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Part 18
Baldur's Gate

Part 18

Baldur's Gate Part 18 walkthrough covering escape from prison, the Abandoned Sewers and Caverns, and the Ambush.

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Baldur's Gate Part 18 walkthrough covering escape from prison, the Abandoned Sewers and Caverns, and the Ambush.

Walkthrough
  1. 1
    You are awakened by a thief sent by Imoen (NPC (non-player character — anyone the game controls, not you) - Non-Player Character) to break you out. He informs you most of your gear is on the table in the main hall. Follow him and retrieve your gear. Then follow him to the basement where he opens a secret door to a section of sewer.
  2. 2
    Alternatively, Duke Belt appears and releases you on the condition you leave the city quietly to prevent a civil war. Your gear is on the table in the main hall, and a guard will escort you into the basement and into the sewers.
  3. 3
    Abandoned Sewers and Caverns (BD6000): If the thieves released you, you start in the sewers. Green slimes and carrion crawlers are easily dealt with. At the first intersection, go up and around to find a body containing potions (extra healing, defense) and a rusty key. Go south as far as possible, then east a short bit to a sewer with running water. Any other side passage will lead to Flaming Fist guards. Follow the flow south to a drop-off. Corwin and several guards appear behind you, so move south and take the jump.
  4. 4
    At the base of the drain is a pool. Move south then west to the exit.
  5. 5
    If Belt released you, you start at a locked gate in the cavern. The guard has some words to say, including a regretted thanks. Follow the steps down and west to the exit.
  6. 6
    Sewers Exit (BD6200): You exit into a forest area where Imoen awaits. She leads you south to where Jaheira, Khalid, Dynaheir, and Minsc are waiting. After exchanging pleasantries (which may be less pleasant if the thieves released you), the party moves off.
  7. 7
    The Ambush (BD6100): In another forest area, Imoen asks to rest, as does Khalid. A mist enshrouds the group, and figures emerge from the trees. (This section continues in Shadows of Amn).

Stores:

Store prices are listed for a lawful good character with 18 Charisma and a reputation of 20. Higher Charisma lowers prices; lower Charisma or reputation increases them.

Flaming Fist Healer, Korlasz Tomb (BD0120):

  • Healing: Cure Light Wounds (50), Cure Serious Wounds (100), Cure Critical Wounds (200), Slow Poison (150), Cure Disease (200), Raise Dead (1000), Lesser Restoration (400), Dispel Magic (200), Remove Curse (500)
  • Potions: Healing (30) (61), Extra Healing (10) (369), Antidote (30) (82), Elixir of Health (20) (205), Clarity (5) (574), Freedom (5) (205), Mind Focusing (5) (410), Hill Giant Strength (5) (246), Perception (5) (287), Persuasiveness (5) (287)
  • Scrolls: Greater Restoration (5) (615), Raise Dead (5) (410), Free Action (5) (328), Chaotic Commands (5) (410), Protection from Evil,10' Rad (5) (328), Protection from Fire (5) (615), Protection from Cold (5) (615), Protection from Electricity (5) (615), Protection from Acid (5) (615), Protection from Poison (5) (615)

Nantrin Bellowglyn, Katheera (Three Old Kegs) (BD0106):

  • Mead (6), Evermead (30), Winter Wine (3), Berduskan Dark Wine (8)

Halbazzer Drin, Sorcerous Sundries (BD0121):

  • Ammunition: 5 Dart +1 (100) (32), 5 Dart of Stunning (100) (410), 5 Dart of Wounding (100) (205), 5 Arrow +1 (300) (41), 5 Acid Arrow +1 (80) (205), 5 Arrow of Biting (80) (205), 5 Arrow of Detonation (5) (1230), 5 Arrow of Dispelling (5) (1230), 5 Arrow of Fire +2 (100) (102), 5 Arrow of Ice (200) (123), 5 Arrow of Piercing +1 (50) (205), 5 Arrow +2 (500) (73), 5 Bolt +1 (200) (41), 5 Bolt of Lightning (200) (123), 5 Bolt of Biting (100) (307), 5 Bolt +2 (100) (61), 5 Bullet +1 (300) (32), 5 Bullet +2 (300) (61)
  • Potions: Fire Resistance (5) (328), Hill Giant Strength (3) (246), Frost Giant Strength (2) (615), Fire Giant Strength (1) (820), Healing (30) (61), Heroism (5) (656), Invisibility (5) (205), Invulnerability (2) (984), Fiery Burning (5) (410), Speed (3) (410), Elixir of Health (20) (205), Absorption (2) (492), Agility (3) (246), Antidote (30) (82), Clarity (2) (574), Cold Resistance (3) (205), Defense (3) (574), Explosions (5) (369), Fire Breath (5) (205), Fortitude (2) (410), Genius (5) (246), Persuasiveness (5) (287), Infravision (3) (82), Insulation (3) (139), Magic Protection (1) (820), Magic Shielding (1) (1025), Master Thievery (5) (328), Mind Focusing (5) (410), Mirrored Eyes (2) (328), Perception (5) (287), Regeneration (2) (410), Insight (3) (246), Strength (3) (287), Freedom (5) (205), Stone Form (5) (410)
  • Scrolls: Protection from Fire (5) (615), Protection from Cold (5) (615), Protection from Electricity (5) (615), Protection from Acid (5) (615), Protection from Poison (5) (615), Agannazar's Scorcher (6) (164), Ghoul Touch (6) (164), Clairvoyance (6) (246), Dispel Magic (6) (246), Flame Arrow (6) (246), Hold Person (6) (246), Monster Summoning I (6) (246), Non-Detection (6) (246), Slow (6) (246), Skull Trap (6) (246), Vampiric Touch (6) (246), Ghost Armor (6) (246), Melf's Minute Meteors (6) (246), Hold Undead (6) (246), Protection from Cold (6) (246), Grease (6) (82), Armor (6) (82), Burning Hands (6) (82), Charm Person (6) (82), Color Spray (6) (82), Blindness (6) (82), Friends (6) (82), Protection from Petrification (6) (82), Identify (6) (82), Infravision (6) (82)
Tips
  • If you are released by the thieves, be prepared for a more hostile reception from the Flaming Fist guards in the sewers.
  • Keep an eye on the running water in the sewers; it can indicate the correct path or lead to danger.
  • The party will rest in the forest, so ensure you are prepared for the ambush that follows.

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