The BG1 NPC Project Documentation: Jaheira's Quest Walkthrough

A Gibberlings Three Mod
Authors: The BG1 NPC Project team.

Overview

Jaheira's quest starts with the meeting at the Cloakwood Lodge cabin between the druids and the hunter. Jaheira into an old acquaintance who attempts to enlist the party in rescuing Cloakwood druids from the Shadow Druids. It can be completed with or without Khalid or Faldorn. Jaheira must be in the party to complete the quest.

Walkthrough

SPOILER ALERT: To read sections that contain spoiler information, select/highlight the invisible text or hover your mouse over it.

The starting point is with the meeting at the cabin between the druids and the hunter Aldeth Sashenstar in Cloakwood Lodge (FW2200).

If you kill the hunter, then the quest continues along the same path but the hunter doesn't show up in Baldur's Gate to help you.
Global("X#JaheiraSen","GLOBAL",1) If Jaheira is not dead and in the party, and the hunter is dead,
leads to Global("X#JaheiraSen","GLOBAL",3)

If you seek peace, then the hunter is supposed to show up in Baldur's Gate to help you.
Global("X#JaheiraSen","GLOBAL",2) If Jaheira is not dead and in the party, and the hunter is alive
Global("X#JaheiraSen","GLOBAL",4)

All possibilities save giving up the quest lead to SeniyadQuest, starting the exposition.
Either 3 or 4 lead through conversations SetGlobal("X#SenBeador","GLOBAL",1); if you didn't set it, a final chain option sets it with additional content about Jaheira and Beador.
If you are working without the hunter, the exit point is ("X#JaheiraSen","GLOBAL",5)
If you are working with the hunter, the exit point is ("X#JaheiraSen","GLOBAL",8)
If you act like a jerk or decline to help, the exit point is ("X#JaheiraSen","GLOBAL",6) (K and J leave, Seniyad attacks you)
If you act like a jerk or decline to help, the exit point is ("X#JaheiraSen","GLOBAL",7) (K and J leave, Seniyad leaves)
EXIT QUEST POINT: ("X#JaheiraSen","GLOBAL",9) if PC is a Shadow Druid, then party fights it out with SetGlobal("X#JaheiraSen","GLOBAL",10)

First time entering the Shadow Druid Forest in the quest, Globals will be either 5 or 8, and no quest creature spawns will have been triggered.

(You can pick up Faldorn at this point, assuming you haven't somehow done this without triggering the quest first).

Killing or interacting with the entire map should not have any effect, even killing off the Archdruid and raiding the Tree Fort. Remember there are two Shadow Archdruids: Amarande and Andarthe.

Moving to the next Cloakwood map:
Area File spawns Beador and playmates.
Two paths going into conversation with Beador:
if either 5 or 8 (6, 7, 9>10 all exited quest)
With Jaheira: Global("X#JaheiraSen","GLOBAL",11) set by Beador's BCS moves to 12 to 15
With Jaheira and Faldorn: Global("X#JaheiraSen","GLOBAL",13) set by Beador's BCS moves to 14 to 15
Faldorn can join in or fight you
Global("X#JaheiraSen","GLOBAL",16) is reached by BCS call when the Shadow Druids are dead but Beador is not; to 17 to 18 sets "healing" cutscene which sets 19;
triggers "old Flame" talk and sets 20.

If Beador is killed in the fight with the Shadow Druids
Global("X#JaheiraSen","GLOBAL",21) dialogue sets 22.
No need for 'Add Journal Entry" prompt here for clues: all dialogues practically shout directions.

On reentry to the first map:
Andarthe spawns on 1600, Maretha on 1601 on GT19, 20, or 22.
If Beador is alive, 20 is set by Andarthe's BCS to 23
If Beador is dead, 22 is set by Andarthe's BCS to 24
Big confrontation: Go attack Andarthe and kill him, then go in and rescue Maretha. Go upstairs if you haven't encountered Amarande yet, and "resolve" him.
23 goes to 25
24 to 26

During the encounter/fight, If Andarthe is less than 50% hitpoints, BCS sets Global("X#AndSurrender","GLOBAL",1);
from there, the setup is one of a network
Global("X#AndSurrender","GLOBAL",1) to 2, then
3 = resume fight, when over moves to 6 via
4 = run away! run away!
5 = Kill the bastard; reputation consequences
all closed via dialogue to 7, with 2 central paths:
Global("X#JaheiraSen","GLOBAL",25 to 27) "alive B" path
Global("X#JaheiraSen","GLOBAL",26 to 28) "dead B" path

The way it is written, you have resolution talks with Maretha;
CHAIN IF ~Global("X#JaheiraSen","GLOBAL",27) !Dead("beador")~ THEN X#MARETH MarethGreeting1

and

CHAIN IF ~Global("X#JaheiraSen","GLOBAL",28) !Dead("beador")~ THEN X#MARETH MarethGreeting1
I'm not sure how you could get to that one, but it should do no harm as a recheck (perhaps you raised him from the dead?)

CHAIN IF ~Global("X#JaheiraSen","GLOBAL",27) Dead("beador")~ THEN X#MARETH MarethGreeting2

and

CHAIN IF ~Global("X#JaheiraSen","GLOBAL",28) Dead("beador")~ THEN X#MARETH MarethGreeting2
again, I am not sure why, but if he bled to death or something, it is good coverage.

All dialogues set Global("X#JaheiraSen","GLOBAL",29), prompting Jaheira's BCS to set to 30 and get a quick reminder to stop by and see Seniyad. 31

Resolution is for all Globals greater than 26, less than 35, set to 35 in dialogue. Return to Seniyad in Cloakwood Lodge and talk to him to receive your reward.