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Baldur's Gate: Tales of the Sword Coast Game

Get the Downloadable Guide

Introduction
Party Prep
Areas and Quests
Items
Mini Walk-Through
Contents
Once you've solved the four warders' quests, they will transform into Fear (70 hp, xp 2,200), Pride (115 hp, xp 2,500 xp), Avarice (65 hp, xp 2,500) and Love (hp 70, xp 2,200), who act as greater doppelgangers and are capable of casting formidable spells, including cloudkill and skull trap. Fighting the warders in the open is extremely dangerous. You're better off sending a hasted character off to talk to Love, initiating the fight, and then fleeing back to one of the narrow corridors (where the rest of your party should wait), or send a mage who can dimension door to safety. All of your characters should be hasted, and you should summon some monsters or animate some dead to serve as buffers to prevent your characters from having to engage the warders in melee combat. The warders aren't particularly well-equipped, but you can find the level one exit wardstone and a short sword +1 on them.

There are the following traps on this level: one in the entranceway, just below the entry staircase (x=2840, y=571); one on the crate in the passageway south of the entry staircase (x=2949, y=1150); on the bookcases in the room south of the entry staircase (x=3264, y=1231 and x=3438, y=1221 and x=3418, y=851); on the night table in the bedroom to the north (x=1630, y=622); in the corridor leading southwest out of the bedroom to the north (x=1068, y=1052); the chests in the room north of the entry staircase (x=2157, y=446 and x=2041, y=376) and in the doorway to the room north of that room (x=1892, y=418); on the forge in the room to the north of the entry staircase (x=1552, y=196); in the passageway to the west just south of Durlag's reading room; five in the passageway heading west beyond the warders (around x=1457-1565 and y= 1600-1500); in the next passageway heading west, in the passageway heading southwest; in the closet in the southwest corner; two in the passageway between the southwest treasure room and the engine room (x=1868, y=1916 and x=1716, y=2041); in the passageway leading southeast from the room with the warders (x=2597, y=1421) ; and one in the passageway leading southwest from the wine room (x=279, y=1822).

There are the following magic items on this level: acid arrows and potions of healing in the crate in the passageway south of the entry staircase; bolts of biting, bullets +1 and mage scrolls of minor globe of invulnerability, cloudkill, monster summoning II and monster summoning III in the bookcases in the passageway south of the entry staircase; arrows of biting and a potions of healing and heroism in the barrels near the warders; potions of healing, antidote, master thievery, absorption, perception and cloud-giant strength, darts of wounding, bolts +1, bolts of lightning, darts +1, darts of stunning, bullets +1, bullets +2, sling +1, acid arrows, arrows +1, a mage scroll of hold monster in containers in the northern passageways; skeleton warriors have two-handed swords +1; in the chambers in the southwest corner there are potions of master thieving, heroism, mage scrolls of confusion and feeblemind; a short sword +1 is on one of the warders; Plate mail +3: 'The Practical Defense'.

Enemies in this sector: flesh golems, ghouls, mustard jellies, skeletons, skeleton warriors, spiders (wraith, phase), warders, zombies.

Next: Part 7 - Durlag's Tower Catacombs Level 2NEXT
 



 
 
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