Baldur's Gate: Tales of the
Walkthrough and FAQ Version 0.9
Elroy Ng (email@example.com)
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.
- Author's Note
- The Ideal Party
- General Physical
- General Magical
- Tales of the
Sword Coast Walkthrough
- Items In Tales of the
- New Monsters in
Tales of the Sword Coast
document in Microsoft Word 97 format
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.
Ok, I have updated this FAQ and replaced the crappy Durlag's Tower guide in my
previous version of this FAQ. Enjoy!
Here I am again. I even surprised myself by my enthusiasm for this FAQ. Anyway I
added any Items List and also a Monsters List.
Also, there are NO STORY SPOILERS IN THIS FAQ.
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.
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:
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
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. (However, I regretted killing
Minsc) There is another way to get rid of the person u do not want. For example,
say, I want Khalid but not Jaheria for my party, well, simply send Jaheria,
alone, into a building which you would not enter again, and then remove her. She
would not be able to navigate out of the building to take Khalid with her! There
you have it!
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.
|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 armor 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.|
|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.|
Be warned that all the subquests in Tales of the Sword Coast are very
challenging. 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.
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
|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. What's 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.|
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 Sorcerous 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
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. Also, to the west of the gates of the village, a young girl name
Farthing, is looking for her doll. A woman, named Maralee, standing in the
center of the village wants you to help her find her baby son, named
Pelandan back. A fisherman, in the south of the village, is looking for his
brother and probably killed by a sirine in the north.
Head to the northern part of the island. To the east of the village, you can
find the sirine who killed the fisherman's brother. Proceed to the shed
where a mage, called Dradeel, 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
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
|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
|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.|
There many other strategies for this battle. However, the most crucial part
of the battle is to Summon Monsters or Skeletons to provide a
Grab the doll and baby named Pelandan, from the room with Balduran's Logbook
and the Sword of Balduran. Return to the shed and return the spellbook to
Dradeel 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. Dradeel 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, Mendas's plot is revealed and he too
turns into a Lou Garou. As the previous battle, use the Sword of Balduran to
|Durlag's Tower |
Ok, this is it, the main reason why you bought TOSC. Durlag's Tower is
filled with TONS of traps not to mention plenty of tough foes. Skeleton
Warriors are abundant here so are Greater Dopplegangers. The Tower also
contains plenty of special missiles. It is IMPOSSIBLE to loot the entire
Tower with just one attempt. You may need to invade the Tower several times
in order to clean out the tower.
Ok, if you came with Ike, talk to him several times. Eventually, a
Demonknight would appear to wreak havoc. After casting two fireball spells,
he would cast Dimension Door and escape. It is impossible to kill him
immediately on that spot. So, just send your party to another part of the
floor, unaffected by the Fireballs then have your mage with Minor Globe of
Invulnerability and talk to Ike. This would help your party escape the
ordeal unscathed. Nothing much to loot on here so just head upstairs.
Upper Level 1
Nothing much here either. There is a door to access the
"outside" of the tower. However, there are several Greater
Basilisks there. A Scimitar+2 can be found "outside" though, which
makes the trip and trouble to fight the Basilisks worth it.
Upper Level 2 and Upper Level 3
Nothing much to loot here. Several NPCs to kill. Once you are done, head
back to Level 1 and proceed downstairs.
Lower Level 1
Meet Bayard here and he will tell you of his adventures below.
Lower Level 2
This level is filled with traps and there are four puzzles and one nasty
fight to handle before you can advance. The four warders guarding the
entrance to the next level would require you to solve their riddles by
performing certain actions.
When you arrive, head to the west and enter the room with the anvil. Take
note of this. You can also find a Key here. Head downwards along the secret
passageway which can be accessed by detecting a secret door.
When you reach the end of the passageway, you would see several rooms. Head
towards the room with the gong and take note of it. And then head towards
the room with the books spread out. Click on each of the books and then the
sword in the opposite room would light up. This solves one of the warder's
riddles. Continue to follow the route and eventually you would end up in a
luxurious bedroom. Head towards the wardrobe and grab the Plate Mail+3 and
also the grape. And then head to the table and unlock the drawer with the
Key you found earlier. Grab the Handle from the chest. If you head towards
the room with two tables from the bedroom, you would see that a passageway
is there which returns you to the main hall of this level. DO NOT use this
passageway, it is loaded with traps which cannot be disarmed.
Around the bedroom, you can detect a secret door. Open it and head in and
open any other secret doors, eventually, you would stumble upon a treasure
room. Grab the Glittering Blue Gem from the piles of treasure. And then
return to the bedroom and continue to follow the route, you would then come
across a room with a huge machine. Activate the machine using a switch. And
then head to the adjacent room and click on the weird wooden machine. The
grapes would then be used up and a grape juice would be formed. And then
continue along and you would be back in the main hall. Head towards the room
which you missed out earlier on, fight the spiders that reside there and
then loots the area. A Scroll of Cloudkill can be found in the shelves. Also
you can also find a Mallet Head here. Head towards the room with the anvil
and fix the Mallet Head and Handle. And then head towards the room with the
gong and hit it.
By now, all the four riddles have been solved. Talk to all the four warders.
By lighting up the sword, you solved one puzzle. By hitting the gong, you
solved another puzzle. By obtaining the glittering blue gem, you solved the
third puzzle. By obtaining the grape juice, you solved the final puzzle. A
fight would then break out between you and the four warders.
This fight is tough. One warder would cast Cloudkill over a fixed area. So
avoid that area. The warder whom you gave the grape juice to is a mage and
should be taken out first. Use long-range missile to kill him. Another
warder is thief and he constantly deals Triple Backstab damage. The key
element in this fight is to summon monsters and skeletons beforehand. You
would not have time to do so during the battle. Summon skeletons to fight
the warder who casts Cloudkill as they are not affected by it as they are
Undeads. And then summon TONS of monsters to block off the other warders
while you settle the warder who casts magic. Use Magic Missiles against the
warders to deal out damage. With the right amount of monsters summoned and
enough tough warriors, your party would emerge victorious out of this tough
fight. Grab the wardstone from one of the warder's body and head downstairs.
Lower Level 3
This level is really annoying with lots of Greater Doppelgangers and
traps to disarm. When you enter the level, you would see three locked doors.
Oh, by the way, don't bother with any books on the ground. They all just
contain some useless text.
Head downwards and into the room with the statues. Click on the two statues.
This would give you access to the bedroom. And then head to the bedroom and
grab the wardstones. This gives you access to the other room opposite. In
the room, there are three Sparring Dummies Hit them once each and then you
would gain entry to the throne room. Head to the throne room and pick up
Kiel's Helm. This would cause three Greater Doppelgangers to enter the room.
A fierce fight would then break out. The Greater Doppelganger at the throne
would cast two Stinking Clouds and one Cloudkill which increases the
difficulty of this fight by a notch. Get out of the Cloudkill and the
Stinking Clouds and use missile weapons and magic to take them out.
Next, two doors would open up two doorways. Both get you to the same place
so just enter either one and make your way through. You would initially see
a stairs down but it is a fake and clicking on it would cause three skeleton
warriors and a Stinking Cloud spell to appear so avoid it. There is a room
beside the fake stairs with several Doom Guards. Opening the chest and
looting the item there prompts them to attack you. The Doom Guards are
relatively easy if you have several battle-hardened and tough warriors to
fight them. Cast magic if you have to. And then find a secret door nearby
and head down the stairs.
Lower Level 4
You would find yourself at the junction of three rooms. However, to get
to them you would have to get past a Fireball trap that explodes in
intervals of time. Head towards the door that is open first. I think the
only effective way to get past the trap without damage is by Boots of Speed
or Oil of Speed or the spell, Haste.
After you make it across, you would find yourself in a garden maze (sort
of). Head downwards and you would find a dried-up fountain. Grab Bala's Axe
here. There is nothing more of interest here so head back from where you
came and head across to the other room. This is a room with a Dragon's
skeleton in the background. When you enter, Tanor (I think) would approach
you and tell you about his story and how to enlist the help of other NPCs
momentarily. Clicking on the other statues would "activate" them
and a NPC who is dire-charmed would approach and pledge his loyalty. Anyway
I would recommend clicking on all five of the statues. There are three
Greater Wyverns here which gives 5000 exp each. You would need these NPCs to
provide an effective barrier while you take out the Greater Wyverns by
missile weapons. Eventually, you would also have to take out the NPCs
themselves. Kill them all before you leave the room. And one NPC have a Full
Plate Mail! The third Full Plate Mail you can get in the game.
You can then head towards the last door. In this room, there are lots of
skeletons firing special arrows at you. Stinking Cloud spells would also go
off if you do not disarm the traps. This place is pretty easy if you have a
souped-up fighter. I managed to finish the whole room by myself without my
party who were still crossing the Fireball trap. Nothing much here to loot
so head down and open the door.
You would see four tunnels. Enter the topmost tunnel. You would fight
several winter wolfs and a polar bear. Easy fight. When you win, get out and
enter the second tunnel. An Air Aspect with three Invisible Stalkers are
there. Summon monsters and skeletons to hold off the Invisible Stalkers
while you take out the Air Aspect. Another easy fight. The third tunnel
contains a Fission Slime. You got to use any Fire magic to take it out
effectively. This is because it would divide into two if you kill it by
weapons or other type of magic. The two would then divide subsequently if
you do the same thing again. Save yourself the trouble and use Fireball and
Wand of the Heavens. The fourth tunnel contains two Phoenix Guards. After
finishing all the tunnels, you would be transported to a chess game.
The chess game is really tough with out the proper strategy. The object is
to take out the opponent's king. I would recommend summoning monsters and
not moving from your spots at all. The whole board is practically
booby-trapped and you would be better off, letting them come to you. The
easy way to win the fight is by using Fireballs. Here's what I did:
|After the conversation, immediately cast a Fireball spell targeted at
the middle of the board. This would take out about six pawns. |
|The rest of the enemies would then swarm you immediately. |
|You would not have time to cast another Fireball spell. So use the
next best thing. Arrows of Detonation. |
|Target the Arrows at the three mages who would be at the middle of the
board. Two Arrows of Detonation would take them out together with the
rest of the units. |
|This leaves the king alone. Hammer him and win the match |
|Easy fight. No sweat. You can retrieve the Long Sword+3 from the
Head towards the door to advance to the next and last level.
Lower Level 5
In this level, there are three huge areas to tackle and explore. First
of all, head to towards the east and you will meet a "phantom Durlag".
Talk to him and then head up towards the door. You will then meet Islanne
who would offer to teleport you out of the Tower. Ignore her for the moment.
You would notice that you have three options here. Ignore the door to the
east as it cannot be unlock and head towards the door in the west. You would
come into a room. If you attempt to cross the carpet, you would be attacked
by a flurry of spells. Just cross the carpet from the top. There are plenty
of treasure here. A Large Shield+2, Sling+3 and other stuff are found here.
Click on one of the beds and you would be teleported to a room with several
stone statues. You are supposed to answer the question the stone statue
poses. With the correct answer, you would be teleported out of there and to
the beginning of the level.
Head towards where Islanne is and open the door which takes you to the
south. There are tons of spider in the huge room which you would enter. Make
sure to disarm the Web trap before you enter the room. After taking care of
the spiders, head towards the statue in the room. Answer his questions
correctly and you would be teleported to a room with several statues like
before. The question in this time is quite tricky. My tip: take note of the
designs on the floor. Now you would be teleported to the beginning of the
level again if you managed to answer correctly.
Now head towards Islanne again. However, stop a bit of distance from the
door and you will detect a secret door. Enter the place and you would find
yourself in a "green dungeon". Head towards the west first. Keep
going west and you would eventually find a room with several Ghasts and
Grael. Kill them and grab the Compass Wardstone. Now head east, you would
soon find a secret door to an area. Enter it, and follow the path. Beware of
the "crushing traps" here though. Also, a way-too-cool Flametongue
Sword is found here. Head towards the room which has a door like that of a
vault and click on the throne there. Again, solve the riddle and you would
be teleported to the beginning of the level. Talk to Durlag and he would
lead you to Islanne where the Locked Door would be Unlocked. Inside you
would meet Clair De'Lain. She would tell you her story. After that, head
down the stairs.
Lower Level 6
Here, you would meet the Demonknight at last. He's a wimp so just kill
him with your warriors. Then grab the Soultaker Dagger in his corpse and
talk to Dalton in this level. Exit the place and talk to Islanne to get out
of the Tower.
Congratulations! You have completed Durlag's Tower! Now head towards
Ulgoth's Beard for the nastiest fight in the whole of BG and TOSC.
|The Aec'Letec |
Go to Ulgoth's Beard and a Cult Agent would demand the Soultaker
Dagger from you. You can accept or refuse his request. Either way you
still lose it. Go to the inn and talk to Hurgan Stoneblade. He would
tell you his story and send you to take out the Aec'Letec (if he's that
powerful, why did he not offer to help?)
Anyway head towards the west of the village and kill the Cult Agents
protecting a house. Go inside and kill the guards there too. And then
get ready for the fight of your life.
When you go down, a female mage would break the dagger and unleash the
Aec'Letec. There are also several Cult Agents around who would do
nothing even if you attack them. However, even if you managed to kill
the Aec'Letec he would "regenerate" out of any one of these
Agents. Hence taking the Agents out first is a must. This fight is
extremely tough. Anyway, I have managed to win the fight. However, I
will not post my strategy due to two reasons. One, my strategy kind of
caused a bug in the game to kick in. Two, since this is the absolute
ultimate challenge, I hope you can develop your own strategy to win it.
In Tales of the Sword Coast, there are many new magical weapons and
items, here, I have listed ONLY THE INTERESTING AND OUTSTANDING ONES. This
means that the items here are basically the ones you would want to get in
This weapon is as good as the Long Sword +2. It offers a +2 THACO bonus
and causes 1D8 +2 damage and has a speed factor of 3. Found in Durlag's
Sword of Balduran
This sword is actually very weak. However because its made of gold, it
offers some advantages against Lycanthropes. It deals 2D4 (+4 vs.
Lycanthropes) damage and offers a THACO of +4 vs. Lycanthropes. Its speed
factor is 7 and is found in Werewolf Island.
Two Handed Sword +3
This sword is extremely powerful, beating even the Spider's Bane. It
deals 1D10 +3 damage and adds a THACO bonus of +3. It has a speed factor of
7. It is found in Durlag's Tower.
Long Sword +1- Flametongue
Now, this is one of my favorite swords in the game. It deals 1D8 +1
damage and offers a THACO bonus of +1. However, its abilities change when
meeting certain creatures. Its +2 vs. Regenerating Creatures, +3 vs.
Cold-using Creatures and +4 vs. Undead. This is indeed a great weapon with
its +4 vs. undead which means its +4 vs Skeleton Warriors! Great weapon and
it has a speed factor of 3. Found in Durlag's Tower.
This is a great weapon particularly if you have mages and priests. It is
+3 missile damage and offers a THACO bonus of +3. Its speed factor is 3 and
can be found in Durlag's Tower.
This dagger offers 1D4 +1 damage (+4 vs. Lycanthropes) and offers a
THACO bonus of +1 (+4 vs. Lycanthropes). Its speed factor is 2 and can be
found on Werewolf Island.
Staff Spear +2
This weapon, suitable for every character, deals 1D8 +3 damage and
offers a THACO bonus of +2. Its speed factor is 4 and is two-handed. It is
considered a Blunt Weapon and can be found in Durlag's Tower.
This Blunt Weapon deals 1D8 +3 damage and offers a THACO bonus of +2.
Its speed factor is 5 and can be found in Durlag's Tower.
This weapon, usable by every class, deals 2D4 +2 damage and has a THACO
bonus of +2. Its speed factor is 2 and can be found on Werewolf Island.
Quarter Staff +3
This staff deals 1D6 +3 damage and offers a THACO bonus of +3. Its speed
factor is 1. Personally, I think this staff is the best weapon, apart from
the Sling +3, that a mage or priest can wield. It can be bought in Ulgoth's
Staff of Striking
This unique staff offer 1D6 +9 damage and a THACO bonus of +3. Its speed
factor is 1. However, this staff has "charges" much like a wand.
Therefore, you may want to save it for certain battles, considering its
high-damage capability. It can be found in Durlag's Tower.
Warhammer +1, +4 vs. Giant Humanoids
This warhammer deals 1D4 +2 (+5 vs. Giant Humanoids) damage and offers a
THACO bonus of +1 (+4 vs. Giant Humanoids). This warhammer can be found in
Ulgoth's Beard and has a speed factor of 2.
Cloak of Displacement
This cloak offers an Armor Class bonus of +4 vs. Missile Weapons. It
also conveys a saving throw bonus of +2 for death, breath and wand. It can
be bought in Ulgoth's Beard.
Plate Mail +3
This Plate Mail has offers a Armor Class of 0, making it the best Armor
found in BG, apart from the Full Plate Mail +1. It can be found in Durlag's
This helmet protects against critical hits and also against all forms of
panic and boosts morale. It can be found in Durlag's Tower.
This buckler offers an Armor Class bonus of +1 and adds +1 to Dexterity
while equipped. However, it does not protect against Missile Weapons. This
buckler is perfect for a thief. It can be found in Durlag's Tower.
Ring of Invisibility
This ring, when used, causes the wearer to be Invisible. It can bought
in Ulgoth's Beard.
In Tales of the Sword Coast, there are several new monsters. Most of
these foes are tough to beat and here, I have listed them and the strategies
for defeating them.
Polar Bear (2000 exp)
This one is easy. Take out by long range weapons. No magic resistance.
Encountered in Durlag's Tower and the island Shandalar sends you to.
Werewolf (650 exp)
This monster is pretty easy too. Its fast though, use long range weapons
to take it out easily. No magic resistance. Encountered on Werewolf Island.
Wolfwere (3000 exp)
Now, this is a tough foe. It moves and hits fast. Its THACO is pretty
high. These things attack in packs, so watch out. They are unaffected by
non-magical weapons and have some magic resistance. You would need some
powerful warriors to challenge them. Use Magic Missiles to deal damage
effectively. Encountered on Werewolf Island
Greater Wolfwere (8000 exp)
High THACO and damage and the inability to affect it with even the most
powerful magical weapons make the Greater Wolfwere a formidable foe indeed.
This sucker is tough indeed. You would need specific weapons against it.
Even Drizzt's Defender +5 was ineffective. Use the Bastard Sword +3 against
Shapeshifter, Flametongue, Sword of Bladuran and Werebane Dagger to damage
it. Or, use magic to effectively deal it damage. A bit of magic resistance
though. Encountered on Werewolf Island.
Lou Garou (4000 exp)
The Lou Garou is kind of like the Greater Wolfwere. With a single
powerful fighter and a suitable weapon, this monster is a piece of cake. To
deal it further damage, use some magical firepower too. Some magic
resistance. Encountered on Werewolf Island and in Ulgoth's Beard.
Greater Ghast (1000 exp)
This is a more potent version of the Ghast. It can cause your character
to be Held and Nauseous. However, long range weapons can effectively remove
it before it can even touch your party. No magic resistance. Encountered in
Greater Wyvern (5000 exp)
The Greater Wyvern is a very powerful and dangerous enemy. It has a high
THACO and HP and deals out some serious damage. You would need some
"barrier" between it and you so you can remove it by long range
missile weapons. Either summon monsters or send your toughest and nastiest
fighter up against it while the others attack it from behind. A bit of magic
resistance. Encountered in Durlag's Tower.
Air Aspect (3000 exp)
The Air Aspect is kind of a Wyvern breed. It has plenty of HP but does
not deal out much damage nor does it have a high THACO. Long range weapons
can take it out effectively. No magic resistance. Encountered in Durlag's
Fission Slime (3000 exp)
The Fission Slime is a problem if you do not know its weakness. And that
is Fire. You got to use Fire-based spells to effectively destroy it. If you
used other magic or weapons, you would cause it to split into two. Further
killing it by weapons would cause it to further split into two. So one
becomes two. Two becomes four. You get the idea. It great if you need the
experience points. You would only meet one of these in the whole game so
"treasure" the experience. No magic resistance. Encountered in
Demonknight (15000 exp)
The Demonknight is a wimp considering that he gives 15000 exp. And this
sucker even prides itself on being powerful. Sheesh. It has some high magic
resistance and regularly casts Fireball spells. Use some powerful warriors
to deal it damage. Magic Missiles work too. Encountered in Durlag's Tower.
Aec'Letec (16000 exp)
What can I say? This sucker is tough indeed. It has about 140 HP and
extremely high THACO and deals out some serious damage. Oh yeah, its magic
resistance is also very high. Uses Vampiric Touch regularly, Death Gaze
occasionally and sometimes Silence. Death Gaze if successful would cause
your character to have a "Dying" status. This would cause your
character to die and turn into a Ghast within a few rounds. A Dispel Magic
spell would effectively get rid of this status. Use Acid Arrows, Magic
Missiles and TONS and LOTS of mosnters and skeletons to hold it off too.
Encountered in Ulgoth's Beard.
Thanks goes out to:
Paul Smith (Psmith@walkerinfo.com)
for the info on getting rid of one side of a pair of NPCs.
for the info on Dradeel.
Kevin Hill (firstname.lastname@example.org)
for the info on the baby and doll subquest.
Alberto Marani (email@example.com) for the
info on the fisherman's subquest.
This is FAQ is nearly complete. I may update it with more tiny snippets
of info. 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. If you
can help by filling in some missing info in this FAQ, send me an e-mail and
if it gets into my FAQ, I would give credit where its due.
Elroy Ng (firstname.lastname@example.org)
this document in Microsoft Word 97 format