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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
The room directly south of the fake staircase room (accessible through a hidden door) leads to another staircase, which is the actual staircase to the next level.

In the southeast corner of this level is a room with lava and bridges over it (accessible through a passageway from the dwarven doomguard room), and traps at its entrances. On the bridges are greater doppelgangers of Kiel the Legion Killer, Fuernebol and Islanne. In the north corner of that room is a trapped treasure niche, containing scrolls of protection from evil ten-foot radius and chaotic commands.

The door in the northeast wall of the previous room leads to a storeroom, in the far eastern corner of this level. The storeroom is full of traps, but the ones leading through the room are relatively easy to disarm (unlike the ones near the sides of the room, which are much tougher). The passageway to the north has a "killer" trap (just look for the body on the floor), which is easily disarmed. The passageway leads into a wheel room (use the mechanism on the north side to open a passageway to the staircase to the next level, if you need one).

How to Open all of the Doors: This level can be confusing, because it's easy to block yourself into an apparent dead end. There'll always be a way out, but you might have to backtrack. There's a variety of ways through the level, but here's how to open most of the doors in case you need help: statue trigger at x=945, y=1290 opens the door at x=1320, y=1015; statue trigger at x=1075, y=1390 opens the door at x=1565, y=1150, which is also triggered by attacking the dummy at x=1210, y=820; the dummy at x=1145, y=835 opens the door at x=960, y=950; the wardstone you'll find at x=1925, y=1170 opens the door at x=1530, y=1000; grabbing the crown in the throne room at x=2105, y=545 will open the doors at x=1610, y=725 and x=1835, y=900; and the eleven switches (five in the top row and six in the bottom row) in the room at x=2090, y=875 will open the following doors (starting with the top row, going left to right): switch one x=1320, y=996, switch two x=1545, y=1165, switch three x=1530, y=995, switch four x=980, y=1200, switch five x=940, y=970, switch six x=1230, y=1355, switch seven x=1565, y=1345, switch eight x=2370, y=900, switch nine x=1835, y=1300, switch 10 x=1615, y=720, switch 11 x=1840, y=925.

Magic items on this level: arrows +1; arrows +2; acid arrows; arrows of fire; arrows of ice; bullets +1; bullets +2; bolts of biting; Kiel's Morningstar; Kiel's Shield; Kiel's Helm, potions of antidote, freedom, frost-giant strength, healing, heroism, hill-giant strength, master thievery, oil of speed; and scrolls of champion's strength, chaotic commands, defensive harmony, emotion, haste, greater malison, oliluke's resilient sphere, polymorph self, protection from evil ten-foot radius, protection from lightning.

Enemies on this level: greater doppelgangers, Fuernebol, ghasts, Islanne, Kiel the legion killer.

Next: Part 8 - Durlag's Tower Catacombs Level 3NEXT
 



 
 
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