Bg enhanced edition walkthrough




















Lucky Aello's Loot all containers except the bookshelf by entrance Discount Store: Good place to sell gems, necklaces and rings. Note: entering BG South will move time forward to midnight if Rasaad is in the party. Depending on the time of day, might get Alora now if after but before am.

Hall of Wonders Imoen or Coran get Alora from the Hall of Wonders by unlocking after , the container she stands beside. Optional: loot to get the Telescope before from the container keep for a quest later ; do not get caught stealing. Talk to Alora again, Alora joins! Temporarily park Imoen in the Hall D of Wonders but remember where she is parked! Plan for Alora: use to pick pockets skill is !

Note: we do not use this over-powered item on current play through's. Do the poisoning quest carefully or you could die Resistance from poisoning in ten days! Talk to him again and Casson Belde'ar is revived; talk Missiles 2 to Varci to finalize 5k xp, 2k gp, and another shield! Quest done! Sorrem is here Rasaad's quest but talk to him later which moves time forward to midnight. If you do, you must do his quest now see below because only he can open the door to the Merchant League and it only stays open for a very limited time I'm not sure how long, but it is less than 8 hours in BG1.

Therefore talk to him later and do the quest later. The quest must be completed within a very limited time, too. Can drink a Potion of Invisibility if caught. Shandalar will give you a quest retrieve an item and so will Hurgan Stoneblade retrieve the Soultaker dagger from Durlag's Tower.

That's pretty much it for pick pocketing the most worth-while targets! Park Alora in a convenient place such as BG East. Carefully clear the Tower e. Three Old Kegs: Loot top floor for gp in gems! We've got the good stuff! Time to do the main plot quests, followed by other side quests.

West "door": use Stealth and enter basement without fighting; talk to Jhasso [OK to fight on main floor but do not go upstairs to the 2nd floor yet]. Note: Carrion Crawlers can re-spawn a couple of times mid-map, mid-north and NE, or get Rest interrupted to fight a few more. She can loot basement, too use Stealth to avoid being caught. BG main plot quests done!

Wait to finalize this quest with Grand Duke Eltan to avoid being sent D to Candlekeep already, because when you eventually return to BG k gp hostile Flaming Fist Enforcers will be all over the place, so do some side quests in BG now.

She was at Level 2 with 4k xp only. We cleared some simple maps between BG and Carnival and did Rasaad's quest see below, after the BG side quests are completed. When we returned to BG East she had 14k xp only; however, by the end of the game she easily max'ed out at k xp.

Parked Coran permanently to get Dynaheir as a new party D - Coran parked! Dynaheir member, and then completed Rasaad's quest see details below D joined! Note: must do quest now or the door could close and be locked for good e.

Sorcerous Upstairs: buff with Remove Fear, fight Niemain and three others, Sundries: xp, 2x Identify scrolls, gp. Upstairs: talk to and then fight Cyrdemac and two Ruffians xp. Low Lantern: 3rd level: talk to Yago part of quest with Brielbara and Coran , fight xp, drop includes Book of Curses quest item Carefully loot the entire Low Lantern if not done. NE, Oberon AR [did not do Thieving quests: use Stealth to get spellbook, Estate: artifact fragment and statuette from top floor desk, along with gp Loot 2nd floor, south side; 1st floor north side].

Warehouse: Coran or Imoen finalize quest with Nadarin, xp, gp [or protagonist finalize for Boots of Stealth, gp, xp - but the boots have been PP'ed already! Note: if you did not do Narlen's quest and finalize with him, you will not be in good standing with the Thieves and will have to fight them all. Note: in BG1 and EE 1. Entar Alora, with a Potion of Invisibility in inventory, use stealth to sneak Silvershield's upstairs to the SW room; unlock three containers for a lot of loot and Estate: gold, immediately drink the Potion of Invisibility when the guards appear to sneak away without conflict.

First floor: two chests in the south guarded have a lot of gold if you can sneak them without being caught run! Total value of gold and items is 6k gp! Outside: can loot the chests to the west of the estate. ID equipped items with Quayle or pay at Sorcerous Sundries. You could instigate Chapter 6 to focus on building the protagonist at this time or do Rasaad and Dorn's quests now Make sure to do a major sell of all unwanted items before instigating Chapter 6 to avoid having to run from the numerous hostile Flaming Fist Enforcers.

Note: can get Rest Interrupted by Trolls on this map, can fight several for xp each. Traps: - south rooms one trapped chest each - floor around altar - floor to the left of altar - middle of floor of next room circle Sneak into NE small room: trap on floor. Neera's quest done! Next part occurs in Baldur's Gate north. Each party member will earn about 20k xp each for the TotSC quests excluding Durlag's Tower worth approximately 50k xp each.

Leave north; both north halls have immediate traps NE hallway has a trap midway along the long straight section and one more along the next long straight section. Ulgoth's beard: Finalize Mendas 2k gp D Takes 25 days! North Island: NE ship wreck: Enter for immediate fight 8k xp Watch for trapped containers General strategy is to first scout the place using Stealth.

Khalid [or Minsc] should buff similarly Now the entire ship can be cleared in one go! Level 2: 3 Fight: begin fighting at the north end of the ship xp. Before going to next floor Khalid the only party member with sword proficiency full buff, including Oil of Speed and Potion of Cloud Giant Strength, with all best equipment to Khalid. Enter the office one floor trap and get the Sword of Balduran which is the only weapon, I think, that can kill the Greater Wolfwere.

Outside, ship: Fight xp, click on ship's mast to leave island D Chapter 6 could be instigated now, but went to Durlag's Tower instead, for a bit more of a challenge rather than waiting until getting 19 strength in Chapter 7.

D k gp. Memorize x Knock, x Identify and x Protection from Petrification Each party member will gain 50k xp or more from Durlag's Tower. The merchant on the map Erdane sells potions and ammo, and buys wands as well. Entrance level: No traps, no loot Store loot in the nearby chest; eventually sell items, gems, scrolls, potions and wands to Erdane.

Upstairs 1: Floor traps: north room: 2; south hall: 1 Trapped chests: south chest, and 2 in the east. South hallway: cast Protection from Petrification and then exit to the outside balcony. Note: Imoen drink 1x Potion of Perception to detect all traps in the tower and 1x Potion of Master Thievery to unlock all chests. Max level reached! There is no need to walk through the trapped southern hallway five dangerous traps! Long Hallway to west: one floor trap 3.

West room: click the Gong. Room with treasure hoard: has Key to the chest of drawers has Switch for Engine and Glittering Beljuril gem, gp and a lot of good ammo! Use the Switch for Engine in the Engine room to the north-east by clicking on the panel above the engine climb up the small set of stairs. Loot the Ward Stone and click on the rectangular "well" to open the way to Level 2; drop all the Wardstones into a container Drop excess loot in container; sell gems to Erdane.

Note: clicking on the upper statue opens the dummy room, but it is simpler to complete the bedroom first. Room 3 dummies : 7 floor traps! Note: if you have a door problem at this stage, click on the two statues until the dummy room door opens for you; soon we will be at the switches room to open all doors. Note: hitting the middle dummy opens the bedroom door; the east dummy opens the throne room door.

Room 4 throne room : prepare for a tough fight; if playing on hard difficulty and if sending in the entire party their will be deaths! Can do solo using Stealth; keep someone back in the circular entrance room:. Switches room: click on the four panels to get the "door opened" messages for all doors Summon Skeletons into the throne room after the poison clouds have dissipated; buff and fight Fuernbol and Islanne first.

Alternative: bring in fighters into the throne room, keep them south while the poison clouds are present and then fight Fuernbol and Islanne. Room 5 switches room : the east dummy to opens this door if not done Optional EE 1. Room 6 torture room : 11 floor traps! Before going through the Teleportation device consider to dump nearly all loot upstairs in the tower near the entrance OR: if you leave the Dungeon and return later: click the east Gargoyle then click the 5x switches on the panel room 5 to re- open doors to the teleporter again or: Knock the doors?

You can also deposit all Wardstones you've collected so far into a container as they are no longer needed exception: later you will get the Teleportation Wardstone and Level 2 Exit Wardstone, keep these ones! Room 7 4 containers and statue just after teleporting : central floor trap and the 4 small containers are trapped! South: trapped stairs the stairs are fake Stand close to the door just below the fake stairs with the Level 2 Exit Wardstone and the door to the real stairs will open automatically.

Room 10 bridges : floor trap at entrance! Room 11 winged creatures : 6 floor traps! NE hall: floor trap Runes in EE 1. Did 5 times. Experience points can add up quickly if you temporarily park a companion or two.

Can get emerald or Laeral's tear drop; Islanne drops a Traveller's Robe only. Note: in EE 1. Use the Wand of the Heavens and Magic Missiles as you must take him down very quickly and do 60 points of damage.

Full buff and have full health to carefully fight three Greater Wyverns 5k xp each, use Stealth to first locate and then attack from the north. Note: can get Rest Interrupted here to fight Greater Ghouls 2k xp each! Rest and memorize Protection from Electricity, or have enough Potions of Absorption or scrolls of Protection from Lightning, in preparation for the upcoming Chess Board battle Animal Summoning spells are also good for the Chess Board.

Long hallway to the south: one floor trap near the large heads; fight Greater Ghoul 2k xp. Can clear the Skeletons area five floor traps, one on each platform except for the northwest one xp and loot enchanted arrows Imoen can drink a Potion of Invisibility and de-trap.

South garden area: optional area to clear for 11k xp; wear the Ring of Free Action in case of hitting a trap but the area is quite dangerous and has no good loot except Bala's Axe, Potion of Heroism, and a Potion of Master Thievery Imoen drink a Potion of Perception to find all traps Central statue is trapped; five or six floor traps. It is recommended to start with the lower trial first the Phoenix Guards and work your way up, ending in the Ice room. The bug we experienced BG only sent only two characters to the Chess Board; bug likely due to difficultly in knowing if the Phoenix Guards were indeed killed entirely, but could also be that we missed an Invisible Stalker.

Note: save game before entering the fourth Cavern; the Chess Board area can be buggy! Save game once more immediately! The character wearing the Boots of Grounding or Helm of Defence will now be healed upon taking damage from lighting! Very tough battle! Full buff including vs fear; potion of strength, Heroism and Mind Focusing are useful here.

Can carefully clear up to 8 Pawns xp each before going for the King and others; they become Queens worth 5k xp each if you allow them to one-by-one reach your side of the board If lucky can kill the Queen 5k xp, Bishop 2k xp, Knight 2k xp, and Rook for xp; King is worth 2k xp. Islanne north-west offers to send you outside: sell gems, rings, necklaces to Erdane; store loot in a chest in Durlag's Tower; Rest. In BG you can lock pick some of the doors; otherwise throw the various switches to get the "door has opened" message for all doors.

Can get rest Interrupted again still in the SW area to fight for 4k xp each! Level 3: Click on one of the "cavern" area doors to be teleported back to the Chess Board. North: Forge room with anvil: one trapped container with Rune Return back to a contraption at , and insert Bone Wardstone. Take the hallway that loops slightly north and west: one floor trap after Treasure room, and watch for other floor traps as well!

Small room with gp and container with nearly all gems! The locked crate only contains 72 gp. Sell loot but be careful not to sell the Soultaker Dagger and keep useful potions such as Heroism, Cloud Giant Strength etc. Immediate big fight! Talk to Hurgan Stoneblade. Downstairs: do not bring Imoen, Jaheira or Dynaheir! Use a summoned creature or protagonist as a decoy and walk Aec'Letec around the room!

Candlekeep: Note: the easiest way to loot Candlekeep without being jailed is to not talk to Koveras on the 2nd floor ; otherwise use Stealth. Imoen, etc. Level 3: No decent loot on level 3 Loot all levels and then return to fight Rieltar in the north end of level 3. One trap mid-hallway by broken wall and one at end of hallway at doorway. Fight Phase Spiders xp. Area 1 NW : No traps here. Note: can PP all first using Hide in Shadows, and then fight later Always walk around the outer edge to avoid the five floor traps between the columns Can get good drops from Doppelgangers Dreppin, Reevor, Fuller, etc.

Can reload from Area 1 if not satisfied. South-west room: trapped container with Dispel scroll only. North-west: follow "Elminster" down the hallway, fight seven Doppelgangers and one Greater Doppelganger xp. Note: can get Rest Interrupted to fight Doppelgangers in this area. Final Save created! Beregost: Sell gems, necklaces, etc. His weapons are not needed to win the game.

In EE 1. If you prefer, an export file can actually be created now, or at any time. Note: use Stealth to see if any Flaming Fist Enforcers are around; if so use the Boots of Speed and Stealth to lure them away from the party to avoid going to Prison see below for how to get out of prison.

Save game. Prison: Angelo's trail: do not talk 1 or a party member will be killed! In prison, walk to Neb and wait for his dialog sequence to progress. Answer his riddle correctly to escape prison. Eltan was poisoned by the Shadow Thieves! Entar was killed by Shadow Thieves, agents of Amn! Amn wants a war! Liia retorts "The evidence we have about Entar Silvershield's murder does resemble the work of the Shadow Thieves, but" Sarevok address the evidence and suspicions; Belt objects!

Note: winning the upcoming final battle means you win the game but your game will also end; you won't be able to continue exploring, etc. In preparation for exporting to Siege of Dragonspear SoD , grab some valuable items to bring to sell for gold: 25k gp worth of items is recommended.

Your entire party, all their equipment and inventory will be brought into SoD, so equip or bring the best stuff. Bags of holding such as Gems Bags, Potion Cases, etc. Talk to Winski Perorate: he is Sarevok's mentor. Undercity: Probably get ready for the final battle now since the next fight vs Rahvin is tough as well they shoot arrows of detonation! Temple: Rest and then enter the Temple; keep the party to the left side west only, Imoen de-trap floor trap on the west side and another near the second small statue; note the traps in the middle of the room but stay away at all times Full buff with the best potions; hopefully the protagonist does not become de-buffed by Semaj or Angelo.

Your current BGEE game is now finished, congratulations! New in BG2EE 1. In BG2EE 1. No significant loot; we did not use any new items introduced by SoD. There is one mini-quest which may be overlooked by the torches in the south room of the 2nd level: South room: get the Burnt-out Torch from a small container in the floor near the colorful torches, the red and yellow ones. Restoration, Chaotic Commands, Protection from Evil, Fire before leaving the dungeon as all of your gold will be taken from you when you leave the area.

All items in the inventory only of your companions carry over but their equipped and quick-slot items do not! Exceptions: Safana will carry over all of her equipped and quick-slot items. After leaving the dungeon, the various NPC's that can join your party begin with okay but not the best items equipped, which would make for a slightly more challenging game.

There is no need to bring the following as many potions can be pickpocketed by Safana in the next are Baldur's Gate : potions of Healing, Fire Resistance, Health, Agility or Antidotes. When you meet Minsc and Dynaheir and eventually Jaheira and Khalid all of their items will have been reset to nothing special; however, all of Safana's equipped items, including quick slot items, are carried over and equipped on her!

Plan for phase 1 of SoD: Explore town to gather your companions Bring your companions back to the Ducal Palace to become equipped with the items from your chest and Imoen's chest, then start talking with NPC's and do quests Do some or no quests in Baldur's Gate Buy a few nice items from Sorcerous Sundries and then leave town!

Her equipment is what she had upon leaving the 1st dungeon. This is regardless whether he has equipped items or not when leaving the 1st dungeon. This is regardless whether she has equipped items or not when leaving the 1st dungeon.

To maximize: show the Letter to Corwin, then very quickly trigger the dialog by having someone on e the 3rd floor walk into the room with Lord Maxwell and threaten to call the guards for the Boots, gp and xp more. She and Inspector Tyle will meet you back upstairs. However, the mid game requires you to settle on a fixed party since you are away from your base of operations for an extended period.

The party I used were:. Were I not writing a walkthrough, I would have used someone other than Viconia since single-class Clerics are rather ineffective. You can unlock almost all the game's trophies in a single playthrough. If you're intending to go for the Platinum Trophy, I would use a dedicated playthrough to unlock True Lord of Murder since killing a Silver Dragon, for example, might prove impossible on the highest difficulty.

Unlocking companion-related trophies requires some planning. Here's a rough outline of how to unlock them all while taking an efficient path through the game:.

Unlocking both in the same playthrough requires you to throw away a non-trivial amount of game time. The first is AC or Armor Class which is a measure of how easy or difficult it is for an opponent to hit you in combat. The weird thing is, it starts at 10 and goes down so that more negative is better. Therefore, a bonus to AC makes it go down rather than up. The reason behind this numbering system is that a character's armour class is a modifier to the opponent's to hit roll, which brings us onto THAC0 or to hit armor class 0.

This is a measure of the probability of hitting an opponent with a twenty-sided die. This means that you have a 9 in 20 chance i. If the opponent had AC -2, you would only have a 7 in 20 chance i. On the other hand, if an opponent had AC 1, you would have a 1 in 2 chance of success i.

The same d20 roll that is used for attack rolls is used for saving throws. If you are attacked by magic, you have a chance to shrug off the effects or take reduced damage, depending on the magic. To succeed, you must roll greater than or equal to your saving throw. For example, if you have a saving throw of 16 vs. Your saving throw goes down as you gain levels.

There are actually different saving throw values for different attack types. If you've not played a Dungeons and Dragons game before, magic works in a way that is different to most other RPGs. You don't have anything like a mana pool from which you draw magical energy. Instead, you have a finite number of spells of varying degrees of power that you can cast. When you have cast a spell, it is gone until you rest.

Mages have a further restriction: they can only memorise spells they know. You acquire new spells by buying or finding scrolls and writing them into a spellbook. In combat, pay attention to the attack speed of your weapons.

This is a number between 0 and 10 and lower is better. It determines the order of attacks. If you use magic, the casting time is equivalent to weapon speed for the purposes of when you manage to cast it. Since you won't be able to get off a spell with a lengthy casting time before opponents get the chance to attack you, you will want to cast magic from a safe distance.

If you are hit by an enemy, your casting will be interrupted and you will waste your spell. Weapon speed is unrelated to your attack rate. This is purely a function of Fighter level and weapon skill. You start off with one attack per combat round combat is turn based under the hood. If you raise your weapon proficiency to two points or your Fighter level to 7, you will gain an extra half attack per round i.

Level 2 proficiency and 7 Fighter levels will grant you two attacks per round. The highest attack rate you can obtain is 3 which requires level 5 weapon proficiency and 13 Fighter levels. Note that this only applies to melee weapons - missile weapons have different base attack rates which may be one per combat round for a crossbow, but three per round for darts. Characters gain levels by earning experience points XP. Experience points are awarded for defeating enemies and for completing quests.

When a character accrues a certain number of XP, she can advance to the next level, becoming more powerful all round. The number of XP required to advance a level rises exponentially; for example, a Fighter requires XP to reach level 8 and the same again XP total to reach level 9. After a certain level 9 for warriors and divine spellcasters, 11 for Mages and Rogues , each subsequent level increase requires a fixed number of experience points, ranging from for Thieves and Bards to for Mages and Sorcerers.

Experience points are divided between all party members so that a party of five will level up more quickly than a party of six. Hit points HP are a measure of vigour both for you and your enemies. There's a difference between them: you can see your HP but not the HP of your enemies.

Instead you see enemies go from Uninjured through various degrees of Injured to Near Death to no longer a problem for you. When one of your character's HP falls to 0, they're dead. Sometimes, this isn't as terminal as it sounds since you can pay to have a companion brought back to life at a temple or use a Raise Dead spell. On Core Rules difficulty and higher, if a character takes a blow that sends them deep into negative HP, they are blasted into chunks and gone for good.

A considerable achievement of the Enhanced Edition is that it makes Baldur's Gate playable on current systems. No, the control scheme on consoles isn't perfect but it is certainly usable. Baldur's Gate: Enhanced Edition is more stable than other Infinity Engine games I've played this year but it still crashes more often than it should. It also has the pernicious bug that I saw with Icewind Dale: Enhanced Edition where the game crashes when you try to save it but not before deleting the savegame that you were trying to overwrite.

Therefore, you should at a minimum alternate saves each time to avoid hours of playtime being lost. A slightly controversial issue is that the Enhanced Edition contains additional content.

For example, consider the evil NPCs. The original bunch had motivations that you could at least relate to: Montaron is a career criminal while one can infer that some very dark events lie behind Shar-Teel's hatred of men. Dorn , on the other hand, is evil because it's cool, I guess. And he's made a pact with a demon because of course he has. Each of the enhanced companions has a detailed backstory and personal quests like Bioware companions from modern games but quite unlike the companions from this game.

You may well ask why that is a problem given that one can - to the greatest extent possible - simply ignore the additional content. I will say this: firstly, you actually can't; you are going to have some interaction with the enhanced companions whether you want it or not.

Secondly, I'm writing a walkthrough so I have no choice but to do Rasaad's lame personal quest. Thirdly, and this is the valid objection, this is a remaster of a well known and well loved classic RPG. There is a strong element of curation in remastering games.

Imagine that a gallery owner put on a Picasso exhibition and stuck his own drawings on the wall alongside the masterpieces. Not only would you feel that this was very bad curation, you'd probably feel that his amateurish hackwork brought the entire exhibition down. The enhanced content feels like that: bad curation. This is a big walkthrough for a big game. The first few parts are reference sections for the game's mechanics, character creation and companions.

The game itself is divided into chapters which open up at critical plot points so the walkthrough for the game proper uses this as a basis for its own structure. It is linear for the Prologue and first two chapters since at this point straying off the critical path can lead easily to the game over screen.

Baldur's Gate is a semi-open world game. Rather than one large and continuous map, the world map is divided into bite-size pieces which presumably were originally constrained by system memory.

In chapter 3, the walkthrough becomes non-linear since it becomes practical to explore the world at this point - you'll have enough HP that enemies will not readily kill you.

Chapter 4 is linear once more while chapter 5 is more open because at this point you can explore the titular city. Chapters 6 and 7 have you following a narrow critical path to the game's conclusion. At some point you can play the optional Tales of the Sword Coast expansion. I have placed it between chapters 6 and 7, although you can do it earlier. The content is good but is completely orthogonal to the main game.

The playthrough was done on Core-Rules difficulty. Baldur's Gate is not an easy game and I see little sense in making it more difficult, particularly given that the XP cap prevents you from growing more powerful to match the more difficult encounters. I provide a truncated Legacy of Bhaal difficulty walkthrough as an appendix which is simply there for the purposes of unlocking the trophy - actually playing the game properly on the highest difficulty strikes me as masochistic.

I advise that you turn off party AI to prevent your characters from running through traps or running into the area of effect of a spell cast by one of your own party members.

This does mean a lot of micro-management, however, because you have to manually select targets for your characters to attack. You'll want to do this anyway since you won't survive on any but the lowest difficulties without pausing frequently to issue orders. It also means that you have to manually engage trap-finding mode and bard-song mode. In gameplay options, you'll want to make sure that the game pauses on enemy sighted and on traps being detected since these are lifesavers.

The options for casting healing spells on rest and maximum HP on level up are great quality-of-life improvements. On consoles, there are two ways of moving your characters. In Tactical Mode, you scroll the camera to a spot and then press "X" to have your party move there. In Drive Mode, your party moves with the analog stick. I generally prefer the former but use the latter in enclosed spaces since pathfinding is awful.

You have six character slots. Of these, you will want at least three characters capable of going up directly against enemies. You will also want at least one utility Thief character and one medic. Since there are multiple Thief skills and a low-level Thief can only master one or two, you may actually want two Thieves. Ideally all your party members will have a ranged weapon option.

As an example of balanced party composition and in case you're overwhelmed by choice , here's the party I used for the walkthrough:.

If you don't want to have to worry about reputation, sub in Branwen for Viconia and Minsc for Shar-Teel. Almost all trophies can be unlocked on a single, normal difficulty playthrough. Some trophies require savegame manipulation and others require metagaming.



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