages.
?	One mage (can't remember his name) gives a whopping 6000 exp whereas 
the others give 1800 and 2000 exp. 

There is another battle here involving a mage and 4 Ankhegs. This 
battle is pretty easy as the mage is not that powerful. Make your way 
to the top of the map via a narrow passage near the beginning of the 
dungeon. Watch out for the traps though. Either use a thief to disarm 
them or use a mage with Minor Globe of Invulnerability to walk through 
them. You will then meet two more mages who are pretty easy to beat. 
The last mage that you would fight is called Dezkiel (I think), he 
holds Shandalar's cloak. This guy is wimp, just take him out with long 
range missiles. Grab the cloak and leave the dungeon by the stairs in 
the room he was in. Leave the island by moving to the spot from which 
you landed on when you arrived. You should teleport out of the island 
automatically. 

?	Werewolf Island
To initiate this quest, talk to Mendas of Waterdeep in his house which 
is to the far west of Ulgoth's Beard. He would tell you to retrieve the 
sea charts from the Counting House in Baldur's Gate. The Counting House 
can be found by walking north from the Soceries Sundries, and then 
exiting the map. On the new map, on your immediate right is the 
Counting House. Unlock the door and enter. The guy at the top would 
tell you to do a quest for him before you can obtain the sea charts. 
Actually, you can simply pickpocket him for the charts and leave not 
bothering with the quest. Head back to Ulgoth's Beard and talk to 
Mendas again. When ready, go outside and talk to Mendas. He would then 
have hired a boat which would take you to Werewolf Island.

Your ship would then meet a storm and land on Werewolf Island 
(coincidence?). As soon as you land, head towards the center of the map 
and enter a house then talk to Kaishas Gan. She would tell you of the 
story of how they came to be on this island and about the lycanthropes 
in the upper half of the island. Offer to get rid of the Werewolves in 
the upper half of the island.

Head to the northern part of the island. Proceed to the shed where a 
mage (can't remember his name) resides in. He would ask you to retrieve 
his spellbook from the ship where the Wolfweres are so that he can get 
out of the island. His shed provides a safe resting place so rest if 
you have to. He would also hand you an amulet that helps against 
lycanthropes. Pickpocket him for another such amulet. Proceed to the 
ship to the northwest of the shed. Here, there are four levels where 
you would meet Wolfweres and Vampiric Wolves. I would suggest Magic 
Missiles and wands to deal them damage. Of course the most efficient 
way is still the traditional way, and that is, by hacking and slashing 
at them. There are chests around each level. However, most of them are 
booby-trapped so have your thief to disarm them beforehand. If you find 
yourself not being able disarm the trap and therefore not being able to 
unlock the chests, your only option is to cast the second-level mage 
spell, Knock and then take the effects of the traps head-on. (BTW, you 
better get used to this, such occurrences are aplenty in Durlag's 
Tower). On the third level of the ship, a Werebane dagger can be found.

The fourth level is the final level of the ship where Karoug is. There 
is a nasty fight waiting for you though. Here is how I survived it 
without anyone dying:

?	As soon as you reach the top, have someone cast a Fireball spell 
aimed at the bottom end of the room. This is to weaken the Wolfweres 
that would approach your party when the conversation ends.
?	And then have another person cast monsters or skeletons to block the 
Wolfweres from approaching your party.
?	When the conversation ends, Karoug turns into a Greater Wolfwere. 
You need specific weapons to hit him. Bastard Sword+3 vs 
Shapeshifters, the Werebane dagger and the Flametongue can hit him.
?	Have your best fighter approach and challenge the Greater Wolfwere 
to "hold him off" while you hit it with Magic Missiles or wands.
?	An attack should be made on the enemy mage as soon as the 
conversation ends so as to disrupt her spellcasting. As soon as 
someone or something hits her, she would turn into a Wolfwere.
?	The Greater Wolfwere would give your party 8000 experience points.

Grab the doll and baby named Pelandan, from the room with Balduran's 
Logbook and the Sword of Balduran. (I do not know how to complete the 
doll and baby subquest, anyone who have the exact details, please e-
mail me with the exact details and you would be given credit in my FAQ) 
Return to the shed and return the spellbook to the mage and he would 
cast Dimension Door and disappear.

Return back to Kaishas Gan once you clean out the ship. Suddenly, the 
whole village except Kaishas Gan would turn against you. Go outside and 
any villager who notices you would "explode" into a Werewolf to attack 
you. (So much for cleaning out the island for them) Approach the large 
house to the west of the village where it is enclosed by stone walls. 
The mage whom you just "saved" by returning the spellbook would 
approach and tell you to enter the secret passage in the house.

Go into the house and enter the passage revealed. You would then find 
yourself in a cave with winding paths. Head towards the north-east to 
find the exit. When you exit the cave, approach the ship where Kaishas 
Gan is. She would then turn herself into a Lou Garou and attack you. 
The Lou Garou is not very strong, equip the Sword of Balduran which you 
should have found in the ship and kick its ass. And the escape from the 
island by clicking on the mast (or somewhere there) of the ship.

When you return to Ulgoth's Beard, Menda's plot is revealed and he too 
turns into a Lou Garou. As the previous battle, use the Sword of 
Balduran to hammer it.

?	Durlag's Tower
Ok, I have completed Durlag's Tower but have not found the time to 
write a decent walkthrough on it. If you have any difficulties, e-mail 
me and I will try to get back to you as soon as possible.

Here is a summarized walkthrough:
?	Enter the tower and pilfer the upper levels first
?	An easy to miss item is the Scimitar+2, which can be found on the 
"outside" of the tower. You can access the "outside" by entering a 
door on the second level of the tower.
?	Proceed downstairs and find a hidden door to the north of the room.
?	Enter the door and you would find yourself on a huge level with TONS 
of traps
?	The four warders have their individual riddles to solve.
?	Go to the room with the books opposite the room with the sword and 
click on each of the books. The sword would then be activated and 
this solves one riddle.
?	Proceed to collect the gong mallet and the handle (the handle is 
easily missed. Its in a table in the bedroom) and head to the anvil 
near the beginning of the level to fix the together. Proceed to the 
room near the sword room and hit the gong with the fixed item. This 
solves another riddle.
?	Go to the room with lots of treasure and take the glittering blue 
gem. This solves one more riddle.
?	Head to the bedroom and grab the grapes. And then activate the huge 
machine in the east of the level. Proceed to the funny contraption 
nearby and you would end up with a bottle of grape juice. This 
solves the last riddle.
?	Head to the warders and talk to them all. Once you have done that, a 
nasty fight would ensue. My tip is to summon lots of monsters and 
take out the magic-casting one first. Make sure to steer clear of 
the area where one of them casts cloudkill. When you are done with 
them, grab the wardstone and exit the level through the well.
?	You would then end up in the next level (duh!). You would see 3 
doors and to get to them, there is a room where a fireball 
repeatedly explodes.
?	Proceed to the end of the level and enter the four rooms to defeat 
the creatures.
?	In case you do not know, the only way to take out the Fission Slime 
effectively is by casting fire spells on them. Fireball and Wand of 
the Heavens work well.
?	You would then be transported to a chess match. This "match" is 
tough. The key word is "fireball". There are just too many of them 
to take out quickly. I would suggest no moving in your positions and 
use long-range.
?	At the beginning of the game, have your mage cast fireball 
immediately aimed into the opponent's half, this would take out 
about six pawns and the rest of the enemies would then start to 
swarm you.
?	Now, use Arrows of Detonation to aimed at the mages in the middle of 
the board. Two arrows would effectively take out everyone left 
besides the king.
?	Then kill the king and head towards the top of the board and the 
door to exit the level.
?	This next level contains some easy-to-solve riddles.
?	When done, proceed to the stairs and meet the Demonknight
?	The Demonknight is a wimp, kill him and then talk to Dalton in the 
same area.
?	Then exit Durlag's Tower by talking to Islanne.

7.	Conclusion
This is FAQ is FAR from complete. I do not know whether I would have 
the time or patience to update it in the future. Anyway, if you have 
any questions or queries about Tales of the Sword Coast, e-mail me and 
I would try to get back as soon as I can. Also, if you can help by 
filling in the missing names in this FAQ, please send me an e-mail and 
I would give credit where it's due.

Elroy Ng (elroyng@singnet.com.sg)