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Part 11
Baldur's Gate

Part 11

Baldur's Gate Part 11 walkthrough covering camp quests, Bloodbark Grove, and Dead Man's Pass, including spy details and item locations.

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Baldur's Gate Part 11 walkthrough covering camp quests, Bloodbark Grove, and Dead Man's Pass, including spy details and item locations.

Walkthrough
  1. 1
    In the camp, talk to Safana about the book with compromising notes.
  2. 2
    Ask Belegarm to identify the bottle; he says Helvdar lost it to Col.
  3. 3
    Speak with Mizhena about the candle and how to get a cleric of the Red Knight to give up his holy symbol by beating him in Coroniir, using her provided board.
  4. 4
    Talk to Warden Twoedge about the page; she reveals she lent the book to Malden Col.
  5. 5
    Find Malden Col west of Belegarm's tent; he confesses and is arrested.
  6. 6
    Inform Marshal Nederlok of the spy. You can decline his gift (+1 reputation, 6,000xp) or accept it (6,000xp, short bow [+2 fleshripper]).
  7. 7
    Speak with General Stonehand about Torsin DeLancie and the thieves guild.
  8. 8
    Talk to Waizahb and arrange a meeting with the guild representative in the northern part of the camp.
  9. 9
    Speak to Rhynwis and choose to get her and the guild to help the coalition against the Crusade (best choice), disband the guild, or kill them.
  10. 10
    Inform General Stonehand of the agreement and accept his offer of 300gp (+1 reputation, 6,000xp).
  11. 11
    Near the gate, buy a potion of turnip extract from Wilhelmina and let her into the camp.
  12. 12
    Speak with Duncan about Skie's departure towards Dragonspear.
  13. 13
    In Bloodbark Grove (BD7400), go south to Lord Dushwick. Decline to help due to business with Caelar Argent, leading to Chalmers abandoning Dushwick and dropping gems (jasper, sunstone) and a necklace (pearl).
  14. 14
    Go east and past four patches of beladonna to find Onoroth's store.
  15. 15
    Go to the east edge and find beetles, a shambling mound, and dead bodies with a wand (fear, 10), a spell (conjure lesser earth elemental), and an amulet (clasp of Helm).
  16. 16
    West of here, find the tree for the cure and be attacked by wolves, including two vampiric wolves.
  17. 17
    Further west, find a basilisk (basilisk's claw) and a circle of stones guarded by skeletons.
  18. 18
    Behind Onoroth, find a ruined house with a floor door. Read the book by the woman's body and investigate the moaning well.
  19. 19
    In the Basement (BD7410), deal with a wolf. A box contains a potion (cursed speed) and arrows (+1, 20). A wall switch opens a secret door.
  20. 20
    In the hidden room, fight dread wolves and a fledgeling vampire. Watch for traps and check two chests for a war hammer (+3 Sundermaul), a small shield +2, a scroll (confusion), gems (rogue stone, ziose, linx eye), and 1,000gp.
  21. 21
    Return to camp and give Dosia the cure (6,000xp, +2 reputation, morningstar [+2 Martyr's]).
  22. 22
    Talk to Neera and give her the Planetar feather, turnip juice, and belladonna (6,000xp).
  23. 23
    Rest before proceeding to Dead Man's Pass.
  24. 24
    In Dead Man's Pass (BD7300), move up the road and save three refugees from three wolves (112gp, +1 reputation).
  25. 25
    Go east to find displacer beasts and a pack lord.
  26. 26
    Further east, talk to gnoll and kobold named Gnaler and Kambolder.
  27. 27
    Still further east, find hill giants and a path up a hill past spiders to a bridge guarded by hobgoblins. More spiders are southwest. Across the bridge is a lean-to with a dead body (spells [stinking cloud, sunfire], wand [paralyzation, 3]).
  28. 28
    Return to the hill giants' location. North of them is a tree with a hole containing a coronetto (forest queen's benediction).
  29. 29
    West of the tree, wait out Nuber (1,000xp).
  30. 30
    Return to the area entrance and follow the east edge north, encountering ettins and dire wolves, then ogres and half ogres.
  31. 31
    Follow the north edge east to two shambling mounds and a hamadryad (amulet [heart of the mountain]). Further east are beetles, then worgs and orogs on the east road.
  32. 32
    Exit the area by the east road to reach the Underground River entrance.
  33. 33
    Follow the east edge south through more beetles and find a hidden cellar.
  34. 34
    In the Cellar (BD7310), fight undead. Find an amulet (whispers), spells (minor spell deflection, conjure lesser fire elemental), spider silk, and a spell (identify).
  35. 35
    Go west from the cellar. Ephrik leaves when he realizes who you are. Further west, find a cave bear (fine bearskin).
  36. 36
    Further south, find hill giants. Nearby, a northwest path leads to a cave guarded by spiders.
  37. 37
    In the Cave (BD1010), navigate to a cavern, through spiders to a chest that is a killer mimic, summoning ocre jellies and a neo-otyugh. Loot a longbow (+2 banshee), arrows (10 +3, 10 anti-magic +1, 3 dispelling).
  38. 38
    Back to the road, go south through beetles and orogs. North of the orogs is a crossroad with Horst and Stalia's store.
  39. 39
    Exiting west of the merchants leads to Dragonspear Castle, but it is not the time to go there. Return to the camp.
  40. 40
    Have Belegarm make boots for Helvdar, which takes a day.
Tips
  • Accepting Marshal Nederlok's gift provides a short bow [+2 fleshripper].
  • Choosing to have the thieves guild help the coalition against the Crusade is the best outcome.
  • Accepting General Stonehand's offer of 300gp grants +1 reputation.
  • The chest in the cave (BD1010) is a mimic; be prepared for a fight.
  • Belegarm needs a day to craft boots for Helvdar.

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