Mikes maps : Kerbe's : 2004 Joe : task list

Walk Through: Chapter 1

 Chapter 1 begins after the death of Gorion. When you wake up the next morning Imoen, a Neutral Good thief, will greet you. Talk to her and add her to your party whether you think she will stay with you in the long run or not. A thief is very handy in the game, and she has a bow and can use it effectively which will help in the next little while. Be sure to head north to where Gorion was killed and pick up the loot on the ground.

Further along the road right near the east exit of this area are the characters Montaron and Xzar. If you are a neutral or evil character by all means add them to your party. Even if you are a good character, talk to them to get a healing potion and think about adding them in the short term. Long term they will have to go, but you can use them as cannon fodder on your way to the Friendly Arm Inn.
Head east from this area after hunting some Gibberlings and Wolves for experience if you choose. The new area you will enter is the hub to either the Friendly Arm Inn to the north or the town of Beregost to the south. Neutral or evil parties can skip the next bit and head south toward Beregost, just stay on the road and it should be pretty safe. Good parties should head north, again along the safe road towards the Friendly Arm Inn. Either way, before you leave here stop at the tower marking the road directions. If you head due North from here you will find a boulder with a slit on the top. If you are careful, you'll find a ring of protection +1 in the boulder - its north of the direction tower.
If you headed north towards the Friendly Arm head due east from where you entered the map. About half way along toward the eastern edge you will come to a pine tree with some rocks just south of it along the southern edge of the map. Look between the rocks and tree for a ring of magery (apparently not in the Mac version) that doubles the number of first level spells a mage can memorize. Next, detour around the Inn along the east side of the map and exit to the area to the north. This detour is helpful in that it avoids some Hobgoblins along the road to the west of the Keep. In the new area travel along the road and talk to Ajantis. Add him to your party and then exit to the south back to the Friendly Arm Inn. You'll encounter some Hobgoblins when you enter the area, but you should be able to tackle them with your three characters now.
Inside the Keep is the Inn and a temple. There is also an assassin waiting for you on the steps that lead to the entrance to the Inn. The assassin is a mage, but you should be able to take him out with your three members of the party, and the guards will also help. It is easiest to walk along the very south edge of the keep and around the temple and then towards the steps. This allows the guards to get to the mage to fight, your characters will not be in the way. Use your formation of a line with Ajantis in the front and your character and Imoen trailing using ranged weapons.
Once you have defeated the assassin enter the Inn and head to the east side of the first floor. Speak to Khalid and Jaheira and add them to the party. Sell any loot you have gathered and provision as needed. It is also worthwhile to adjust spells for Jaheira to focus on healing and to rest while you are here.

 Quests Begun in Friendly Arm Inn

Quest1: Joia's ring: Joia lives in a hut just inside and to the west of the entrance to the stronghold. Her husband's ring is possessed by the Hobgoblins you beat after ajantis joined. Speak to her once to get the quest and a second time after you have the ring. If you return it, you will get 400 xp and reputation +1.
Quest2: Landrin's things: Head upstairs in the Inn to the third floor and speak to Landrin. She will tell you about a problem she has. Her home in Beregost, which is right next to the Jolly Juggler Inn is infested with giant spiders. She wants you to get some things from there for her. When you get to Beregost you can do as she asks, then speak to her again when you next visit the Friendly Arm for a reward of 575 gp and 520 xp. You need to be sure to grab the wine, boots and the spider corpse for the full reward.
Quest3: Unshey's belt: Speak to Unshey on the second floor to get another quest to return a girdle of piercing he lost to an Ogre south of the Inn. The Ogre is in the tile just south of the Inn along the center of the eastern edge. The Ogre has two belts, one is the one that Unshey wanted, the other is a cursed belt that changes the gender of the person wearing it. If you return the belt to Unshey he will give you 70 gp and 800 xp.
OK, it is time to set off to south towards Beregost. Head south to the region you were in before. Then head along the road to the south and Beregost.

 In Beregost


There are several quests that start in Beregost, but I will only focus on the simpler ones that you can handle at this point. First, the fighter Kagain is available for your team. He's not the best fighter, but he is a fighter. Since I already had the ranger Kivan (when I first enter Beregost, I go west into High Hedge, stay on te path), I just killed Kagain and took his stuff (this is not a general practice to be recommended if you are lawful good, but in this one case you do not lose reputation). Try the store in the first intersection of streets in Beregost. Talk to Garrick outside the Burning Wizard. He'll offer you a job. Accept it and follow him to the area outside of the Red Sheaf Inn. Talk to Silke. When you have the option decline to kill the people she was meeting (unless you are evil, then go for it I suppose) and she will attack you. Kill her and you'll net 900 xp, a bit of gold, a staff+1 and an invulnerability potion. Talk to the people she wanted you to kill and you'll also get a potion of defense. You can now talk to Garrick again and add him to the party if you choose, but I already have Kivan and did not need him. I did not kill him because I might need a bard later.
In a building at the far east of the area is a woman named Miriane. She is worried about her husband. She asks you to see if you can find anything out. Along the road in the area just south of Beregost you'll meet two Ogrillons, one of which is carrying a letter. Return this to Miriane for 300 xp and a ring of protection+1. South of Beregost
If you aren't opposed to some petty larceny, and let's face it a completely honest adventurer is a poor adventurer, head to the large house at the north of town. You will have to pick the lock on the front door. Send in your thief alone and ignore the guards. Simply go upstairs and in one of the rooms you'll find some gems, a potion of invisibility and the big winner, a wand of lightning bolt! Save these magical items for later, we will use them to good advantage. Be careful, houses or hotels or shops where nothing seems important, may become important later. For example, once I killed someone in the Jolly Juggler, I had to unneccesarily fight there the entire rest of the game.
While here in Beregost also be sure to deal with the spider infestation in the house next to the Jolly Juggler. The difficulty with them is that there are four, and you are likely to be poisoned (unless all your characters use ranged weapons), something you may not have the skills to cure quickly enough to avoid dieing. That is a problem, but save before entering the spider house and if you screw up, well, try it again.
Head to Feldepost's first. Upon entering the Inn, you'll be immediately confronted by a man named Marl. He's horribly bitter and mean towards adventurers of any kind since he lost his only son who heard the call of the Realms and answered it. Since then, the father has developed a resentment towards all adventuring folk. If you have good charisma you can avoid fighting him and instead calm him down (here's the choice of answers to his questions [1, 1, 3, 3, 1]. You'll get a nice 900 XP for your troubles. You can stay and buy a drink or explore the rooms but I don't think there's much also you can do here

Now that you've set the grieving father's mind to rest, leave and proceed towards the Jovial Juggler Inn. Speak with the people there and eventually you'll be pickpocketed by a little creep who wants you to return his magic boots from a bunch of hobgoblins who stole them. If memory serves, they are located south of Beregost, in the sunken house area.

Continuing your tour of the local Inns, Taverns and Brothels (what do you mean you haven't found them yet?;-) enter the Burning Wizard this time. Chatting with the regulars you'll get a couple of quests. First, there's a paladin who' s been badly mauled by a bunch of ogres which he asks you to ...handle. They are located south-southwest of the region South of Beregost. (Note: If you kill them and the paladin refuses to acknowledge your deed, just wait till morning. Then he should be at the center of the room instead of in the corner. If you speak to him now, he'll congratulate you, and give you a medium shield +1. You'll also get a rep point plus some good XP.

In the Burning Wizard you'll meet a grumpy old dwarf, who'll ask you to retrieve his *magical* cloak which he lost in the appropriately named Cloakwood and has now become the town's laughingstock.

However you can't visit the forest till later on in the game, so let the quest drop for now. But you can enter the temple to the East (beware of the wolves).

Bearing that information in mind, explore every area possible, kill any monsters you might encounter (Steve's Note and Important Strategic Tip: At one point I came upon a bunch of hobgoblin brigands which can be a big pain in the ass if you don't know how to deal with them and their poisoned arrows. The trick is this: Stop your party a good distance from them, and then get your character only. Have him walk towards them but stop as soon as he spots the first one (not the other two). The goblin will naturally attack. Run your character back to the party and prepare to meet the goblin with open arms; Have this strategy in mind at all times and apply it whenever facing multiple tough enemies. get any treasure you find, and return to Beregost as needed to buy/sell stuff. There's the Thunderhammer Smithy there which has some pretty good stuff.
West or south? Most folks say travel south now, but if you don't have him, I'd travel west to find the Ranger Kivan. He's a really good archer and very good for your party. If you have two many fighter's dump one (don't forget to drop all his goodies). West of Beregost is High Hedge - careful, this is a dangerous area. Stick to the path. After getting Kivan, get out and go back to south of Beregost. You'll return to High Hedge later. With these quests out of the way it is time to head south once again. Go south from Beregost into the same area as where you found the note for Mariane. You can clear it of foes for xp and gold if you choose, or simply head along the road, which should now be safe, to the south again. Exit to the south of the map.
You'll now be in hill country. Follow the road, and you'll be jumped by several Hobgoblins. Defeat them and continue along the road south. When given the choice, go to the Carnival, not Nashkel. This will put you into Chapter 2