Quest solution |
Near the stairs in the Thieves Guild, Denkod tells you
that Sarevok went down the stairs. He also suggests that Black Lily
can fix you up with some supplies, but you have already done that, right?
If you picked up the Clairvoyance scroll on the 3rd floor of the Ducal
Palace and/or the one when you killed Krystin in the Undercellars, one
will come in handy shortly.
Go down the stairs and enter the Thieves Maze. At the bottom of
the stairs you meet Voleta Stiletto. She has been struck down by
Sarevok as he passed through. She tells you that the Maze leads to
the ruins of a city underneath Baldurs Gate, the Undercity.
If you have a Clairvoyance scroll (or spell), use it now to display
the entire Maze and aid you in picking a route through (I drew a map).
If not, just press on into the Maze. As you find your way through
the Maze you will encounter a number of monsters and traps. It is
best to have your Thief scout ahead using his Detect Trap ability and Boots
of Speed. Then when he detects a trap he can disarm it, and when
he encounters a monster, he can run from it while the rest of the party
sets up an ambush or other suitable welcome. Careful with the Boots of
Speed though, don't move your Thief ahead too fast or he will step on the
Traps before he can detect them. Also, my perception was that there
seemed to be Green splotches on the walls near where there were Traps,
but I could be wrong.
In the first East-West winding passages you will encounter Green Slimes,
Ocre Jellies, and Mustard (2000xp) Jellies in that order. I just
let my Thief lead these back onto the blades of my waiting Rangers, one
using a Long Sword +2 and the other a Halberd +2. I had no problems
with these blobs.
Now things get tougher. After the winding East-West passages you
enter a long North-South passage which has two Doom Guards. These
followed my fast Thief back to the waiting party which opened up with ranged
weapons as soon as they were in range. I used Bullets +2, Arrows
+2, a Wand of Lightning, and a Wand of the Heavens, but still the Doom
Guards kept coming. When they got close to the party I had the Leader
switch to his Long Sword +2 to halt the advance of the Doom Guards and
protect the rest of the party. The Doom Guards finally went down,
but my party Leader, the only one injured, lost about 1/3 of his hit points.
Killing the Doom Guards gets you 2000xp each, but no goodies.
You can now travel to the top of the Maze, then turn South. In
this passage there are 4 traps and two Skeleton Warriors that have a ranged
attack. As soon as my Thief got to the first trap, the first Skeleton
Warrior spotted him and attacked with Arrows of Ice. I retreated
my Thief back through the 7 Skeletons called up (Animate Dead) by my Cleric.
Once my animated Skeletons engaged the Skeleton Warrior, it stopped using
its Arrows of Cold and went to its 2-handed sword. While the Skeleton
warrior was busy with the animated Skeletons, part of my party attacked
with Bullets +2 (not too bad), Arrows of Cold (not too good), and one Ranger
used a Long Sword +2 (OK) and the other a Halberd +2 (very good - can attack
from behind my group of animated Skeletons). My Thief took a little
damage from the initial encounter with the Skeleton Warrior's Cold Arrows,
but no one else was hurt. The Skeleton Warrior went down after killing
6 of the animated Skeletons, and left a 2-Handed Sword, some Arrows of
Ice, some regular arrows, a Composite Long Bow, and 4000xp.
Further down the same passage, before getting to the fourth trap, my
Thief encountered the second Skeleton Warrior with ranged attack.
I used the same tactics to deal with this one, except that I had the one
remaining animated Skeleton tie up the Skeleton Warrior so it didn't shoot
my Thief. My Cleric quickly animated more Skeletons to continue the
battle and this Skeleton Warrior was defeated in the same manner as the
previous one.
Be sure to use Animate Dead or Summon Monster to engage these first
two Skeleton Warriors, then try to attack with ranged weapons. Although
arrows and bullets are not highly successful in hitting and damaging the
Skeletons, they do keep your party from being beat up too much. But
you will use up a lot of your ranged ammunition. However, I did discover
that you can leave the Maze at any time, go back and buy more supplies,
then return to the Maze without the monsters you killed regenerating.
I also tried once to rest in the Maze, and that worked just fine (at least
I wasn't attacked).
Further on into the Maze there are more Doom Guards, Skeleton Warriors
(but these do not have a ranged attack), and Invisible Stalkers.
The new Skeleton Warriors carry 2-Handed Swords +1, but they can be taken
out with lots of missiles, or get up close and personal and wack them for
awhile. With the Invisible Stalkers, I just had my Thief lead them
back to the party, then killed them with arrows and bullets (you may have
to Purge Invisibility to see them). There are also more traps, so
be sure your Thief is always in Detect Trap mode when exploring.
Eventually you'll find Winski Perorate who tells you that he was Sarevok's
mentor who tutored him in the blackest of rituals. But Sarevok has
cast Perorate aside because he helped to rescue Sarevok instead of killing
the Grand Dukes as he was suppose to. Perorate tells you that Sarevok
is now in the Undercity waiting to finish you off. The entrance to
the Undercity is next to where you find Perorate. |
Quest notes |
I did the best in the Maze by letting my Thief scout ahead
with his Boots of Speed and in Detect Trap mode. The first Skeleton
Warriors are very tough, but can be taken out with ranged weapons while
Animated Dead Skeletons (or Summoned Monsters) keep them busy and keep
them from using their ranged weapons. A Halberd also works quite
well as the user can be behind the screen of animated Skeletons.
(I didn't have any fighters with crushing weapons which should have worked
the best. And I should have used my potions of Strength, or my leaders
"Draw Upon Holy Might" ability, to aid my melee characters.....but alas,
I forgot <sigh>).
After finding the entrance to the Undercity, I went back through the
Maze to the Thieves Guild, exited to Area-A, resupplied (replaced all those
arrows and bullets I used on the Skeleton Warriors), then healed and rested
my party. When I re-entered the Thieves Maze, none of the monsters had
regenerated (now there's a HUGE break!), so it was just a matter of winding
my way back to the entrance to the Undercity. But not to fear, I
had made a map. :) |