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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
Part 10 - Return to Ulgoth's Beard and the Endgame

Confrontation with the Cult
Returning to Ulgoth's Beard, you'll immediately be attacked by cult enforcers, cult archers, cult assassins and cult guards, who will take the soultaker dagger. The assassins are invisible and will go for backstabbing attacks, so try to reveal them by casting invisibility purge or detect invisibility. Casting entangle, web, stinking cloud or grease on the cult members in front of your party to slow them down. Summon a few animals or monsters to draw off some of the cult members, and cast haste to give your members an opportunity to get off additional attacks. Spells you cast immediately prior to heading to Ulgoth's Beard should still be in force (nonsensical as it may seem). The cult members are equipped with potions of heroism, arrows of biting, a long sword +1, a wand of monster summoning and knave's robes.

Speak to Hurgen Stoneblade in the inn to learn more of the cult's intentions, and then head to the headquarters (stopping at Thrella's house if you want to learn of Dalton's further adventures). There's a guard outside the cult headquarters, and as soon as you talk to him, several more guards will appear from the building around the headquarters. If you want to prepare for them, cast summon animals/monsters or animate dead around the sides of the building to immediately challenge cult members that appear, allowing your party members to engage the opponents of your choosing in relative safety.

Inside the cult headquarters, you'll face another tough battle. There are two cult assassins who are invisible and who will backstab party members on the flanks. It's very difficult to avoid those attacks, as you don't have sufficient time to cast invisibility purge or detect invisibility, so either grin and bear the attacks or leave vulnerable party members out of room until the assassins appear. Once again, summoned creatures and animated dead can be extremely helpful. Your welcoming party is armed with arrows of biting, a quarter staff +1, a wand of frost, knave's robes, a long sword +1, a wand of sleep and traveler's robe.

New magic items in the town: arrows of biting, quarter staff +1, long sword +1, wand of frost, wand of sleep, wand of monster-summoning, traveler's robe, knave's robe and potions of heroism.

Next: more of Part 10 - Return to Ulgoth's Beard and the EndgameNEXT
 



 
 
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