Baldur’s Gate: Enhanced Edition Walkthrough
Welcome to the Baldur’s Gate: Enhanced Edition walkthrough, where we’ll guide you through the updated version of this Bioware RPG classic. Due to the extreme length we’ll begin by focusing on the main questline. Here, we’ll be giving you strategies for defeating monsters and solving dungeons. There are plenty of ways to play, so if you want to get more out of your party, check out our strategies here.
There’s a lot more to our Baldur’s Gate coverage. Get more information with our Enhanced Edition preview, learn more about the game’s writer, and check out some updated cutscenes.
To find our full compendium of extra Baldur’s Gate secrets and extras, check out the Enhanced Edition cheats page.
Candlekeep
A big enhancement you’ll notice right away is the character generator. You have a LOT of choices, and they’ll affect gameplay, but there’s no way to cover all those details, so this walkthrough will cover the nuts and bolts, missions, and so forth, to help you get from A to B. Choose your person and let’s get rolling!
If you need to review your basic hack and slash mechanics, talk to the dude in the green robe for some basic instructions. He’s a tutor, and there are some more floating around town, including at the inn, to get you warmed up. Just past the tutor is a girl in blue, Phylidia who will ask you to keep an eye out for a book of hers. Actually, the main purpose of Candlekeep at the moment is to train you and give you some fetch quests to build some XP before you head out into the world. If you’re a completionist, be aware that you can’t come back here any time soon, so do everything you want to do now.
Enter the inn. Take a moment to check out the controls on the left side of the screen if you didn’t do any tutorials, and get the hang of the quick buttons for the various menus. You’ll need ‘em. The guy by the fire Firebead will ask you to go find an identity scroll for him. Finish looking around first.
Take a moment to speak to the Innkeeper, who will sell you things, etc. You don’t have much budget at the moment. Behind him is a room with a locked cabinet, and next to that is a room with a bookshelf you can loot, and some nobles you can converse with.
Head upstairs if you’re looking to sneak and loot, otherwise head on outside. Head into the castle grounds to collect the identity scroll, and get a hurry up message from a monk. Go return the scroll and you’ll earn a blessing for your trouble. Bring identity scrolls back to this chap when you need to. Then we’re off to find your foster father, Glorion.
Head through the castle grounds to the front stairs, where he waits. Along the way you may have a conversation with a girl named Imoen. Talking with Glorion will trigger the true beginning of your adventure, and your quest. After Glorion leads you away from the keep, you’ll jump ahead in the story and then on your own, unless you let Imoen come with you. Let the adventure begin!
Candlekeep
You may not have gotten everything done back at Candlekeep, but there’s nothing you can do about that now, they require a fancy book to let you back in. And likely you don’t have enough juice to do much combat in the woods, and there are wolves around. To the Friendly Arm Inn it is!
Along the way you’ll meet a hermit, and further along the path, two travelers. If you so choose, you can help them with their quest, or ask them to tag along with you to the Inn first. Keep heading north to the Inn, and when you meet a messenger, the location where you were ambushed is immediately to your northwest. A wolf will be in your way, you’ll wanna save first because you’re kind of a wuss. But at the point where you were ambushed are some bodies with loot, including Glorion, who carries a letter with some exposition. Equip your new gear, head back to the path, and go east.
On the next screen you’ll be greeted by an old man. After talking to him head to the east to find a crossroads and then head north to the inn. There will be some minor critters on the way, so save before you enter the wilds, and ready a healing potion just in case.
Once you reach the Inn, which is actually a small stronghold, talk to the commoners for the lay of the land, including some information on the folks who run the place and the iron shortage/blight thingee going around. A suspicious guy may talk to you. He’s gonna try to kill you, no matter how you respond to his questions. Get out of the way and let the guards beat on him a bit, because you’re not ready to face a wizard by yourself. He may hit you with panic, in which case you’ll go wander off for a while.
There’s a temple where you can be healed for some gold, so if you took damage from the attempted assassination, take care of it there. Otherwise, head into the inn, and look in a corner for the friends of Glorion’s you’re supposed to meet. They will join your party. Now, barring more pressing business, it’s time to head south, to Nashkel, to investigate some quests!
Along the way you’ll meet some folks, kill some critters, and pass through a town named Beregost. Here’s a good place to sell whatever you’ve picked up along the way and bank some coin. On the east side of town you’ll run into a wild mage who will need rescuing, at least if you want her to join your growing gang.
At the bottom of the town on the east is a dwarf’s forge, and toward the southwest is an inn where you can buy and sell with the barkeep. Be warned, a ruffian may start some trouble with you in the inn. When you’re ready, head out the southwest corner.
Enter High Hedge and take the path southwest. You’ll meet another adventurer, and soon see a fortress. It’s the home of a powerful wizard that will sell to you if you’re fancy enough. Gnolls are about, but with your full party, you should be fine by now.
By now I’m going to assume you’re getting the hang of the basics, and you can choose to do side quests on your own, so we’re going to move on to just the imperative story points. Hang on tight!
Nashkel
Welcome to a town in trouble. Will a bounty hunter try to attack you in this inn? Of course one will. Sell your crap, rest up, restock, etc, then go talk to the Mayor. He will tell you about the trouble in the mines nearby, and ask you to go investigate.
The mines are to the southeast of the town, and talk to the foreman and then the guards to be given permission to enter the mines. Talk to the miners for details and flavor text.
Descend into the minds. You’re needed on the fourth level, but there will be encounters along the way. Be aware of traps on the third level and activate a thief or rogue to disarm them.
Level four is home to a nasty cleric, who is, of course, the source of most of the Nashkel troubles. He’ll need to be put down. Loot a holy symbol from his body after he’s toast. In the cleric’s room you’ll find a chest with letters from his boss, indicating a bigger conspiracy. Of course.
Head on back to Nashkel to collect your reward from the Mayor.
Bandits and Cloakwood
For your next big quest, head north to Beregost and find the Inn on the west side of town. On the second floor is a chap named Tranzig. You can kill him or get him to surrender to you, either way you’ll get the location of the Bandit’s camp. The woods of the Sharp Teeth are to the northeast of you. Adventure in there and you’ll be captured by a bandit character who will, in fact, take you to his leader.
The bandit leader, Tazok, will ask you questions and you must prove yourself. When you do, you will be allowed access to the camp. Check it out, ask questions, and when you enter Tazok’s tent, you will be attacked. Beat them down, then find a prisoner named Endar who will tell you the secret behind the iron shortage and the presence of the bandits. Inside the tent is a chest, but it’s trapped. Disarm it to find two documents to Tazok that point to Cloakwood for more answers.
Cloakwood is now available back by the Friendly Army Inn. There are four areas between you and the mine in Cloakwood which is your next actual destination.
Enter the area from the southwest corner and you’ll have a fight on your hands. After that, proceed to the mine entrance.
In the mine, look for a miner in the top right corner of the first level, and he’ll tell you what you have to do. Head down to the second level and you’ll fight a guy named Hareishan in order to enter the prison. Free the slaves (you’ll need 100 gold), and a dwarf will tell you what to do next, and offer to join you.
Keep going down into the mine, down four levels total. The final fight here is with a mage named Davaeorn on the fourth level. He’s got some nasty tricks, and a varied party is very useful against him. Having Dispel Magic at hand will give you an edge.
Once the mage is down, look for a key and intel on his body. There’s an elevator to take you all the way up to the first floor, conveniently, so do that. Give the key to the miner at the top left you talked to earlier and he’ll do something very destructive with it.
Baldur’s Gate
Head back through Cloakwood, and make for the city of Baldur’s Gate. The Duke will ask you to look into the Iron Throne business. Head for that building in southern Baldur’s Gate. Guards will face you down, so you can kill them or bribe them.
There’s an emissary on the third floor. On the fourth floor, you’ll be mistaken for said emissary, and you will get to meet with the leaders of the Iron Throne. At the rear of the fourth floor are some merchants, you can threaten them to find out who the leader of the Iron Throne is, and where to find him.
On the fifth floor is a challenging fight, but guess what? You don’t have to do it! If you’re playing and skipping lots of the side quests, your powers and XP may not be beefy enough, or you may not want to bother. If you do, stock up beforehand!
Return to the Duke and tell him what’s up. He will give you a valuable book, which will allow you entry to where you began, Candlekeep.
Return to Candlekeep
After you left the fortress, you were barred until you returned with a rare book for the library. Ta-da!
Enter the keep, then enter the library. A guy on the second floor will offer you a prize and ask you to attack an old friend of Glorion’s. They’re on the third floor, and if you don’t do it, they won’t attack you either.
Instead, head up to the fifth floor and a guy will tell you to look for Glorion’s room. It’s the third room from the bottom left corner.
Head up for the sixth floor, and there will be a whole thing. You’ll eventually wind up in some catacombs. Beware, there are some very tricksy folks down here, so don’t let yourself be taken in.
There are two Greater Basilisks guarding the exit. They can be defeated with a protection from petrification spell.
When you exit, you’ll find that you’re back at Candlekeep, which means you’ve been bouncing all over the map. And you have to head back to Baldur’s Gate. Of course.
The Big Bad
Talk to the townsfolk to find out what the heck has been happening in your absence. Find a source by the Sundries store to give you the skinny. Will you have to break into the Iron Throne citadel to find out more? What do you think. Tamoko is also by the Sundries store, when you’re done, go to meet her in front of the Flaming Fist compound.
First thing’s first, take out the Fist compound, eliminating the mercs. The Duke’s healer is on the second floor, and he’s not what he seems. One he’s taken out, grab the Duke and take him to the harbormaster.
Then enter the Iron Throne Citadel. Find the big bad’s lover on the fifth floor to retrieve some letters and the man’s own evil diary.
Now you need to enter the sewers below town and find the entrance to the Undercellar. Two assassins will be waiting for you. Dust them off to find a letter from your target and an invitation that will take you to him.
Go to the Duke’s palace and talk to Bill out front, using what you just found to get in. There will be a fat fight with a lot of doppelgangers once the jig is up. Show your intel to the folks left at the end to reveal the plot.
Sarevok will, of course, puss out and run away after you stand up to him, so don’t worry about this fight dragging on too long. But be sure to stock up after.
You will then be transported to the Guild of the thieves. The maze downstairs is not hard to navigate, but keep an eye out for lots of traps. At the end of the maze you’ll find the psycho who mentored Sarevok! He’s not in good shape.
Outside the maze, you will be attacked by a group of mercenaries. Their leader has heavy duty arrows, so prepare protection, and aim for him first.
In front of the temple, Tamoko will approach you again. Just so you’re aware, you don’t have to kill her. But you can if you want to. Create a new save game.
The temple is the site of your final throwdown. Sarevok and his followers are waiting for you. There are lots of traps in this area, especially around the center of the room. His horde makes this fight a difficult one. It’s easy to get an edge by casting area of effect spells before you even see his followers, thinning them out. Keep good control of your party to make sure that in their panic/attacks/retreats they aren’t setting off traps and taking damage. The fight is definitely a challenge, and if you’re not quite up for it, restore your save, and go find some other stuff to do, collect better weapons, beef your stats with some side quests, etc. There’s no one easy fast way to take Sarevok down, so keep your fingers on those hotkeys, and figure out your best party combo for fighting someone with magic in a busy environment.
Also, kickapow, you’ve beaten the big bad in Baldur’s Gate!