Ascalon's Questpack walkthrough

This is a walkthrough for the quest content added by the BG1+BG2 mod Ascalon's Questpack.
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These quests can be started independently of each other.
= Baldur's Gate =
== The Magnificent Karlini ==
* At the Friendly Arm Inn, talk to the gnome mage Ygnatius Bombastus on the main floor.He wants you to retrieve the spellbook of the great Karlini, and marks "Ulcaster" on your wordmap.
* Travel to the Ulcaster ruins, enter the dungeon, and pick up "Karlini's Spellbook"Item code ACQBOOK2. from the ground in the right-most room .
* Bring the book back to Ygnatius in the Friendly Arm Inn, who pays you 300 and eagerly peruses the book for the "great formula".If you show an interest, and offer further help, he asks you to meet him in the woods to the west.
* Travel to Lion's Way (the area west of Friendly Arm Inn), and meet Ygnatius by the stone circles there .When you tell him you're ready, he invokes the "great formula" – and disappears, while a Balor gates in and initiates conversation.
* The balor explains that the formula's purpose is to send him slaves to the abyss.Attacking him is futile, so instead ask the balor to give the gnomes back. He asks for your soul in exchange. There are multiple options now:
** CHOICE: Let the demon keep the gnomes.If you don't agree to trade your soul for the gnomes, then the balor leaves and gives you a magic medium shield which protects against all types of gaze attacks and petrification.
** CHOICE: Sacrifice yourself.If you agree to trade your own soul, but then don't successfully pull off the steps described in the next choice, your protagonist dies, ending the game.
** CHOICE: Outwit the demon.Agree to trade your own soul, but then insist that you and your companions are all scientists. The balor gives you a quiz to prove it. Select the correct answers ("Lathander", "Ogrillon", and "Athkatla"), and he spares your soul, summons the gnomes, and leaves.The two gnomes (Karlini and Ygnatius) chide you for interrupting their scientific expedition to the abyss, but nonetheless give you 300 and the aforementioned magic shield before leaving.
== A Job Well-Paid ==
: (a.k.a. "Raukner's Ruffian Roughnecks")
* In Beregost, talk to the three adventurers Agnus, Udolf, and Teliel who stand in the streets in the northern part of town. They are arguing about something.
** CHOICE: Insult or threaten them.They attack. Defeat them for a total of and minor loot.
** CHOICE: Offer to help with their problem.They ask you to calculate how much gold they had after their last quest, before they started spending it. If you tell them the correct number, "270", you receive ; otherwise you get nothing. Either way, they leave.
The problem statement is:
* They started with an unknown amount of gold.
* Then Agnus spent exactly one third of it.
* Then Udolf spent exactly one third of what was left.
* Then Teliel spent exactly one third of what was left.
* Now they have 80 left.
When one third is taken away from one number to get a new number, it follows that the old number is 1.5 times higher than the new number. Therefore, solution is:
80	× 1.5	= 120
 	× 1.5	= 180
 	× 1.5	= 270
== Jumper ==
: (a.k.a. "The Quest for Jumper" + "A New Best Friend for Ugh")
* In the Area South of Beregost, talk to the little girl Kessy on the road in the center-right part of the map .She's crying because she lost her pet rabbit "Jumper". Agree to find it.
* Walk over to the left side of the map , and talk to the non-hostile ogre Ugh there. He has a rabbit he calls Little-Ugh.If you tell him that this is actually Jumper, and promise to find another solution to his loneliness, he gives you the animal.
* Bring Jumper back to Kessy. You get .As she leaves, you can ask her where to buy such a pet, and she directs you to her dad at the carnival.
* Travel to the Nashkel Carnival, and talk to the "Rabbit Breeder" in the bottom-left part of the map . He sells you a pet rabbitItem code ACQ13004 for 10 .
* Bring the rabbit to Ugh in the Area South of Beregost.He leaves happy, and you get .
== Of Wolves and Men ==
* At High Hedge, talk to Aiwell just outside the wizard's tower.
* ...
== A Feast for the Gnolls ==
: (a.k.a. "A Failed Picnic" / "A Ghost in the Cloudpeaks")
* In Nashkel, talk to Mrs. Brunnstein. She is outside of the Belching Dragon Tavern. She has lost her son Aaron, who went on a picnic with his fiancée Marina and they never came back. She prompts the party to talk to ranger Barin at the temple, who led a team of farmers searching for the couple in the mountains, and they found Marina's body slain by monsters near a waterfall. The team didn't dare follow the tracks though. The ranger should be able to tell us more details.
* Ranger Barin inside the Nashkel temple will inform the party that Aaron and Marina were attacked at the waterfall in the Cloupeak mountains, and they suspect that gnolls did it. Marina was killed, but Aaron was taken to the west, as the tracks showed. He will also tell them that a ghostly figure can be seen there at night.
* Travel to the Dryad Falls and you will see the ghost of Marina at night in front of the waterfall at the south side of the map. Speak to the ghost - if there's a Cleric in the party have Turn Undead off. Some memories come back to her. She wanted to sleep, but Aaron had a surprise for her, and she promised to stay awake until he gave it to her. But the monsters attacked! Everything turned black... When she woke up she felt weird, but she knew she had to wait for Aaron. She cannot go to sleep until she gets the surprise.
* Go to the Gnoll Stronghold, west of the Dryad Falls. Aaron Brunnstein can be found down the pit at the southwest corner of the stronghold, all the way to the west and down some stairs. The party must fight their way there. He asks the party to free him, but he also has another request. He would like to have his ring back, which was taken by the gnolls. His ring can be found inside the stronghold, too, kept by some gnoll bodyguards and their chieftain, who have Oils of Speed to drink and some more loot than the regular ones. They are at the northwest part of the fortress, up some stairs and to the right. It is Aaron's Ring of Protection, a Ring of Protection +1 anyone can wear (except Wizard Slayers, of course), which he intended to give to his fiancée as a surprise. The party can either give it to him, for which Aaron feels very grateful, or keep it as a reward, which Aaron finds fair. He then asks them to meet him at the other side of the bridge and disappears. When the party meets him there, at the east edge of the map, they can either choose to tell him to wait a bit longer until they finish whatever they want to do first, or to travel back to Nashkel — the party and Aaron get teleported in front of his mother.
* Back at Nashkel, Mrs. Brunnstein is very happy to see her son again. But Aaron is still sad about Marina. And if the party tells him about her ghost, he asks them to give his ring to her apparition (so he gives them the ring in case they had given it to him). He wouldn't bear to face her in her current state. The party gets for bringing Aaron safe back to Nashkel. Mrs. Brunnstein also offers them her mother's Silver Necklace, the most valuable thing she has, which the party can refuse or accept. She also says that they will be near the mill in the furure, before she and her son leave. [The party can also choose to respond in a way that will make Aaron and his mother turn hostile, but they won't attack.]
* Travel to Dryad Falls to meet Marina's ghost again by the waterfall at night. Give her the ring and she will be freed! Aaron's ring will disappear along with the apparition, and a Pearl can be found on the ground. The party gains .
* OPTIONAL: Aaron will be standing near the mill at the east side of Nashkel. Talk to him and he will thank you for setting Marina's spirit to rest.
== The Serpents of Abbathor ==
: (a.k.a. "A Dead Dwarf and a Message" / "A Mysterious Dwarf in Beregost" / "The Serpents of Abbathor in Nashkel" / "Wostok's Body" / "What to do with the Gundmagtor?")
* There are two ways to start this quest (you can also do both):
START 1:
* In the Nashkel Mines, where the game's main plot takes you in chapter 2, loot the letterItem code ACQLET01. from the dead dwarf in Mulahey's lair at the bottom of the mines.It mentions a nighttime meeting in Beregost.
* Visit the Beregost town square (by the big pillar) at nightBetween 8:30 pm and 6:30 am, to meet Tarash Blackhelmet there.Correctly answer his greeting with "And all jewels to the Serpent"The clue for this was in the note you looted in the previous step, which ended with the valediction "To God all glory and all jewels to the Serpent!", and he believes that you are an emissary of Mulahey come to form an alliance with his cult, the "Serpents of Abbathor".It doesn't matter whether you keep up the ruse or end up fighting him – either way, you learnEither from him, or from another letter he keeps on his body. that his cult has some violence planned on the Coast Way.
* Travel to the Coast Way (the area north of Beregost), to witness the dwarf Bashrik Sparklehammer and his companion being ambushed and assassinated.You cannot save them, but you can pick up Bashrik's journal"Bashrik's Journal", item code ACQBOOK1. afterwards, as well as some good lootIncluding a warhammer with the same properties as Ashideena.. The journal implies that Bashrik's companion Wostok was going to Baldur's Gate to investigate the cult, and that they would meet in a temple of Helm. It also mentions that the cult leader Draglon may be found in the Undercellars. Keep it.
START 2:
* In Southwest Baldur's Gate (accessible in chapter 5+), encounter an unnamed dwarf just outside the Flaming Fist headquarters. If you talk to him with a dwarf party member, he gives you a pamphlet"Pamphlet", item code ACQLET03. promoting the Abbathor cult.
* Now that your party has learned about the Abbathor cult and has a journal and/or pamphlet to prove it, there are again two paths you can take, though this time they're mutually exclusive:
GOOD PATH (working against the cult):
* Travel to North Baldur's Gate (accessible in chapter 5+), and talk to the priest inside the Temple of Helm there. Show him either Bashrik's journal or the unnamed dwarf's pamphlet, and he tells you that Wostok went into the sewers.
* Enter the Central Sewers areaAccessible via gully grates in North-, Central-, and South Baldur's Gate, as well as from the other two sewer areas. below the city, and find Wostok Hammerhead with three fellow dwarves in the bottom-right portion .Show him either Bashrik's journal or the unnamed dwarf's pamphlet, and he tells you to defeat the cult leader Draglon and meet up at the temple afterwards.
* Enter the Undercellar, and talk to Draglon who stands near the center of the map . He knows you're working with Wostok, threatens you, and then magically disappears.
* Return to the Temple of Helm in North Baldur's Gate, and tell Wostok there what happened. He says he's working on gaining access to the cult's headquarters, but first he needs you to protect his associate Jenna in a nearby tavern, who keeps an artifact sought by the cult.
* Travel to Northwest Baldur's Gate, and enter the northern Tavern and Inn. On the upper floor, two Abbathor cultists stand over Jenna's corpse, and attack you on sight. Defeat them. They drop a key"Warehouse Key", item code ACQKEY02. Quest item., and a note"Notes", item code ACQLET06. Not needed for anything. suggesting that the cult has already carried the artifact away.
In some versions of the mod, the warehouse key may fail to drop. In this case, use the cheat console to spawn the key in your inventory:
C:CreateItem("ACQKEY02")
* As you exit the tavern, Wostok's friend Jarger approaches. He gives you some background info on the dwarven artifact, called Gundmagtor, and tells you that the cult is likely hiding in a warehouse in the southeastern district.
* Travel to Southeast Baldur's Gate, and enter the southern-most warehouse . You are attacked by three cultists as you enter, and then several more, including their leader Draglon, in the back of the room. After the battle, pick up the note"Notes", item code ACQLET05. from the desk, which reveals that the cult has established its main base in the Nashkel mines.(Do not leave anything you want here, as the warehouse reverts to its base-game state once you exit itOnly after you've have the note in your inventory at least once..)
EVIL PATH (working for the cult):
* Enter the Undercellar below the city, and talk to Draglon who stands near the center of the map . Show him either Bashrik's journal or the unnamed dwarf's pamphlet to get him to talk to you, and then ask to join his cult. To prove your worth, he wants you to kill Wostok who was last seen at the Temple of Helm.
* Travel to North Baldur's Gate, and talk to the priest inside the Temple of Helm there. He tells you that Wostok went into the sewers.
* Enter the Central Sewers area below the city, and find Wostok Hammerhead with three fellow dwarvesJarger, Galder, Therk. in the bottom-right portion . Attack and kill them ( total, and some +1 equipmentWar hammer+1, bolts+1, Battle axe+1, Halberd+1).
** ALTERNATIVE: If you show Wostok either Bashrik's journal or the unnamed dwarf's pamphlet, you can switch sides and continue on the good path (see above).
* Report back to Draglon, who rewards you with a diamond but no XP.Your second task is to kill Jenna & Jassir and bring back dwarven artifact. Jenna is on the second floor of a tavern in Northwestern Baldur's Gate. Jassir (550xp) drops a Battle axe+1 and a Splint mail+1. Jenna (550xp) drops a key for the trapped "painting" on the same floor. Dwarven artifact is there. Bring it back to Draglon and he rewards you with 500xp and Star sapphire. Draglon then gives you the key for the south warehouse in the Southeast Baldur's Gate where you should meet their leader. 
* Warehouse is occupied by 7 Cultists (800xp), Abbathor Cleric (900xp, Morning star+1), Abbathor Fanatic (1000xp, 2 Battle axe+1), Draglon (1000xp, 2 Scimitar+1, Studded Leather armor+1) and Lugosch. Lugosch betrays us and vanish. Table beside him contains notes. Cult's main target is Nashkel, specifically mines.
* Regardless of which path you took, you are now an enemy of the cult, and have learned that the cult has taken over the Nashkel Mines. So travel there using the worldmap:
* Nashkel Mines ▸ outdoors  (cult version) Area code AC4400.:
** This entire area has changed, meaning that the Nashkel Mines content of the base game (and other mods) is temporarily unavailable. Beware of the 5 traps around the mine entrance.
** OPTIONAL: If you took the good path earlier, then Wostok lies dying near the mine entrance. Talk to him to learn that all his companions were killed by shadows, and that he is beyond healing. He asks you to mercy-kill him. If you do so (by force-attacking him), you receive and can pick up his body"Wostok's Body", item code ACQ10127. You can bring the body to the priest in the Temple of Helm in North Baldur's Gate for .
** OPTIONAL: Talk to Emerson in the storehouseArea code AC4406. to the right of the mine entrance. He recounts how the mines were invaded, and warns you about dwarf shadows, bugs on two legs (umber hulks), and a lot of cultists. He wants you to free some miners, kill umber hulks, and find his notes.
** Take the mine entrance to:
* Nashkel Mines ▸ level 1  (cult version) Area code AC4401.:
** There are a bunch of cultists, 2 Abbathor clerics, 2 Assassins (550xp, bolts+1) and an Abbathor Fanatic.
** The exit to the next level at the center-bottom map edge is protected by a floor trap.(The nearby cleric carries the notes"Emerson's Notes", item code ACQBOOK4. that Emerson wants.)Take that exit down to:
* Nashkel Mines ▸ level 2  (cult version) Area code AC4402.:
** There are 18 Skeleton Archers (Arrows of Fire) on this map. The containers are all empty or contain only mundane weapons.
** In the large room in the left part of the map, the Mad Priest of Dumathoin is threatening to sacrifice four miners. (These are the miners that Emerson wants you to rescue.)Kill the priest () and his two skeleton warriors to save the miners. He drops a journal"Journal", item code ACQBOOK5. Purely informative, and not a quest item..
** Take the bottom-right exit down to:
* Nashkel Mines ▸ level 3  (cult version) Area code AC4403.:
** There are 18 Shadows () on this map.
** In the bottom-most room are the 2 Umber Hulks () that Emerson wants you to kill. They only turn hostile if you go near them.
** Take the bottom-right exit down to the empty level 4Area code AC4404., and there enter the inner cavern which used to be Mulahey's lair:
* Nashkel Mines ▸ level 4 ▸ inner cavern  (cult version) Area code AC4405.:
** There are 3 Cultists, Abbathor Fanatic, and the cult leader Lugosch. Lugosch immediately summons 6 Shadows. When he dies (), he drops some minor magic lootBullets+1, Chain mail+1, Sling+2, Morning star+1, a journal, and the dwarven artifact Gundmagtor. A container near Lugosch holds 1524 .The journal reveals that the cult also exists in other cities, and that Lugosch merely controlled the Baldur's Gate offshoot. (You can give the journal to the priest in the Temple of Helm in North Baldur's Gate, although there is no reward.)
** Leave the mines the way you entered.
* Report back to Emerson in the storehouse outside the mines, to complete the quest and collect rewards:
** and 1500 for killing Lugosch.
** and +1 reputation for rescuing the miners.
** for killing the two umber hulks.
** for retrieving Emerson's notes.
* ADDENDUM: Now you can decide what do with the evil dwarven artifact Gundmagtor. Halbazzer has dialog reacting to it, but refuses to take it. Your options are:
** CHOICE: Have it destroyed.Show the artifact to Thalantyr in High Hedge, and he offers to destroy it if you pay him 1000 to cover the costs of the procedure. (No reward.)
** CHOICE: Have it transfered to Wostok's friends.If you took the good path earlier and worked for Wostok, then you can give the artifact to the priest in the Temple of Helm in North Baldur's Gate. He promises to pass it on to Wostok's friends. (No reward.)
** CHOICE: Sell it.If you took the evil path earlier and worked for Draglon, then 24+ hours after you reported Lugosch's death to Emerson, enter any outdoors city area to be approached by a Zhentarim Emissary. He asks to buy the artifact for 3000 (you can haggle this up to 5000 ). If you tell him you need to think about it, he waits for you in the west corridor of the Blushing Mermaid tavern in Northeast Baldur's Gate. (When you go there, 4 assassins attack you in front of the tavern.)
== The Lost Son ==
: (a.k.a. "The Quest for Perwell")
* When the party enters the First Cloakwood, Aphriel addresses them. She is an elf ranger who is looking for her son Perwell. Bandits have kidnapped him and they keep him in the Iron Throne's base in the forest, demanding a ransom. Agree to help her and she says that you'll meet again at the Friendly Arm Inn when you've found out anything.
* Perwell can be found in the second level of the Cloakwood Mine, locked inside the cells at the north side (ahead of where the party enters) together with some slaves. Once he is freed he says that he doesn't know his way back home through the dangerous forest, and asks the party to take him with them. He will follow along unless the party goes into some cave. If you agree to do that, Perwell leaves for the surface and says he'll be waiting in the inner yard until you finish whatever you have to do.
* After getting out of the mine, the party will find Perwell waiting outside of the barracks. They have two options now: they can either take him along with them to his mother, or they can tell him to sit and wait there and they'll get his mother to come pick him up.
* If they take him with them, Perwell will slowly follow the party and run away from any danger. Once they reach the Friendly Arm Inn, Aphriel will be waiting for them and she will be very glad he's rescued. She will offer her longbow as a reward, which the party can accept or refuse — this bow has the same properties as The Dead Shot. Then she will leave happy with her son, and the party will get .
* If the party leaves Perwell to wait in the Cloakwood Mines, once they reach the Friendly Arm Inn and find Aphriel again, they have three choices: 
# They can tell her where her son is so she can go get him. Aphriel leaves.
# They can choose to blackmail her for her son's location. Aphriel offers her longbow as payment. The party will lose one point of reputation for this deal. If after taking the bow they tell her that it's not enough and demand more, Aphriel will get hostile and attack them, and the party will lose one more point of reputation.
# They can tell her that they're going to bring Perwell to her.
== A Home for the Gibberlings ==
: (a.k.a. "Breeding Gibberlings in Baldur's Gate")
* In Central Baldur's Gate, talk to Geraldo the Magnificent who stands at the bottom part of the map, south of the gate in the city walls. He will tell you that he is a great painter who got fascinated by the blue color of Gibberlings' skin, and got ahold of a couple of them in his house in Baldur's Gate in order to find a way to extract the color and use it in his art. But the creatures started reproducing rapidly and they became a problem. Gerald managed to flee his house and magically lock it with the Gibberlings inside. You have three options: Either tell him that you're not interested, tell him that you're going to report this to the authorities, or tell him that you're going to help.
* Tell him that you'll help and he gives you the key to his house in order to go and kill about 20 Gibberlings, as he estimates. His house is in the same map, on the southeast corner. When you go inside you'll be attacked by two Mutated Gibberlings, but there are no more to be found in the house. Make sure to grab their furs from the floor after they have been killed, and go back to talk to Geraldo again.
* Obviously the majority of the gibberlings have escaped, and Geraldo will tell you that they are probably hiding underground, in basements or in the sewers, within the city limits. He will pay you 50 gold for each one of their furs that you bring to him, and once they are all killed he will reward you with a magical item. You will need some help in order to find them though...
* With the help of the creature suggested by Geraldo, the party can begin the hunt for the escaped gibberlings. Most of them can be found in the sewers: two groups in the central section, another group of six in the west section (near the spider lair), and four of them in the basement of the Iron Throne Headquarters.
* Geraldo will keep up his promise to pay 50 gp for each of their furs, and when all of them have been given to him he will also gift the party a magical studded leather armor and depart. The Gibberling Leather Armor: AC 4, +10% missile resistance, -3 Charisma, the character turns blue, and it can only be removed by a Remove Curse spell.
== Fangirls ==
* In Northwest Baldur's Gate, standing just to the west of the Helm and Cloak, there are three young women, Ashley, Mandy, and Cindy, who have a crush on Larry, Darryl, and Darryl. They wish they had their autograph. (There's no journal entry)
* Their autograph can be acquired when the party meets them at the south east part of Fire Leaf Forest. Bring it to the girls and they will be excited! The party will get .
= Baldur's Gate II =
== A Halfling among the Eyeless ==
* ...
= Appendix =
== Area codes ==
Area code	Map 	Area background source
AC7711 	Central Baldur's Gate ▸ Geraldo's home ▸ floor 1 	?
AC7712 	Central Baldur's Gate ▸ Geraldo's home ▸ floor 2 	?
AC4400 	Nashkel Mines (during cult quest) 	Nashkel Mines outdoors
AC4401 	Nashkel Mines ▸ level 1 (during cult quest) 	Nashkel Mines level 1
AC4402 	Nashkel Mines ▸ level 2 (during cult quest) 	Nashkel Mines level 2
AC4403 	Nashkel Mines ▸ level 3 (during cult quest) 	Nashkel Mines level 3
AC4404 	Nashkel Mines ▸ level 4 (during cult quest) 	Nashkel Mines level 4
AC4405 	Nashkel Mines ▸ level 4 inner cavern (during cult quest)	Nashkel Mines Mulahey's cavern
AC4406 	Nashkel Mines ▸ storehouse (during cult quest) 	Nashkel Mines storehouse
Category:Mod walkthroughs