Baldur's Gate: Dark Alliance Item FAQ v1.1 Written by Keith McLeod (xip_zero@hotmail.com) upon 2002.06.09, 2002.08.06 --------------------------------------------- Table of Contents 1. Introduction and Updates 2. How to Use 3. The Items A. Armor i. Armor Locations and Notes ii. Body Armor iii. Boots iv. Gloves \ Arm Protection v. Helmets vi. Shields vii. Armor Modifiers B. Weapons i. Weapon Notes ii. One Handed Weapons iii. Two Handed Weapons iv. Weapon Modifiers v. Unique Weapons C. Other Items i. Potions ii. Gems iii. Arrows iv. Jewelry v. ewelry Modifiers D. Quest and Key Items i. Act I Key Items ii. Act I Quest Items iii. Act II Quest Items 4. Frequently Asked Questions 5. Credits and copyright 1. Introduction - Hello. This is a Baldurs Gate: Dark Alliance Items Guide for the game on the Playstation 2. If major changes don't occur in other ports of the game, this will also work with the similar ports (Gamecube and X-Box, thus far). - I have attempted to be as straight-forward as possible throughout the guide, and as such, there is not much of my mindless rambling scattered through out the guide. - For most computers, use ALT+F to bring up a dialog box that will allow you find what you desire. - And of course, as with me, I always have to change things around. So, I will probably update this FAQ fairly often, because there is probably quite a few errors. - Thanks to the guy who sent me the Bastard Sword price! I lost his name and e-mail, though. Shucks... ** There are spoilers in this Guide ** - One of the greatest things about any RPG is finding and learning about items by yourself. As you venture through this guide, there are bound to be spoilers. I designed this to be pretty much a reference to find the interesting things about the items in Baldur's Gate and as such there shouldn't be a whole lot of spoiling details, but like any item guide, there are a few references to events that you may not have yet done. - My e-mail address, also at the top of the FAQ, is xip_zero@hotmail.com. The following changes took place in version 1.2 of the guide. * Much of the information was reformatted to make an easier-to-read guide. * There is now a section on Armor Locations, along with some general notes. * There is now a section on weapons, general notes on this. * All empty spaces have been filled in. * Real names have been added to some quest items. * Other small little details have been changed or added. Without further ado, here is the content: 2. How To Use This is the overall layout of all normal items in the FAQ: **************************************** Name of Item **************************************** Types: = Found in the weapons section, tells the composition and style of the weapon. Damage\Armor Class: = Tells either the unmodified Armor Class of the armor or unmodified damage of a weapon. Weight: = The weight of the item, in pounds. Selling Price: = The price of the item when you are selling it, in gold pieces. Buying Price: = The price that the item can be bought from. For items that do not appear in the game in a shop without modifiers, the item was multiplied by the ratio of 2.2 (the average ratio of buying to selling, the actual ratio changes quite a bit, usually 2.2x, and (x) can be usually from 2.1 to 2.7). The predicted prices are found in brackets. Notes: = The effect or other information of an item. This is the overall layout for all key and quest items in the FAQ: **************************************** Name of Item **************************************** Found: = A general statement of where the item is found or who it is taken from. Purpose: = The use of the item, or who you should give the item to. Notes = The effects or other information about the item. 3. The Items A. Armor i. Armor Locations and Notes - Firstly, although armors that are a lower level then their counterparts have a lower base defense, if a modified (see 3.A.vii) armor of a lower level has a net AC of higher then the counterpart of the higher level, it should be preferred for the benefit of weight reduction. - The levels of armor are just in the order of how they increase in AC and weight. The levels are, in increasing base AC: Set # Name ---------------------------- 0. Basic Clothing 1. Padded Armor 2. Leather Armor 3. Studded Leather Armor 4. Scale Mail 5. Chain Mail 6. Half Plate Mail 7. \Full Plate Mail --------------------------- - Here is a chart of the locations of the armor sets in the game. Keep these notes in mind when reading the table: - The locations given are very basic, because all locations in a certain area have been found to drop the same armor sets throughout. (For example, the Sewers Level 1 and Level 2 have the same sets of armor throughout). - This table was designed to show the potential of all items that could be dropped. The educated assumption was made that all possible pieces of a set could be dropped in any given area. - It must be noted that earlier on, the weaker sets are dropped most often, while in later locations, stronger sets are usually dropped. However, the other (lower) sets still have the potential to drop. - Higher Set Numbers sets will always be quite rare to find in any given area, but the potential to find them is still there. - Modifiers (discussed in 3.A.vii) are not considered to effect the item's find rate. - Armor can be dropped by enemies and found in treasure chests. This table encapsulates both possibilities. Set Number ---------------------------------------------------------------------------- Location: 1 2 3 4 5 6 7 ---------------------------------------------------------------------------- The Cellar x The Sewers x x x The Crypts x x x The thieves Guild x x x x The Windwalk x x x x The Burning Eye Mountain x x x x The Drow Mines x x x x x The Dark Wood and the Ice Caves x x x x x Adderspine x x x x x The Marsh and Castle of Chelimber x x x x x x x The Rotten Bog and the Temple x x x x x x x The Onyx Tower x x x x x x x The Gauntlet x x x x ----------------------------------------------------------------------------- - All the sets of armor can eventually be bought in the game. The shopkeepers sell them to you at one base price, however, some sets that the shopkeepers sell have modifiers on them (see 3.A.vii) and therefore, their cost differs. A "*" after a set number designates a set that is sold with (a) modifier(s) on it. These are applicable to the Easy, Normal and Hard difficulty levels. ** Bartley (Act I) ** Sells: 1, 2, 3, 4 ** Branoch (Act II) ** Sells: 1*, 2*, 3*, 4, 5 ** Sleyvas (Act III) ** Sells: 4*, 5, 5*, 6, 7 - Some notes about Extreme Difficulty and it's relation to armor - In Extreme Difficulty, the shops carry seemingly randomly generated armors. This is proven by observing the amount of similar armors in any given shop keeper's selection (for example, Bartley sometimes has two sets of Half Plate Boots +5). Therefore, a distinct table cannot organize this. - Almost all armors in Extreme have a modifier (see 3.A.vii) on them. - All types of armor have the potential to drop at any point in the game, and generally, they have a modifier. Later on in the game, the lower sets (1-3) hardly ever drop, but as usual, the potential is still there. - Finally, my personal opinions on the armors: 0. Basic Clothing Extremely useless. Only used to cover up otherwise indecent parts of the polygon's body. I recommend that these are ditched as soon as possible, i.e. the start of the game, mostly because they take up valuable weight space and add absolutely no defense to the overall rating. The one bonus is that they cover up the dwarf. 1. Padded Armor Also fairly useless. Use only if you don't have leather. They are are used pretty much to take up space and offer minimal defense. However, since they are light compared to other armor of their relative AC, if you do come across one that is modified enough (see 3.A.vii) that makes it have a higher AC then something of the leather variety, use this over the other kinds. Other then that, it really has no perks. 2. Leather Armor Once again, this is pretty much transition. Upgrade to and from this in as small of a timespan as possible. 3. Studded Leather The last non-metal set of armor. This is definitley a decent set of armor, usually the armor of choice for most of the game for many sorceresses because of its lightness. The defense is good enough for the purposes of a sorceress. Modified Studded Leather is a very good alternative to Scale or Chain mail because Studded Leather with a high modifier will allow for a competitive AC and a very low weight. 4. Scale Mail Not good. Low AC with a high weight. Basically transition, only use if there is nothing else or once again if there is a high modifier on it. 5. Chain Mail Decent armor, albeit heavy. Not much else to say, usually is the armor of choice before heading into the third act. 6. Half Plate Armor This is an interesting set. Although the main body protection still has a buying price lower then that of Set 7, the other pieces of the set have a higher buying price. This is because of the weight to AC ratio of this armor: since the AC is relatively high and the weight is lower then that of Set 7 armor. Still, the weight is quite high and is recommended for dwarves and humans that have invested in strength and endurance over dexterity. Some brave sorceresses have been known to equip high-number modified strength rings and in turn equip set 6 & 7 armors. 7. Full Plate Armor The grand daddy. This has the highest AC and weight and costs less then the Half Plate armor (some pieces). Dwarves should always use pieces of this when its possible and has net AC higher then that of the Half Plate Armor. Humans can use this also, and later on in the game, when +15 Strength rings flow like wine, these armors are definatley the best choice. - Thats about it for the armors. I may add some further information in the future. ii. Body Armor **************************************** Clothes **************************************** Armor Class: = 0 Weight: = 5.0 Selling Price: = 2 Buying Price = (4) **************************************** Padded Armor **************************************** Armor Class: = 6 Weight: = 12.0 Selling Price: = 179 Buying Price = 400 **************************************** Leather Armor **************************************** Armor Class: = 9 Weight: = 15.0 Selling Price: = 539 Buying Price = 1200 **************************************** Studded Leather Armor **************************************** Armor Class: = 12 Weight: = 17.0 Selling Price: = 989 Buying Price = 2200 **************************************** Scale Mail **************************************** Armor Class: = 21 Weight: = 30.0 Selling Price: = 2249 Buying Price = 5000 **************************************** Chain Mail **************************************** Armor Class: = 24 Weight: = 40.0 Selling Price: = 4499 Buying Price = 10000 **************************************** Half Plate Mail **************************************** Armor Class: = 30 Weight: = 46.0 Selling Price: = 7199 Buying Price = 16000 **************************************** Full Plate Mail **************************************** Armor Class: = 39 Weight: = 50.0 Selling Price: = 11249 Buying Price = 25000 iii. Boots **************************************** Cloth Boots **************************************** Armor Class: = 0 Weight: = 3.0 Selling Price: = 1 Buying Price = (2) **************************************** Padded Boots **************************************** Armor Class: = 1 Weight: = 2.0 Selling Price: = 44 Buying Price = 100 **************************************** Leather Boots **************************************** Armor Class: = 2 Weight: = 2.0 Selling Price: = 134 Buying Price = 300 **************************************** Studded Leather Boots **************************************** Armor Class: = 3 Weight: = 3.5 Selling Price: = 292 Buying Price = 650 **************************************** Scale Boots **************************************** Armor Class: = 5 Weight: = 3.0 Selling Price: = 652 Buying Price = 1450 **************************************** Chain Boots **************************************** Armor Class: = 7 Weight: = 4.0 Selling Price: = 1349 Buying Price = 3000 **************************************** Half Plate Boots **************************************** Armor Class: = 9 Weight: = 5.0 Selling Price: = 1574 Buying Price = 3500 **************************************** Full Plate Boots **************************************** Armor Class: = 12 Weight: = 6.0 Selling Price: = 1484 Buying Price = 3300 iv. Gloves \ Arm Protection **************************************** Cloth Bracers **************************************** Armor Class: = 0 Weight: = 1.0 Selling Price: = 1 Buying Price = (2) **************************************** Padded Gloves **************************************** Armor Class: = 1 Weight: = 1.0 Selling Price: = 49 Buying Price = 110 **************************************** Leather Gloves **************************************** Armor Class: = 2 Weight: = 1.0 Selling Price: = 157 Buying Price = 350 **************************************** Studded Leather Gloves **************************************** Armor Class: = 3 Weight: = 2.0 Selling Price: = 292 Buying Price = 650 **************************************** Scale Gloves **************************************** Armor Class: = 5 Weight: = 2.0 Selling Price: = 607 Buying Price = 1350 **************************************** Chain Gloves **************************************** Armor Class: = 7 Weight: = 2.0 Selling Price: = 1349 Buying Price = 3000 **************************************** Half Plate Gloves **************************************** Armor Class: = 9 Weight: = 4.0 Selling Price: = 1664 Buying Price = 3800 **************************************** Full Plate Gloves **************************************** Armor Class: = 12 Weight: = 4.0 Selling Price: = 1709 Buying Price = 3700 v. Helmets **************************************** Padded Helmet **************************************** Armor Class: = 1 Weight: = 1.0 Selling Price: = 53 Buying Price = 120 **************************************** Leather Helmet **************************************** Armor Class: = 2 Weight: = 1.0 Selling Price: = 157 Buying Price = 350 **************************************** Studded Leather Helmet **************************************** Armor Class: = 3 Weight: = 2.0 Selling Price: = 292 Buying Price = 650 **************************************** Scale Helmet **************************************** Armor Class: = 5 Weight: = 3.0 Selling Price: = 652 Buying Price = 1450 **************************************** Chain Helmet **************************************** Armor Class: = 7 Weight: = 4.0 Selling Price: = 1552 Buying Price = 3450 **************************************** Half Plate Helmet **************************************** Armor Class: = 9 Weight: = 7.0 Selling Price: = 1484 Buying Price = 3300 **************************************** Full Plate Helmet **************************************** Armor Class: = 12 Weight: = 8 Selling Price: = 1349 Buying Price = 3000 vi. Shields **************************************** Wood Shield **************************************** Armor Class: = 2 Weight: = 5.0 Selling Price: = 35 Buying Price = (64) **************************************** Iron Shield **************************************** Armor Class: = 4 Weight: = 15.0 Selling Price: = 261 Buying Price = 540 vii. Armor Modifiers WORN = Decreases Armor Class, Prices by 1/2 ELVEN = Decreases Weight by 1/2, Increases Prices JEWELED = Doubles Prices +(x) = Adds (x) to the Armor Class of the armor, (x) can be 1-5. Increases price, much greater price increase with greater (x) B. Weapons i. Weapon Notes - Much unlike armors, weapons are far less organized. They appear all throughout the game, albeit with modifiers, and have the potential to drop at any given time after the Crypts in Act I. It is rare later on in the game that a weapon listed will not come with a modifier. - Weapons in the shops are set. This means that every time you play the game through on Easy, Normal and Hard OR Extreme Difficulty the items in the shops will be exactly the same. - As one would expect, weapons usually get better as one progresses through the game. However, as usual, the *potential* for a poor item drop is always there. Weapons with higher damage usually drop later on in the game, however, it is not greatly uncommon if something drops that would seem to be over powered in reference to other things that have dropped. i. One Handed **************************************** Dagger **************************************** Types: = Steel, Blade Damage: = 1-4 Weight: = 1.0 Selling Price: = 50 Buying Price: = 112 **************************************** Short Sword **************************************** Types: = Steel, Blade Damage: = 1-6 Weight: = 3.0 Selling Price: = 92 Buying Price: = (202) **************************************** Long Sword **************************************** Types: = Steel, Blade Damage: = 2-8 Weight: = 4.0 Selling Price: = 194 Buying Price: = (426) **************************************** Scimitar **************************************** Types: = Steel, Blade Damage: = 5-7 Weight: = 4.0 Selling Price: = 333 Buying Price: = (732) **************************************** Handaxe **************************************** Types: = Steel, Blade Damage: = 1-6 Weight: = 5.0 Selling Price: = 92 Buying Price: = 205 **************************************** Lt. Mace **************************************** Types: = Steel, Blunt Damage: = 1-6 Weight: = 6.0 Selling Price: = 92 Buying Price: = 205 **************************************** Morning Star **************************************** Types: = Steel, Blunt Damage: = 8-12 Weight: = 8.0 Selling Price: = 832 Buying Price: = (1913) **************************************** Club **************************************** Types: = Wood, Blunt Damage: = 2-3 Weight: = 3.0 Selling Price: = 59 Buying Price: = (129) ii. Two Handed Note: Sorceress cannot use two handed weapons. **************************************** Bastard Sword **************************************** Types: = Steel, Bladed Damage: = 8-18 Weight: = 10.0 Selling Price: = 878 Buying Price: = (1931) **************************************** Great Sword **************************************** Types: = Steel, Bladed Damage: = 10-24 Weight: = 15.0 Selling Price: = 1390 Buying Price: = (3058) **************************************** Battle Axe **************************************** Types: = Steel, Bladed Damage: = 4-12 Weight: = 7.0 Selling Price: = 307 Buying Price: = 687 **************************************** Great Axe **************************************** Types: = Steel, Bladed Damage: = 12-16 Weight: = 20.0 Selling Price: = 1064 Buying Price: = 1947 **************************************** Halberd **************************************** Types: = Steel, Bladed Damage: = 2-24 Weight: = 18.0 Selling Price: = 1122 Buying Price: = 2494 **************************************** Spear **************************************** Types: = Steel, Bladed Damage: = 2-6 Weight: = 8.0 Selling Price: = 131 Buying Price: = 240 **************************************** Warhammer **************************************** Types: = Steel, Blunt Damage: = 1-8 Weight: = 8.0 Selling Price: = 88 Buying Price: = 197 **************************************** Staff **************************************** Types: = Wood, Blunt Damage: = 1-6 Weight: = 4.0 Selling Price: = (177) Buying Price: = 396 **************************************** Shortbow **************************************** Types: = Wood, Ranged Damage: = 4-8 Weight: = 2.0 Selling Price: = 234 Buying Price: = 521 iii. Weapon Modifiers Universal Modifiers: FINE = Increases max\min damage by 150 %. MASTERWORK = Increases max\min damage by 200 %. SHOCK = Adds +1 min, +24 max lightning damage, added after every blow. FROST = Adds +1 min, +12 max ice damage, added after every blow. Has a chance of freezing the enemy. FLAMING = Adds +1 min, +6 max fire damage, added after every blow. Has a chance of setting the enemy on fire. SHOCKING BURST = Adds +1 min, +24 max lightning damage, added on a critical hit. ICY BURST = Adds +1 min, +12 max ice damage, added on a critical hit. Has a high chance of freezing the enemy on a critical hit. FLAMING BURST = Adds +1 min, +6 max ice damage, added on a critical hit. Has a high chance of setting the enemy on fire on a critical hit. KEEN = Increases the chance of a critical hit. Seems fairly cons- tant, about a 1/6 of a chance of critical damage per hit. WOUNDING = Inflicts the enemy with constant damage for four "hits". There is a random chance of the damage inflicted per "hit" being from 1-5, and the damage stays as that for the dur- ation of the wound. OF DEFENSE +(x) = Adds (x) to min\max damage. (x) never increases above 5. Adds an AC bonus, based on the size of (x). If (x) is 1 or 2, AC increases by one, if it is 3 or 4, AC increases by 2, if (x) is 5, AC increases by 3. OF SPEED +(x) = Adds (x) to min\max damage. (x) never increases above 5. Adds an attack speed bonus, based on the size of (x). The attack is faster if (x) is larger. +(x) = Adds (x) to min\max damage. (x) never increases above 5. All of the above increase prices to some degree. However, there is no constant price increase to report, for example, a +1 weapon will sell for a little more than its selling value, but a +4 weapon will sell for a great deal more then it's original selling value wirh no constant increase. If anyone knows the algorithms for price increase due to weapon or armor modifiers, please e-mail me. Credit will be given, of course. Note on the Elemental Modifiers: These cause your weapons to flare up with thier element in the presence of an enemies. Steel Weapon Modifiers: RUSTY = Decreases min\max damage by 50 %. MITHRIL = Increases min\max damage by 300 %. ADAMANTINE = Increases min\max damage by 400 %. Wood Weapon Modifiers: WORN = Decreases min\max damage by 50 %. DARKWOOD = Increases min\max damage by 300 %. OAK = Increases min\max damage by 400 %. Blunt Weapon Modifiers: DISRUPTION: = Causes an instant kill on the undead. Has about a 1/6 chance of success. SPIKED = Causes the weapon to always cause max damage on a normal hit, double damage on a critical hit. Bladed Weapon Modifiers: SERRATED = Causes the weapon to always cause max damage on a normal hit, double damage on a critical hit. Note on Damage Percent Modifiers: All other damage modifiers are added onto the weapon before the percentage modifiers are added. Note on Blunt and Bladed Weapons: Bladed weapons inflict half damage upon the undead, including the Shortbow. Blunt weapons cause full damage upon the undead, and seem to decrease the chance of Zombies coming back to life (crawling all over floor and biting your ankles. Or in the case of the dwarf, the knees :). Also, if you dismember the arms or head of the Zombie, they will not come back to life. iv. Unique Weapons **This section contains spoilers** **************************************** Onyx Sword **************************************** Type: = Steel, Bladed Damage: = 90-120 Weight: = 10.0 Selling Price: = 89480 Buying Price: = (196856) Notes: = One handed bastard sword. Found by killing the Onyx Golem. Highest base attack power in the game. **************************************** Icingdeath **************************************** Type: = Steel, Bladed Damage: = 11-25 Weight: = 4.0 Selling Price: = 6541 Buying Price: = (14390) Notes: = Frost Scimitar +3. Can only be used by Drizzt. Cannot be sold. Weilded with Twinkle. **************************************** Twinkle **************************************** Type: = Steel, Bladed Damage: = 17-33 Weight: = 4.0 Selling Price: = 6641 Buying Price: = (14610) Notes: = Defending Scimitar +5. Can only be used by Drizzt. Cannot be sold. Weilded with Icingdeath. Note On Drizzt's Swords: - There is something strange about these swords. Twinkle, technically, should be a Scimitar of Defense +5, but that doesn't make sense with the developers change in the damage. It would make sense that Defending Scimitar is a completely different class of weapon, but then why doesn't appear anywhere else in the game? This is confusing me terribly. Same with Icingdeath, but to a lesser degree... the added modifiers should only add up to be +4/+15 but they added +2. So technically, it should be a Frost Scimitar +5. Unless Frost Scimitar is a totally different class. That is why these weapons go in this unique weapons section. Send in any information on this to me, please. - Some folks told me that the reason why Drizzt's Swords are different is because they are from the Forgotten Realms series of books. Good books, but I am wondering why they have all those strange modifications as described above. C. Other Items i. Potions **************************************** Recall Potion **************************************** Weight: = 1.0 Selling Price: = 50 Buying Price = 113 Notes = Brings the player back to a safe area, if possible. No recall potions work in the Onyx Tower, during a boss battle, where a safe area has not been found, or in safe areas. **************************************** Lesser Healing Potion **************************************** Weight: = 0.5 Selling Price: = 8 Buying Price = (15) Notes: = Recovers a very small amount of health points. **************************************** Healing Potion **************************************** Weight: = 0.75 Selling Price: = 28 Buying Price = 63 Notes = Recovers a moderate amount of health points. **************************************** Extra Healing Potion **************************************** Weight: = 1.0 Selling Price: = 84 Buying Price: = 188 Notes: = Recovers a large amount of health points. **************************************** Lesser Rejuvenation Potion **************************************** Weight: = 1.0 Selling Price: = 8 Buying Price: = (15) Notes: = Recovers a very small amount of energy. **************************************** Rejuvenation Potion **************************************** Weight: = 1.5 Selling Price: = 28 Buying Price: = 63 Notes: = Recovers a moderate amount of energy. **************************************** Extra Rejuvenation Potion **************************************** Weight: = 2.0 Selling Price: = 84 Buying Price: = 188 Notes: = Recovers a large amount of energy. ii. Gems **************************************** Ruby **************************************** Weight: = .05 Selling Price: = 22 Buying Price: = (49) Notes: = Found only in the first act. **************************************** Emerald **************************************** Weight: = .05 Selling Price: = 112 Buying Price: = (250) Notes: = Found only in the first act. **************************************** Sapphire **************************************** Weight: = .05 Selling Price: = 258 Buying Price: = (575) Notes: = Found only in the first act. **************************************** Diamond **************************************** Weight: = .1 Selling Price: = 697 Buying Price: = 1554 Notes: = Can be bought and found in the second act. iii. Arrows **************************************** Arrows **************************************** Weight: = 3.8 per 20 Selling Price: = 11 Buying Price: = 20 Notes: = Weight decreases with the amount of arrows gained. Arrows lose .1 pounds per 20 arrows gained until the weight reaches a multiple of 15. **************************************** Arcane Arrows **************************************** Weight: = 1.9 per 20 Selling Price: = 11 Buying Price: = 20 Notes: = Weight decreases with amount of arrows gained. iv. jewelry **************************************** Ring **************************************** Weight: = 0.2 Selling Price: = 141 Buying Price: = 286 Notes: = Can only be found in the first act (without modifiers). **************************************** Amulet **************************************** Weight: = 0.5 Selling Price: = 134 Buying Price: = (299) Notes: = Can only be found in the first act (without modifiers). v. jewelry Modifiers of (STAT) +(x) = Adds (x) to (STAT). Stats can be: Strength, Dexterity, Constitution, Intellect. (x) is never greater then 15. of Rejuvenation +(x) = Accelerates energy regeneration. The greater (x) is, the more accelerated the regeneration occurs. (x) is never greater then 15. of Regeneration +(x) = Accelerates health regeneration. The greater (x) is, the more accelerated the regeneration occurs. (x) is never greater then 15. of Protection +(x) = Adds (x) to Armor Class. (x) is never more then 15. D. Key and Quest Items The Items contained herein are in chronological order, and are in required to optional quest order. **This section contains spoilers** i. Act I, Key Items **************************************** Cellar Door Key **************************************** Found: = Tavern, Ethon gives to you. Purpose: = Opens the door to the Cellar entrance. Notes = Comes with a Rusty Dagger. **************************************** Sewer Door Key #1 **************************************** Found: = Tavern, Alyth gives to you. Purpose: = Opens the door to the first level of the Sewers. Notes = "Rat Exterminator" quest must be completed first. Comes with 75 Gold Pieces, 200 Experience Points. **************************************** Prision Cell Key **************************************** Found: = Sewers Level 1, on the remains of the Bugbear Cheiftain. Purpose: = Opens Ethon's Cell. Notes = None. **************************************** Sewer Door Key #2 **************************************** Found: = Sewers Level 1, Ethon gives to you when released from cell. Purpose: = Opens the door to get to the second level of the sewers. Notes = None. **************************************** Secret Door Key **************************************** Found: = Tavern, get from Jherek. Purpose: = Opens secret door in Sewers Level 1, right beside the entrance to the Sewers Level 2. Notes = The Orb of the Undead must be destroyed before Jherek is avaiable to be spoken to. When Xantam is killed, Jherek returns and gives you a Flaming Long Sword +1, a Fine Shortbow +1, 2000 gold pieces and 2000 Experience points. ii. Act 1, Quest Items **************************************** Bottle of Fine Wine **************************************** Found: = In the Cellars, right after the Rat Quest is completed. Purpose: = Give to Nebbish. Notes = When given to Nebbish, he gives you an Extra Healing Potion and you gain 100 Experience Points. **************************************** Ipswitch's Medallion **************************************** Found: = Crypts Level 1, ontop of a tomb where the Crypts branch off to the right. Purpose: = Give to Ipswitch. Notes = When returned, Ipswitch gives you a Light Mace of Disruption +1 and you gain 300 experience. You must talk to Ipswitch before killing the Orb of the Undead if you want to complete this quest, and you must accept the quest from Ipswitch. **************************************** Theif's Map **************************************** Found: = Crypts Level 2, on the body of the thief in the Orb of the Undead's chamber. Purpose: = Talk to Osala. Notes = When the thief's body is examined, Fayed comes and gives an Amulet of Protection +2, and you gain 750 Experience. In the tavern, when you talk to Osala, she will give you a Ring of Protection +1 and you gain 750 Experience Points. You must talk to Osala before destroying the Orb of the Undead if you want to complete this quest. **************************************** Box of Rare Spice **************************************** Found: = Thieves Guild Level 1, in the room with the exploding Beholder-Kin and the many treasure chests. Purpose: = Give to Kaeira in the Tavern. Notes = When returned, she gives you an Iron Shield +1 and you gain 500 experience points. iii. Act II, Key Items **************************************** Flint **************************************** Found: = Burning Eye Summit West, in the Ice Cave at the end of the area, on a dwarf corpse. Purpose: = One of the requirements of lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. **************************************** Torch **************************************** Found: = Burning Eye Summit East, on a dwarf corpse at the end of the area. Purpose: = One of the requirements of lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. **************************************** Oil Flask **************************************** Found: = Burning Eye Summit, in a path branching to a cave when going north to the Burning Eye Peak. Kolegrim gives it to you. Purpose: = One of the requirements of the lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. **************************************** Key of Dumathoin **************************************** Found: = Burning Eye Peak, on the thawed dwarf corpse when the Signal Tower Fire is lit. Purpose: = Opens the door to the Drow Mines. Notes = Signal Tower can only be lit when all the requirements are met. **************************************** Gold Shaft Gear **************************************** Found: = In the Drow Mines Level 1, in one of the branches close to the mine shaft. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. **************************************** Silver Shaft Gear **************************************** Found: = Drow Mines Level 1, Found in the second right branch when entering the Drow Mines. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. **************************************** Steel Shaft Gear **************************************** Found: = Drow Mines Level 1, found at the end of the main path in the Drow Mines. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. **************************************** Horn with Key **************************************** Found: = Drow Mines Level 3, Illivara drops it when she is killed. Purpose: = Opens the passage to the Ice Caves. Notes = A map is given when to talk to Tolegrim. It is used to navigate the woods to get to the Ice Caves. **************************************** Forest Map **************************************** Found: = Mining Camp, Thorgrim gives it to you. Purpose: = Used to navigate the forest leading to the Ice Caves. Notes = You must have the Horn with Key to get the Map, and to open the ice caves. **************************************** Illivara's Horn of Shahri **************************************** Found: = Drow Mines Level 3, Illivara drops it when killed. Purpose: = Used to open the passage to the ice caves. Notes = The name is revealed when the game tells you to blow the horn. 4. Frequently Asked Questions Q. What is the Buying to Selling Ratio? A. That is a very good question because it seemingly changes with each item bought. The ratio is always 2.2 plus 0.0x, and the x may change with every item. This is how I calculated some of the prices in brackets. Q. How the heck are Item Gold values calculated? A. That I do not know. There is no set value that I can immeadiatly find that changes the gold value, if a modifier is added on. For example, a +1 increases a weapons worth by a different value per item, as well as any other modifer used on a different item. More to come in the future... 5. Credits and Conclusion Thanks to... - GameFAQs, for being the best site of all time and hosting this FAQ. - TSR, because they rule. And R.A. Salvatore for making Drizzt, what a cool guy - Interplay and Virgin for publishing this really good game. - Snowblind for making this game. - Your credit here!! Send me in some information, "sil vous plait" Copyright This FAQ is (C) and Copyright Keith McLeod 2002. Under no circumstances may this FAQ be reproduced, electronically or otherwise, without the explicit permission of me. If you want to use this, e-mail and we will work something out.