Firewine Ruins



There are no loot chests in the Ruins. Only unidentified Fire Arrows, two at a time, from the Kobold Commandos

North and south exits lead to Gullykin, thereby saving an eight-hour journey (assuming the party can traverse the maze in less than eight game hours. The compass orientation of the exits in the Ruins is opposite to their alignment above ground in Gullkin. North exit leads to Jenkal's house, next to Jenkal, if he is still alive. North of Jenkal's house is the Winery and Temple, and inside that building is where the stairs from the south Ruins exit lead.

There are only two main objectives in the Ruins:
 * 1) Getting armor from the Undead Knight at 1450, 360 (and either taking it to the Ghost Knights at 730, 985, for 1500XP, or using it to make the Vampiric Sword that damages its user and heals the target -where is reverse-pickpocketing when you need it? )
 * 2) Killing the Ogre Mage who has been directing the Kobolds to attack Gullykin, and his flunky Lendam. The Ogre Mage does not have much in the way of loot, but Lendam has a Mage Robe of Electrical Resistance, a Potion of Power, a Potion of Stone Form, and spell scrolls: Chill Touch, Fireball, Lightning Bolt, Cloudkill

There are also, and only, two things standing in the way of those objectives, other than Lendam & co. themselves: Traps, and respawning Kobold Commandos shooting Fire Arrows.

Monsters in BG1 cannot respawn if the player has Line of Sight to the respawn point. This can be used to advantage. It is also good in comparison to the alternative, where monsters suddenly appear out of nowhere right next to you-just ask any MMO player who is not caught by the masochistic grind or flag-waving self-identification with their game.

When the party gets to one of the 'R' respawn points on the map above, park a character there until the party reaches the next one, and so on.