Top 10 Baldur's Gate Dungeons
ZaramMaldovar
Member Posts: 2,309
10. The Maze (Baldur's Gate)
I bet you're wondering why such a small dungeon is even on this list. Well, let me paint a picture for you: You've just exposed Sarevok's plot and decimated what's left of the Iron Throne and now you've got him on the ropes, but at the last possible second he escapes from your grasp! In order to catch up with Sarevok you're going to have to trudge your way through this ominous little treat to get to him. At first, the maze seems easy; you cut through the monsters with ease, the path is straightforward and there don't even appear to be any traps and then...
BOOM!
You suddenly find yourself in a narrow trap infested hallway guarded by two terrifying Skeleton Warriors who are guaranteed to stop you in your tracks and give even the most experienced of players a run for their money. The first half of the dungeon was only a ploy to get you to drop your guard, these guys are the true challenge! My blood still runs cold at the very thought of these guys and once I defeat them it is so satisfying to see these guys crumble before my eyes.
As for the rest of the dungeon? It's a bit underwhelming, but I'll never forget that pulse pounding experience followed by the nail biting encounter at the maze's midpoint and what is perhaps the most clever trap placement in the entire game.
9. Candlekeep Catacombs (Baldur's Gate)
Our #9 spot is another late-game addition to the original chapter in the Baldur's Gate Saga. Our heroes have been rescued from certain doom by Tethtoril by soon discover that they must navigate the deadly tombs of Candlekeep in order to make it back to the surface and end Sarevok's threat once and for all.
And, oh man is this dungeon a trip! While the 1st floor is a fun little treasure crawl packed to the brim with spiders, ghouls and loot it's within the walls of the crypt's 2nd floor that it really starts to get interesting, you find yourself facing off against a horde of Dopplegangers wearing the faces of those you knew and loved and whether or not you choose to believe that your loved ones are now dead, the mind games that are played here are just fantastically grimdark and amazingly written. It all culminates in an encounter with a powerful Doppleganger Trio spearheaded by "Elminster" and "Gorion" which escalates the mind games to the extreme. Meanwhile, there are two very real members of Candlekeep who are willing to help you, but can you trust them? The entire floor has you constantly questioning who you can trust and what path you need to take and it really pushes the horror aesthetic of the situation Charname is in right now.
Lastly, we have the 3rd Floor. There isn't much to say here at first, just a small encounter with some Iron Throne Mooks (albeit tough mooks) a few traps and some spiders until suddenly you're face to face with two foes that while relatively easy to defeat if you know what to expect are a nightmare to an inexperienced player: Basilisks. One you clear this final hurdle it's all straightforward from here and onto Chapter 7 for you, Good Luck!
I just realized that I need to go to bed and won't be able to write the rest just yet, but I'll leave you with what I have so far. Stay tuned for the other 8 dungeons tomorrow and I hope you enjoy this list.
I bet you're wondering why such a small dungeon is even on this list. Well, let me paint a picture for you: You've just exposed Sarevok's plot and decimated what's left of the Iron Throne and now you've got him on the ropes, but at the last possible second he escapes from your grasp! In order to catch up with Sarevok you're going to have to trudge your way through this ominous little treat to get to him. At first, the maze seems easy; you cut through the monsters with ease, the path is straightforward and there don't even appear to be any traps and then...
BOOM!
You suddenly find yourself in a narrow trap infested hallway guarded by two terrifying Skeleton Warriors who are guaranteed to stop you in your tracks and give even the most experienced of players a run for their money. The first half of the dungeon was only a ploy to get you to drop your guard, these guys are the true challenge! My blood still runs cold at the very thought of these guys and once I defeat them it is so satisfying to see these guys crumble before my eyes.
As for the rest of the dungeon? It's a bit underwhelming, but I'll never forget that pulse pounding experience followed by the nail biting encounter at the maze's midpoint and what is perhaps the most clever trap placement in the entire game.
9. Candlekeep Catacombs (Baldur's Gate)
Our #9 spot is another late-game addition to the original chapter in the Baldur's Gate Saga. Our heroes have been rescued from certain doom by Tethtoril by soon discover that they must navigate the deadly tombs of Candlekeep in order to make it back to the surface and end Sarevok's threat once and for all.
And, oh man is this dungeon a trip! While the 1st floor is a fun little treasure crawl packed to the brim with spiders, ghouls and loot it's within the walls of the crypt's 2nd floor that it really starts to get interesting, you find yourself facing off against a horde of Dopplegangers wearing the faces of those you knew and loved and whether or not you choose to believe that your loved ones are now dead, the mind games that are played here are just fantastically grimdark and amazingly written. It all culminates in an encounter with a powerful Doppleganger Trio spearheaded by "Elminster" and "Gorion" which escalates the mind games to the extreme. Meanwhile, there are two very real members of Candlekeep who are willing to help you, but can you trust them? The entire floor has you constantly questioning who you can trust and what path you need to take and it really pushes the horror aesthetic of the situation Charname is in right now.
Lastly, we have the 3rd Floor. There isn't much to say here at first, just a small encounter with some Iron Throne Mooks (albeit tough mooks) a few traps and some spiders until suddenly you're face to face with two foes that while relatively easy to defeat if you know what to expect are a nightmare to an inexperienced player: Basilisks. One you clear this final hurdle it's all straightforward from here and onto Chapter 7 for you, Good Luck!
I just realized that I need to go to bed and won't be able to write the rest just yet, but I'll leave you with what I have so far. Stay tuned for the other 8 dungeons tomorrow and I hope you enjoy this list.
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Perhaps the most expansive dungeon in the game outside of Watcher's Keep, the sewers in Athkatla's Temple District are chock full of encounters, quests and neat little items for your party to grab. Within the walls of this multi-layered monstrosity lie some if not all of at least 4 of the games major quests as well as a few minor ones. Not to mention the random encounters in the first area as well as the surprise shopkeeper hidden somewhere within. To name everything that the party can encounter within these sewers would take up far too much of my time, but trust me when I say that whether you're looking for action or just looking for experience, this is one dungeon you do not want to skip.
7. Chateau Irenicus (Shadows of Amn)
I bet you're surprised (and possibly raging) that this dungeon is on the list at all, let alone ranked so highly, but let me explain. You see, while I share everyone's loathing hatred of replaying this dungeon after years of playing Shadows of Amn, I only do so because the main game is so good that it seriously overshadows the first dungeon.
That being said, let me explain why Chateau Irenicus is so good. So picture this: you've just finished Baldur's Gate (or Siege of Dragonspear if you came into the franchise late) and immediately you are treated with a prologue cutscene that sets the tone for the rest of the game. From there, you meet Irenicus for the first time and he instantly seems intimidating. After you are freed by Imoen you must gather your allies and find your way to the surface.
And as you progress you are treated not only to an incredible series of puzzles, riddles and hidden items but a devastating exposition dump: Dynaheir is dead, Khalid is dead and you seem to be imprisoned in a death trap by a powerful and mysterious wizard with unclear motives.
The 1st Floor is really where most of the magic happens, while the puzzles needed to get through are relatively simple to get through, the floor is full of encounters and items that make any dungeon crawler salivate as well as commentary from Imoen that helps lead you to subtle lore drops that are important for the series.
The 2nd floor while not as impressive as the first is still great in it's own right: it is here you meet Yoshimo (who you will definitely need later), discover Khalid's fate and complete the most important puzzle in the entire dungeon. You are then presented with three paths; only one of which leads to the exit and when you finally reach the surface...well, that's when things really go down.
So in short, while I've grown tired of crawling this dungeon, from a 1st or even 2nd time perspective, this is a great start to Shadows of Amn and one which sets the tone for the rest of the game
6. Sendai's Enclave (Throne of Bhaal)
Like the Temple District Sewers, Sendai's Enclave is a massive labrinyth of encounters. Unlike the sewers however; Sendai's Enclave is a lot more straightforward and necessary for the main storyline. This doesn't make the 3rd/4th member of the Five's lair any less incredible however.
When you first get there, the entire area is disturbing unassuming and creates an unsettling atmosphere. You arrive to nothing but cute furry animals and what appears to be a clueless Woodcutter minding his own business in the woods, but after following his instructions you realize that everything around you is far more sinister: The Woodcutter and all his animal friends are secretly Drow under the employ of Sendai designed to stop you from making to her lair.
After you ultimately succeed you find yourself facing monster after monster, onslaught after onslaught in order to make your way closer and closer to the inner sanctum and once you're inside you hit two massive roadblock encounters that leave you shaking in your boots (the first one makes you do it literally) followed by two smaller encounters before you are treated to the boss herself.
And Sendai does not play around: The moment you arrive, she creates statue clones of herself which you must defeat one by one before you can even face her. Combine that with the increasingly difficult minions that spawn each time you defeat one of the clones and you've got what honestly feels like a little mini boss rush to get your adrenaline pumping before the true encounter begins.
Once the real Sendai shows up, she isn't an easy task either: shes' constantly using her onyx ring to teleport around the room, summon minions and rush into you with surprise attacks. Although I always found Draconis and Abazigal from the latter's lair to be more difficult, this has always been the most tedious and strategy inducing encounter for me. But everything before this encounter makes me look forward to returning to this dungeon time and time again.
5. The Planar Sphere (Shadows of Amn)
Yet another expansive dungeon, this little gem is a lot more confined than the previous two entrants on the list but what it lacks in length it more than makes up for in atmosphere. In many ways, The Planar Sphere is Chateau Irenicus 2.0 the puzzles are fun, the encounters are even more fun and the story is breathtaking. You arrive at the Planar Sphere after collecting Valygar and soon discover yourself trapped within it's walls with seemingly no way to escape...at least back to the Prime Material anyway.
As you traverse the dungeon you soon discover that Valygar's ancestor Lovak is still alive and is just as trapped as you. By going outside and retrieving a demon heart you are able to jumpstart the engine and escape...but not before facing The Cowled Wizards you sent you on this quest in the first place who are very angry with your interference.
Complete the quest and you are gifted with a beautiful cutscene of redemption for Lavok as well as a stronghold if you're a Mage. It's fun little romp through terror that you don't want to miss (just make sure you do it in Chapter 6 because those wizards will crush you otherwise)
4. Windspear Hills (Shadows of Amn)
If I could describe The Windspear Hills in just one word it would be: suspense. While there are arguably better dungeons as far as puzzle work or monster encounters go, no dungeon quite has the suspenseful atmosphere or impact on the story (outside of main story dungeons) that Firkragg's lair possesses.
The party is sent to Windspear Hills on a seemingly simple quest to kill some monsters, and soon discovers that the entire encounter was a trap in order to defame and demoralize them. It is only through the interference of one Lord Windspear (I can't remember his first name off the top of my head) that the party's name is cleared, but just when all seems right: Firkragg's minions swoop in and kidnap Windspear's child.
In true villain fashion, Firkragg sends a challenge out to the player to basically "come and get her if you dare" and from there you find yourself in what is personally my favorite dungeon from Shadows of Amn. The decor and atmosphere and incredible as you make your way through the hordes of minions that Firkragg left in your wake all while hearing roaring noises and picking up various weapons designed to fight off a dragon.
While some would argue that these weapons ruin the surprise, I prefer to see it as increasing the level of suspense and dread as you make your way through the fortress.
And then, the payoff: Firkragg is indeed a dragon and one with a deep seeded grudge connected to you through both those who are long dead and those who yet live. Firkragg then offers you the chance to save Windspear's child and leave, but you may face him if you wish. You may also return Windspear's daughter and then face him again later if you want to do so. Either way, kill Firkragg and you receive some sweet loot as well as the satisfaction of knowing that a great evil and perhaps a great weight on the shoulders of both Windspear and yourself has been lifted.
I've decided to make the final 3 entrants each a separate comment as this one is getting a bit long winded. Stay tuned for that and I hope you enjoy the list.
One of the two powerhouse dungeons in the Baldur's Gate Series, Watcher's Keep was my all-time favorite dungeon for a very long time. Although seperate from the main storyline, I always felt that Watcher's Keep was the real masterpiece that Throne of Bhaal had to offer. Don't get me wrong, I love the main storyline but Watcher's Keep is just incredible.
Within Watcher's Keep are five floors packed to the brim with unique puzzles, powerful magical items and encounters that are essential for building your character towards the levels they will need to face off against the final foes that the game has to offer.
The 1st Floor (and my personal favorite) has a puzzle that best be described as a complex series of item placements. Each room has an unique encounter or special item and the NPCs you encounter provide much needed comic relief in your very dark situation.
The 2nd Floor has always been my least favorite simply because I find it very tedious, but it still has the colorful and unique encounters that the entire dungeon is famous for. You must go about the rooms and discover how to defeat the mini-bosses in the 4 main rooms in order to collect 4 keys to realize a powerful shape-shifting demon who holds the key to the 3rd floor. Everytime I defeat this monster I always feel a great surge of satisfaction.
The 3rd Foor is a labyrinth of mazes and portals that you must navigate in order to find the pieces to a key that will allow you to gain access to the 4th floor. Each room is filled with various encounters with demons and devils who each blame each other for their eternal imprisonment within the floor and are more than willing to take their anger out on the party. Careful not to get lost, because you may never find your way out.
The 4th Floor is pretty straightforward, but it is far from easy. You must navigate the main rooms in order to discover how to free a mad wizard from his "prison" and use his machine to open the rift into the 5th floor. The encounters here are perhaps the most interesting and varied outside of the 1st floor and the great comic relief that you experience when finally "freeing" the wizard will be greatly appreciated, because it's all darkness from here on out.
The 5th Floor is quite simple, all you must do is complete various challenges in order to break the seals to get to The Imprisoned One. Particularly interesting is the challenge in which you control a nameless warrior who must navigate a small crypt using only basic commands. It gives you the rare opportunity to play an old-style rpg before you return to the brilliant story telling of the Baldur's Gate Saga.
Once you have the keys, defeat the guardians and descend into the lair of the Imprisoned One where you discover that everything you have been doing has only been a trap and you must now decide how you want to proceed. Will you do battle with Demogorgon or will you leave the Watchers to their ultimate fate? The choice is yours.
When I first started playing Siege of Dragonspear, I was enjoying myself but what really sold me on this game were the incredible dungeons, the most prevalent of which in my opinion is the one and only Repository of Undeath.
As the party investigates the area near Sword Coast Crossing, they stumble across a clan of dwarves who have lost one of their own in a mining operation which has now been overrun by the undead. At first it seems cheesy, but the sheer amount of undead and the unique atmosphere of the dungeon quickly eradicates that mind set. Each encounter gives the dungeon a very Icewind Dale-esque feel and the monsters within are unique to the area with some such as Bronze Sentry and Drowned in Blood that cannot be found anywhere else in the series.
And it all culminates in your encounter with Coldhearth, a Dwarven Lich who sold his friends out for power, and now you have to choose whether to side with Coldhearth or to side with the Dwarven Expedition into the area. Regardless of what you choose, you gain a powerful ally against Caelar's Crusade and a fun and challenge encounter that you will not soon forget.
In my opinion there can be no other dungeon to take this number one spot that the massive labrinyth of Durlag's Tower. Durlag's Tower has everything a great dungeon crawler can ask for: a compelling main quest, a couple side quests, death defying traps, hordes of monsters and puzzles of nigh infuriating difficulty and an incredible story that all come together as the perfect storm for what in my opinion the magnum opus of the Baldur's Gate Series.
Whether you come to the dungeon to loot or to complete the main objective given to you at Ulgoth's Beard, you are first treated with an incredible atmosphere courtesy of a pulse pounding animatic second in my opinion only to the introductions to Chateau Irenicus and Spellhold. Should you dare to follow the path to the tower itself you will find yourself face to face with two Battle Horrors that paint a very clear message: Those of low level should turn back now or surely perish.
Once inside the tower you are given a haunting tour and then introduced to what will eventually be the tower's final boss: Demonknight. After watches the tower's other guests get obliterated the party now has two choices: leave or descend the tower and end Demonknight's threat once and for all.
Much like Watcher's Keep, the 1st Level of Durlag's Tower is easily my personal favorite and one that is far more complicated to figure out. Without spoiling too much, the party must use their surroundings to uncover the answer to 4 riddles and finally face off against a powerful foursome with powers that will leave many players saying "This is the FIRST floor?" in order to unlock the pathway to the 2nd floor.
Durlag's 2nd Level is even more complex. The party must solve a series of opening doors and powerful artifacts in order to clear the path to the 3rd floor.
The 3rd Floor is much simpler. The party has only to face off against hordes of enemies and various elemental themed challenges to make their way to the 4th Floor, be sure that you keep an eye on the books you discover within it's walls, they may prove helpful in discovering how to deal with the encounters here.
The 4th Floor is once again a very complex puzzle, one must go through various challenges in order to find themselves in a room to answer many riddles. Once the riddles are answered, the party is once again given the choice to face Demonknight and release the spirits of everyone in Durlag's Tower or return to the surface and forget what happened here.
And the battle with Demonknight is quite fun as well, the party can go about it one of two ways: face Demonknight directly, or use a magical mirror to create clones of everyone inside and fight them instead. I usually choose the former because I find it to be less complicated. Once you've defeated Demonknight and retrieved the artifact you seek, return to Ulgoth's Beard and prepare for a true challenge....
While the Dungeon itself is incredible, the story of Durlag's Tower is where it's true greatness lies. Durlag Trollkiller was once a great adventurer who decided to retire to his fortress quietly with his riches and his family. After a time he discovered that everyone he knew and love had been replaced by Dopplegangers and the thought drove the dwarf to madness, forcing him to kill his own family and descend lower into the dungeon placing puzzles and traps to torture any who dared intrude. Over time the tower became invested by dopplegangers, monsters and spirits creating perhaps the greatest challenge that the Sword Coast has to offer to any adventurer.
Though it will not be easy, Durlag's Tower is a must play for anyone who loves dungeon crawling and is one experience that whether it haunts or delights you, you will carry it with you for the rest of your life.
So what did you think? Did you agree with my list? What are your Top 10 dungeons? Feel free to discuss and hope you enjoyed.
Until Next Time,
Zaram Maldovar