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Betrayal at the Gates is an optional side quest that can occur in Saradush during Chapter Eight.

Acquisition[]

The party must enter the Militia Headquarters to initiate an opportunity to pursue this quest.

If the party never enters this area, which by the way is marked on the player's Worldmap view of Saradush, then the quest won't be introduced.

The game gives no hints or clues to urge the player to visit the Militia Headquarters.

Gameplay/walkthrough[]

When the party enters the HQ for the first time, even if the protagonist is invisible, sanctuaried, or otherwise hidden - the party will immediately observe a gathering of several NPC's and a group of Militia guards - A Captain Samand begins the scene with dialogue, followed by various others present with interjections, replies and remarks.

The party has observed some kind of wartime summary proceeding, perhaps a kind of arrest where the accused militia soldier Mateo has been identified by Countess Mirnielle Santele as being responsible for opening a locked and warded sewer grate for the forces of Yaga Shura to sneak into the besieged city - at least that is what she said her son Ardic Santele told her, before he mysteriously disappeared. This incident is a serious treacherous act of betrayal to the city.

Various remarks and statements are made, including from the merchant Kiser Jhaeri, and Mateo - in the end, the captain has his militia guards escort Mateo into the city jail, and everyone else is allowed to depart the proceeding for now.

Speak with the captain[]

After the meeting is concluded, Captain Samand and a militia guard are alone here in the HQ - it is up to the party to follow up if desired, and initiate conversation with the officer.

If the party attacks Captain Samand without speaking to him - he'll go hostile - and if he is killed the rest of the quest is now defunct and shuttered for good.

Assuming the party does speak with the captain there are several dialogue paths and choices, with opportunity to ask questions and delve deeper to obtain more information - at the conclusion of the conversation, regardless of what the party ends up saying about this subject, the Captain transitions into a quick cutscene where he opens a secret door leading to the Saradush Castle Jail.

He'll say "If you wish to investigate further, I will not stand in your way. Speak to Mateo in his cell. The jailer will let you see him."

Captain Samand leaves the area; to attend to his siege defense duties (the NPC will never be seen again in the game) - a journal entry is registered:

Journal entry:   Betrayal at the gates
Captain Samand informed me of a plot to let the enemy into Saradush through a secret gate in the wall. On the testimony of Countess Santele, the traitor, a young man named Mateo, has been taken to the militia headquarters. The captain originally suspected a vile merchant named Kiser Jhaeri, and he suggested I go speak to Mateo at the militia headquarters if I wish to investigate this further.
Note: The journal entry mention of the "secret gate in the wall" doesn't match the dialogue explanation from Captain Samand about "a small sewer outlet that was protected by both a locked iron grate and several powerful magical wards" - this discrepancy won't affect how the quest unfolds.

Enter the jail and see Mateo[]

To continue the quest, one or more party members can transition through the now open doorway in the HQ wall to the city jail - in order to make certain quest plot elements work and execute properly, the party has to speak with Mateo - if the party skips this action, and immediately goes to Kiser's Home, they'll find it locked and impossible to enter, likewise, should the party travel and enter Countess Santele's House, no one is present inside.

In the jail, speak with the Saradush Jailer and let him open Mateo's cell - then when in range Mateo will initiate dialogue.

Note: If the Jailer is killed by the party before speaking with him (some players kill everyone/anything) this will also open the jail cell, although that would not be apparent until they explored the jail level.

Have a conversation with Mateo, ask any questions available in the dialogue tree, and say whatever you wish to the accused militia soldier. Regardless of what is said, at the conclusion of the dialogue, Mateo will say, "I regret that there is nothing more I can tell you. You must speak to the countess at her home to find the reasons behind her actions."

A journal entry is registered:

Journal entry:   Betrayal at the gates
Mateo claims he is innocent and cannot understand why the countess would accuse him. Perhaps it is tied to her missing son? I should talk to the countess to see if she is hiding anything.

Visit Countess Santele in her House[]

After seeing Mateo, go to the countess' house and speak to her. The countess willingly enough tells you that she gave false testimony because Kiser Jhaeri has abducted her son Ardic Santele.

A journal entry is registered:

Journal entry:   Betrayal at the gates
Countess Santele's son, Ardic, has been abducted. Kiser Jhaeri, the kidnapper, forced the countess to accuse Mateo of treachery if she ever hoped to see Ardic again. The countess did as ordered, but her son has not been returned. With nothing left to lose, she wants me to speak to Kiser—but she is afraid that if Kiser is harmed, her son will suffer.

More info about the countess and various dialogue/reactions to events is available on her article page.

If the party decides to keep investigating, then take her up on this course of action and visit Kiser in his Home.

Find and confront Kiser Jhaeri[]

Next, go to the Kiser Jhaeri home, enter (the front door will be unlocked now), and the merchant (dressed as a rogue) is alone inside his opulent abode - he won't initiate dialogue, that's up to the party to do.

The party can ignore him, explore the ground floor, and examine containers etc. - A party rogue could even try and pick pocket Kiser as well. Further into the place, the party may also observe a stairwell with descending steps - seems that this place has a sub floor connection to somewhere - the party could transition down the steps as well, and Kiser never says a word nor takes any action.

Additionally, the party could attack Kiser with no warning. If he is instantly killed then he can be looted, a key is found. However, when attacked and if Kiser isn't immediately killed and he is able to speak, then a dialogue box opens, and he shouts "Such insolence! My sentinels shall eradicate your existence from this world!" and he'll use a potion of invisibility and then attack - at the same time two fighters appear by the stairs and will attack/defend Kiser.

Or do what the plot really wants to happen, and that is to initiate dialogue with Kiser right away (that's actually a logical assumption of what a reasonable person would do).

Assuming the Ward speaks with Kiser - a good bit of dialogue is available to explore.

At first he'll say "Interlopers in my abode? Perhaps you have mistaken this edifice for an establishment of commerce. I assure you, you are mistaken.", followed by "If you vacate these premises forthwith, I shall exonerate you for the transgression of your intrusion." - the Ward can reply "I'll leave" (and that is the end of the dialogue) or "I have some questions for you, Kiser."

Assuming the Ward didn't vacate the premises and said there are questions then the back-and-forth dialogue begins - during the dialogue the plot script will be making checks for the Ward's Alignment (good, evil or neutral), Charisma (greater than 14), and even Reputation if of neutral alignment (greater than 11); These checks open or close additional dialogue options for Kiser to say and replies/choices for the Ward.

Regardless of the checks that will be made - the party learns that Kiser has indeed abducted Ardic Santele - but the reasons given will vary depending on the Ward's alignment. If the ward explores all the dialogue, he'll also learn that if Kiser is attacked, he won't let Ardic survive.

  • If the protagonist is of good or neutral alignment, he claims it was to protect himself from being falsely accused of treason. He says that the person managing the defense of the city, a wizard named Errard, is the true gate-opening culprit. Kiser asks you to kill Errard for him. He ends the dialogue and leaves it in the Ward's hands to act. A journal entry will register:
Journal entry:   Betrayal at the gates
Kiser Jhaeri told me he kidnapped Ardic in order to protect himself from false accusations of treason. He claims the real traitor is a wizard named Errard and promises that if I kill this mage, he will tell me where to find Ardic.
  • If the ward is evil, Kiser senses this and admits to being the traitor. He suggests that you could kill Errard, or even the countess instead. He leaves it up to the Ward, and a journal entry will register:
Journal entry:   Betrayal at the gates
Kiser told me he kidnapped Ardic, and he made me an interesting offer. He will turn the boy over to me if I kill a wizard named Errard so that I can collect the reward from the countess. Or, I can kill the countess to ensure her silence, and Kiser will take care of Errard himself. In either case, the deed should pay handsomely.

Select a course of action[]

With either of the two journal entries registered - the Ward has a clear picture of what action they could take to potentially find or rescue Ardic.

There are several options available:

  • Bow out of the whole investigation process and press on with other actions, such as the Dealing with Gromnir questline - basically give up on this side quest.
  • Go and find Errard the wizard on the NE battlements.
  • Go back and see Countess Santele.
  • Don't do anything suggested by Kiser and instead look for Ardic yourself - down in Kiser's Cellar - it might risk Ardic's life though.

Go to Errard[]

  • The options are simple if the Ward wants to fulfill Kiser's wish to kill the wizard; when the party finds the Errard, kill him without any warning or speak to the wizard and tell him it's time to die - the wizard and Militia Guard atop the battlements will become hostile to the party, afterwards the party can return to Kiser and he'll know the deed was done. A reward of 2,000gp and 5,000 XP to each party member is bestowed, as well as the Secret Jail Door Key. A journal entry will register (below) and Kiser Dimension Doors away:
Journal entry:   Betrayal at the gates
The wizard is dead, and as promised, Kiser has given me a key and told me that Ardic is imprisoned in a secret cell within his basement. With that, the cowardly traitor vanished. I think Errard's death may have serious consequences for the city of Saradush.
  • On the other hand, if the Ward has changed his mind or doesn't want to kill the wizard, then don't tell him "It's time for you to die!", and explore all the other dialogue possible, ask questions and explain what the party knows about Kiser and Ardic so far. This should lead to Errard offering to use a powerful divination magic to discern where Ardic is, and after that event takes place, the wizard reports the kidnapped son of the countess is somewhere in Kiser's Home. Now the Ward knows this for sure, a new plan can be acted on to rescue and free Ardic. A journal entry will register:
Journal entry:   Betrayal at the gates
The wizard Errard told me Ardic is being held somewhere in Kiser's home. I need to return there to find Ardic so that his testimony can free Mateo and help convict Kiser Jhaeri.
  • If the Ward visited Countess Santele before heading to see Errard, and the Ward told the countess that Kiser wants the wizard Errard dead, she makes it clear that Errard is vitally important to the defense of Saradush and mustn't be harmed, and perhaps the wizard has a way to find out where her son is and implores the Ward to speak with the wizard.

Kiser is still alive upstairs[]

  • If the Ward received the "evil" journal entry and decides to go and kill Countess Santele in her house, then simply travel there, enter, speak with the countess and select the "Sorry, Countess. Kiser made me an offer I can't refuse—eliminate the only witness!" dialogue choice, which the countess will reply with "Help! Guards, protect me!", and seven militia guards will appear in the house, hostile, and attack the party. Assuming the countess is killed (there isn't a journal entry after this deed), return to Kiser, and he'll know the deed was done, and bestow 10,000gp and each party member receives 5,000 XP, as well as the Secret Jail Door Key - Kiser makes a closing remark and Dimension Doors away, and a journal entry registers:

Journal entry:   Betrayal at the gates

The countess is dead, and Kiser has ensured Saradush will fall by arranging the death of Errard. He has given me a key and told me I can find Ardic in a secret cell in the basement—though with his mother dead, I doubt there would be any reward if I saved the young man now..
  • If the party doesn't want to kill the countess (even if they received the evil option to do so) then the Ward can warn the countess that Kiser wanted them to kill her.

She'll exclaim "No! No, this cannot be! You... please go speak to the wizard Errard. You will find him manning the walls of the town. Maybe... maybe he knows a way to yet save my son."

The party should then find and visit Errard and speak with the wizard.


Visit the cellar level in Kiser's home[]

Kiser is still alive upstairs[]

If the party hasn't ever spoken to Kiser at all, or even if they have and received a journal entry, and he's still alive - then the party may descend the steps and transition to Kiser's Home - Cellar and explore below.

  • The cellar is mainly a large space with adequate illumination, various furnishings and storage containers, as well as a closed door, and two human fighters posted to either side of the door, who look upon the area but don't initiate conversation or speak unless spoken to (which is kind of passively odd, but that's the way it is).
  • If a party member initiates dialogue with one of the guards, they don't have a lot to say, and will answer a question, but they make it clear they are guards, and to speak with Kiser upstairs - they never threaten the party or give some kind ultimatum.
  • The party is free to investigate and rifle through any containers here, and if the party is able to "Find Traps" then it's possible that several will be discovered here, in fact, if the party opens the closed door there is a bed chamber beyond, with a trap here too. The guards don't do anything if the closed door is opened (which, again, seems kind of odd for a guard to allow this).
  • The "traps" that are found/detected aren't really actual traps that deal some kind adverse effect/damage - they are configured to display a text on the screen log that reads "You have found a small hidden switch behind a trap. You shall have to disarm the trap if you wish to flick the switch." - assuming that the trap is disarmed, then another text displays, reading, "You flick the switch and hear the muffled turning of gears."
  • If all three traps are found and disarmed, a third and final text reads, "As you flick the final switch, you hear a door open." - this action opens/removes a secret wall/panel doorway in the bedchamber, and this also finally provokes a hostile reaction with the guards - who'll switch to enemy combatants and attack. At this time Kiser will appear in the cellar with some dialogue if he can detect a party member, and three other assailants (who were beyond the secret door) will activate and move to attack as well, most of the time anyway, it's possible that the mage back here won't come forward.

The enemy combatants will be Kiser, the two human fighters, an Orc fighter, human thief, and a Female mage, see their links for stats and details if interested. Note that some of these defenders might initially be invisible or turn invisible as soon as they detect a party member.

Kiser is dead, or the party spoke with Errard and he cast a Divination[]

If the party makes its way to the cellar after killing Kiser, or if the Ward conversed with Kiser (and didn't kill Errard), or Kiser cast a divination to locate Ardic Santele - then the state of hostility and readiness in the cellar will be different than the section explained above.

If Kiser was attacked and killed upstairs, then it's possible that the party already fought and killed the two human fighters employed by Kiser as well, if that didn't occur, they'll be in the cellar and turn hostile when the party is detected.

If Kiser wasn't upstairs after returning to his home after speaking with Errard the wizard, then Kiser will be below and have dialogue for the party when a party member is in detection range - he'll announce "<CHARNAME>, for endeavoring to divulge my machinations, I shall repay you with the gruesome demise of both Ardic and yourself!"

Kiser and his henchmen will also be hostile, and the secret wall panel/door will be opened as well (finding and disarming those ground traps and the switches can still be performed for XP, but it isn't necessary).

Kiser rewards the party for fulfilling one of his tasks[]

Assuming the Ward killed Errard, or if the evil path was available and Countess Satele was killed, then Kiser bestows an XP and monetary award, and dimension doors away - but he also furnishes the Secret Jail Door Key.

With this key the party can go below into the cellar (which is now empty of guards/potential enemies), find the secret door and be able to open it with the key in the party's possession.

Find Ardic Santele[]

Behind the secret door and further within a corridor is where Ardic is located.

Speak with the captive, and dialogue will be presented. The choices of what can be said by the Ward will differ depending on what the Ward did earlier and what is revealed to Ardic.

For instance, if his mother was killed by the Ward, and that is made known to Ardic he turns hostile in rage and attacks in unarmed combat.

If Ardic learns that Errard was killed, he'll have something to say about that as well - freeing Ardic results in each party member receiving either no XP, 5,000 XP, or 7,000 XP and Ardic walks off the map (never to be seen again).

If the Ward rescued Ardic in the virtuous/non-evil way, then visiting Countess Santele will result in her gratitude as well as 2,000gp and 5,000 XP. A journal entry will resolve the quest in the Ward's journal:

Journal entry:   Betrayal at the gates
Kiser Jhaeri is dead, and Ardic is free. His testimony will exonerate Mateo, and the countess will likely give me a nice reward for my efforts.

If the ward returns to speak with Errard after Kiser is dead and Ardic is rescued, there will be a short discussion with the Wizard, but only words and not swords/rewards.

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