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Baldur's Gate: Tales of the Sword Coast Game Guide

 

Get the Downloadable Guide

Introduction
Party Prep
Areas and Quests
Items
Mini Walk-Through
Contents
Durlag's Tower

For entertainment if nothing else, tell Ike in Ulgoth's Beard that you want to take his tour. When you arrive at the area around Durlag's Tower, there are several battle horrors on the path toward the tower. Take them on one at a time by advancing slowly, and use a few summoned creatures to keep your party members away from the dangerous melee attacks of the horrors. Head into the tower and watch Ike's tour. After the tour abruptly ends, explore the rest of the level and the upper floors. Check out the detailed walk-through for the locations of the traps you'll face.
screenshot
There are a couple of dangerous battle horrors on the path leading to Durlag's Tower. Take them out one at a time by advancing slowly. Use summoned creatures to keep the horrors away from your party members.
The succubus at the top of the tower is a dangerous opponent, but you can avoid a battle by telling her that you can find someone to take her place, and then sacrificing the obnoxious adventurer Riggilo, who is exploring the third floor of the tower. Tell Riggilo you have some nymph's hair for him. Head to the basement and after clearing out the level go through the secret door to the northwest.

Durlag's Tower Catacombs Level 1

There are numerous dangerous traps on this level. To solve the warders' riddles you need to (a) find a mallet head and handle and then forge the two together again so that you can ring the gong; (b) retrieve a glittering beljuril gem from a pile of treasure; (c) read all of the books set out in the reading room of Durlag; and (d) find the odd-looking key in the treasure room, and use it to open the locked bed table, which will get you a switch for the engine. Turn the engine on and take the grapes to the press to create a bottle of wine.
screenshot
Doppelgangers like this fellow are well situated. Send an invisible scout, preferably a thief who can look for traps, to scope out trouble spots.
For the exact location of all of these items, check out the detailed walk-through for this part. Leave all of your party members other than one in one of the narrow corridors leading into the room with the warders, and then send a fast character to talk to the last warder and flee back to the party. Create some summoned creatures and use them to keep the advancing warders (and their spells) away from your party. Some of the warders are vulnerable to spells, but missile weapons are still your best weapons in this encounter, which is pretty tough. Take the wardstone from the warders and head to the next level.

Next: more mini walk-throughsNEXT
 



 
 
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