Baldur's Gate: Tales of the Sword Coast Walkthrough :
This walkthrough for Baldur's Gate: Tales of the Sword Coast [PC] has been posted at 20 Sep 2010 by Gutti and is called "Walkthrough". If walkthrough is usable don't forgot thumbs up Gutti and share this with your freinds. And most important we have 6 other walkthroughs for Baldur's Gate: Tales of the Sword Coast, read them all!
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Walkthrough - WalkthroughThe Complete Tales of the Sword Coast Walkthrough As I said I would, I came up with a Tales of the Sword Coast walkthrough. I am sure it won't be as precise as my Baldur's Gate, as my experience through it is limited to 2 games. To better understand my current walkthrough, I suggest you download my Baldur's Gate walkthrough from http://www.bgchronicles.com/. Part I: Shandalar's cloak The new stuff If you've already completed Baldur's Gate, all you need is to load your final game, your auto-save, right before entering the temple of Bhaal. If not, you'll need to reach the fishing community of Ulgoth's Beard at the north of the Bandit Camp. I recommend you do so after finishing chapter 6 or 7. Go to the left and enter the inn. Keep in mind that Ike, the tour guy outside will always be ready to get you on a ride to Durlag's Tower. Also, the inn sells some magical items and some scrolls of new spells found through the expansion. As soon as you're inside, Hurgan Stoneblade approaches you and tells you about Durlag's Tower. He explains his grandfather and the famous dwarven hero Durlag Trollkiller have fought together against a powerful tanar'ri. After the demon was slain, the two heroes entrapped him in a magical dagger "Soultaker". The weapon was lost and Hurgan wishes to recover it, as he states it is his birthright. Accept to do so and speak to Galkin, who has a wardstone for sale. There are so many wardstones found through the game, you can't be sure which ones have their uses so buying this item is a good idea. Outside of the inn, move to the left, where you'll meet Shandalar who asks you to retrieve his magical cloak from a place he doesn't want to name… If you did the Thieves' Guild quest with Alatos Thuibuild in Baldur's Gate, you won't have too much choice. He'll explain he's the father of the 3 girls you've probably killed in Oberan's Estate, unless you just stole the components for the Halruaan skyship and ran away. In this case, he'll teleport you right away to a lost island. A weird maze with weird people… On the island, there's nothing special, with the exception of a polar bear that attacks you if you get too close. Inside, you'll meet a lot of winter wolves and a bit further, 3 "friendly" mages who attack you, stating you have in important item in your possession: a wardstone to escape. Take the corridor leading to the lower part of the maze, where you'll have some traps to disarm. The thing that can cause you the most pain is Garan and his ankhegs. You'll also meet Cuchol the paranoid, who will attack you too. Take the corridor to the right and watch out for the traps, as they can cause some pain to you. Even further, there's a lightning bolt and a fireball trap to disarm. This time, you'll meet up with Tellan, an insane gnome to be killed. Finally, you'll meet up with Dezkiel, who holds the cloak in his possession. Take the stairway and you'll be teleported back to Ulgoth's Beard. If you didn't kill his daughters, he'll reward you with potions of heroism and XP. If you did kill them, you'll just get the XP. In either case, steal his scrolls before talking to him, as he'll dimension door away after the conversation is finished. If you want, you can even try to kill him. His death is worth 26000 XP, all his scrolls (which you can pickpocket) and another Robe of the Neutral Arch-magi. Stuff to do: - Kill all the mages inside and get the cloak from Dezkiel (Shandalar) Part II: The Werewolf Island The sea charts Up of Shandalar, you'll meet a poor woman in a house, who begs you to find her son, Dalton, a young adventurer who left for Durlag's Tower. Lower than Shandalar, you'll find Delsvirftanyon, a gnome merchant who sells you everything he has. One of the items is a wardstone. If I remember well, the stone is fake once identified. On the way to the docks, you'll meet Fenrus, who'll tell the tale of Durlag Trollkiller. Inside a house just higher than Fenrus, you'll find Mendas, the scholar from Waterdeep. He'll explain he's doing researches to find proof of Balduran's final expedition. He'll also tell you he needs to get sea charts from the Merchant League counting house, to be able to set sail. Agree to his terms and go to the map just at the north of the entrance of Baldur's Gate. Slaughter everyone inside and take the sea charts with you. Bring them back to Mendas and you'll just have to set sail for the island. Stuff to do: - Get the sea charts from the Merchant League counting house (Mendas) Balduran's ship Here begins the tale of the werewolves… The simple villagers have nothing interesting, although they do own some items in some of the huts. Go meet Kaishas in the middle of town and she'll ask you to clear the "horrible beasts". Agree to do so and speak with the woman next to the hut, who'll ask you to find her son. Accept and talk to Delainy, at the left of the main hut. Tell her you'll find the cloak she's looking for. As soon as you've sacked the huts, move to the north. Explore the map a little and you'll meet Palin, who'll ask you to fight against the beasts. He'll lead you into a trap, full with wolfweres. Kill them and continue northeast until you find a woman named Kryla. She screams for help and leads you into yet another trap. Kill the wolfwere and enter the house at the right. Inside, you'll find the insane mage Dradeel. He tells you his story and asks you to retrieve his spell book, so he can be free from the place. If you're desperate for a Robe of the Neutral Arch-Magi, you can kill him, he's wearing one. Enter the ship north of the house and kill all the wolves and wolfweres. BEWARE! The chests in the ship are trapped, so use your find/disarm traps skill with your thief (I hope you have one!). In one of the chests, you'll find Dradeel's spell book. You'll also find some bracers that look like gauntlets of weapon skill. Actually, they're bracers of binding, which are cursed. Don't use them! On the final floor, you'll meet Karoug and his greater wolfweres. Kill him and his friends and don't forget to disarm the traps around the desk. Take all the items and go back to Dradeel. Give him the spell book and he'll teleport himself away. Remember to take the items from the chest, they'll have a good use later. Explore the whole map for more XP and on the western part, you'll meet another "hunter". Talk to him several times and he'll transform into a wolfwere. Kill him, get his stuff and go back to the village. As soon as you get there, speak with Delainy and charm her (not the spell). Give her all the items she wants and she'll be nice with you. Give the baby back to Maralee and the doll to Farthing (right of the village's walls, next to the plantation). Finally, talk with Kaishas and she'll explain the whole truth. The inhabitants are werewolves too and used you to kill the wolfweres. After you kill her friend, go speak to Delainy. If you've been nice to her, she'll lead you to a secret passage. The cave is full with werewolves, and it's not too hard. Get out of the cave and go reach the ship and talk with Kaishas again. Kill her and take the sea charts. Set sail for Ulgoth's Beard and you'll be on the docks. Baresh will speak with you, telling his master Mendas is very displeased with you. Go inside the house and kill Mendas (Selaad) and Baresh. Baresh carries a Chain Mail +3, a pretty good item (though I prefer the Mithril Chain Mail +4 Drizzt carries =). Stuff to do: - Kill Karoug and the wolfweres (Kaishas) - Find her son (Maralee) - Get the cloak for her (Delainy) - Bring her Belladonna flowers (Delainy) - Get her dolly back (Farthing) - Bring his spell book back (Dradeel) - Kill Kaishas and Selaad/Mendas Part III: Durlag's Tower The upper part of the tower Here comes the final and most difficult part of Tales of the Sword Coast (and Baldur's Gate if you ask me). Speak with Ike, the tour guy under the inn and pay for a tour to Durlag's Tower. Travel to Durlag's Tower and meet with him at the entrance of the "touristic attraction". On the way, you'll meet up with some Battle Horrors, which might cause you trouble. Enter the tower and speak with Ike many times. When he'll propose the deal on the runestone, the Demonknight will appear and kill most of the visitors and Ike. Take Ike's stuff and take the stairs up the second level. Before doing anything, remember this: DURLAG'S TOWER HAS A TRAP ALMOST EVERYWHERE YOU MOVE, so keeping find traps on all the time and especially having find traps 100% is the most beneficial thing through part 3. If you have no thief, you can forget about Durlag's Tower! On the second floor, you won't find anything special except a couple of ghasts. Go outside and go to the highest level. There you will find some greater basilisks, so save before doing this, or you might get petrified. On the left part of the highest level, use find traps and you'll find a trapped hole, which contains a scimitar +2. Go back to the second floor and climb to the third floor. You'll find more traps do disarm and a thief named Riggilo. For the moment, he has nothing special, but he'll be of some use to you later… You'll also meet a ghost wizard, believing you are Durlag. He'll attack you. He doesn't carry anything special. Finally, on the fourth floor, you'll meet Kirinhale, which proposes you to give a lock of her hair to a person in the tower. Accept and give it to Riggilo, who'll reward you with a potion of cloud giant strength. Come back and kill Kirinhale, who has a staff spear +2 on her. There's nothing else special on this floor, and there's no fifth level… Stuff to do: - Give the lock of hair to Riggilo (Kirinhale) - Clear the outside part of the tower Level 1 of the underground Take the stairs leading to the lower tower and you'll meet up with the elf, Bayard. He'll warn you of the traps and tests, and of the design of the tower to kill the ones who dare trespass. Again, there are more traps to disarm and a secret door, left of the stairs. Take the secret passage and you're on the riddle-resolution level. As soon as you enter, there's a fireball trap to disarm. Watch out, various spells through the level might hit you. In the middle of the map, four warders will speak to you, telling you various riddles to solve: hitting the gong, activating the sword 'Durlag's Pride', making a grape drink and reading the tales of Durlag. Take the first corridor at the right, where you'll find some greater dopplegangers. The bookshelves are trapped too, but they carry good fourth and fifth level spells for mages, along with the gong. Take the second corridor at the left and you'll find the winepress. You can't make it work yet, so continue through the corridor, while disarming traps. You'll find a door, which leads to a big machine, that can't be activated yet. You'll meet up with some flesh golems and skeleton warriors, which means good XP. Finally, you'll find the room with the bed. Get the key from the big pile of bodies and open the chest next to the bed. Take all the items and take the corridor to the left. Watch out for the trap and when you reach the corridor intersection go to the right and read all the books, which activates Durlag's Pride. Take the passageway right of the gong room until you reach another room. Kill all the ghasts and take everything you find and go back to the big machine room. Activate it with the switch and go to the winepress to press the grapes (obvious enough). Go to the gong room and hit the gong. Finally, speak to all the warders and kill them all. Stuff to do: - Repair the gong mallet and hit the gong - Activate the machine with the switch - Press the grapes at the winepress - Activate Durlag's Pride - Kill the warders after completing the quests. Level 2 Take the wardstone love carries and descend to the second lower level of the tower. Attack the dummies and then take the upper corridor, where you'll find Kiel's Helm. Take it and the dopplegangers will come. This fight can be a little difficult due to the massive stinking clouds and cloudkills. Further, disarm all the traps in the torture chamber. You'll also find a goblet, which restores you to full health, but instills fear for 12 hours into you. A trick I found is wearing Kiel's Helm and then drinking the liquid in the goblet. You'll meet dopplegangers of Islanne, Kiel and Fuernebol. Kill them all and go to the corridor. Keep in mind to always disarm traps! Watch out, the corridor is full with fireball traps. Explore some more, until you'll find dwarven doom guards. Kill them and take Kiel's stuff from the chest. Explore some more until you'll reach a room with switches turn the right ones on and go back to the place where you found the first doom guard and take the stairs to the third level. Stuff to do: - Kill all the dopplegangers - Get Kiel's stuff Level 3 As soon as you enter, go to the left, while keeping in mind not to get hit by the fireball. A skeleton will speak with you and tell you the entrapped heroes will help you fight the greater wyverns until they turn against you. Free them and kill all the wyverns. When they turn against you, kill them and go to the lower part of the map. Go to the middle and kill all the skeletons. A good idea is to use the ring of invisibility or potions of invisibility with your thief to go disarm all the stinking cloud traps and then use a protection from undead scroll with your fighter to finish them off. Go to the eastern part of the map, where you'll meet up with Greater Ghouls and Arashikurus (I think that's the right spelling). The place is full with traps, and even dire charm ones! Finally, go to the southwestern part of the map to pass the four tests. The first force is ice. As soon as you enter, cast fireball. After this, the battle is pretty easy. The second force is slime. Before reaching the fission slime, throw fireballs at it and use arrows of fire to kill it. For wind, haste everyone and the air aspect should be really easy. Finally, use cloudkill for fire to kill all the phoenix guards. As soon as all the guards are dead, you'll be teleported to the chess room. This is relatively easy and the trick is to do mass damage (fireball, cloudkill). Take all the stuff and go through the door to reach the final level. Stuff to do: - Defeat Ice - Defeat Slime - Defeat Wind - Defeat Fire - Win the chess game Level 4 Follow the corridor until you reach Durlag's ghost and he'll tell you what you need to do. Go through the door at his left and fight all the phase, astral phase and sword spiders. After they're all dead, speak with the golem who might ask you the following things: Who is the eldest son of Durlag? Kiel What is the second name of Durlag? Trollkiller What is the second name of Bolher? Thunderaxe Who is the youngest son of Durlag? Fuernebol Who is the matron of the house? Islanne After answering to these questions, you'll be teleported to a room with more golems. Speak to the one in the upper right corner. The answer to his question is: west, south, east, north. After this is done, take the corridor at Durlag's right until you find a secret door. Enter the caves and watch out: the green liquid is acid, which damages you. Explore around and watch out, one of the doors is trapped. What you'll meet through here are only Greater Ghouls and Crypt Crawlers. Explore some more and in the lower left corner, you'll meet Grael, the fallen ghoul. In the lower right corner, you'll have to fight yet more ghouls and crawlers, but you'll also find a secret passage at the right, right before the entrance to the lower right corner. It leads you to another corridor, which is trapped too (of course). The chests are trapped but you'll find 'The Burning Earth', a really weird flaming sword. You'll have some more traps to disarm and you'll reach the room with the chair. Click on it and you'll be teleported in another room with golems. Speak with the one in the upper right corner. The answer to his question is that he is the one to blame. Take the corridor, which leads you to the caves, but instead, continue on to the higher part. You'll meet Islanne who'll propose you to return to the surface. Decline her offer and take the passageway at her left, where you'll find some skeleton warriors. Go back and take the corridor under Islanne. You'll find a room with a huge carpet. DON'T WALK ON IT or lightning traps will hit you. Just go lower until you'll find a machine. If you insert the bone wardstone, the carpet will stop working. Then, you can safely pass across the carpet and take all the good items in the chests (they're obviously trapped). Click on the bed and you'll be teleported to the final golem room. The correct answer is: "It began with you and your need for a home. It grew with your clan, as you feared losing them. It manifested in the invaders that came, but you feared their coming already. It became your home, where it keeps you safe." Finally, speak to Durlag again and he'll lead the way to the room with the Demonknight. Speak with the other adventurer and she'll explain what happened to her friends. She'll also recommend you use the magical mirror to defeat the denizen of hell. Enter the room and prepare for the fight. Stuff to do: - Get all the wardstones - Correctly answer all the riddles in the room with the golems (Durlag) The Demonknight, the tanar'ri and killing Sarevok As soon as the Demonknight finishes his speech, you have 2 options: you can try holding him off with your own power, or can just hit the mirror and fight the mirror fiends. The demon casts some ninth level spells like Power word kill, which can be quite damaging… After the creature is dead, speak to Dalton. Go back to the leader of the adventurers and tell her Dalton was alive. After all this is done, speak to Islanne and she'll teleport you to the surface. It's al over now! Or is it? Go back to Ulgoth's Beard. As soon as you enter, a group of cult members will ask you to give them the dagger you found on the Demonknight: Soultaker. Refuse to and just kill them. Somehow, they'll still manage to run away with it and you'll have to find them. First speak with Hurgan Stoneblade in the inn, who'll tell you the real story. A demon of great power, the tanar'ri Aec'Letec has been entrapped in the dagger, and the cult members wish to free him. Go back to Dalton's mother to tell her the good news and enter the cult house, at the left of the place where you met Shandalar. Kill all the resistance and finally, enter the basement. The leader of the cult is in the middle of the release ceremony. After her speech is done, she frees the demon! Every time you kill the demon, he will reincarnate using the body of the cultists. What to do? You have to kill all the cultists BEFORE killing the demon. Don't forget to use powerful defensive spells and most of all: haste. After the tanar'ri is dead, go back to Hurgan Stoneblade who won't do anything. You save the world from a powerful demon and you get no reward… At least you get the XP for the kill. Go back to the Thieves' Maze and go past all the traps, undead and jellies to go kill Sarevok. I personally thought he was even easier than the first time. Since you can cast a lot of cloudkills and fifth level spells, his friends will easily die and fighting him alone isn't hard. Stuff to do: - Save Dalton - Kill the Demonknight - Kill Aec'Letec the tanar'rI - Kill Sarevok Final Word… I hope you enjoyed my Tales of the Sword Coast walkthrough but I'm sure it isn't as complete as my Baldur's Gate one, so if you have any questions, comments or wish to tell me of something I should add, e-mail me at cosmin@jump.com. If you've completed some quests and they weren't recognized it's probably due to a bug in the game. I recommend you download the beta patch 3 from the official Tales of the Sword Coast web page at: http://www.interplay.com/bgtales/. Thanks for reading! Walkthrough written by Cosmin 'DarkAgez' Popovici-Toma |
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