Explore The Catacombs |
Quest |
Find your way through the Catacombs and to the outside |
Quest giver |
Tethtoril (he releases you from Jail to the Catacombs) |
Quest giver location |
Candlekeep Jail |
Quest prelude |
When Tethtoril releases you from Jail, you are teleported to a secret
room that leads to the Catacombs. If you search this secret room
you will find scrolls of: Dimension Door, Confusion, Chromatic Orb, Lightning
Bolt, Agannazar's Scorcher, Monster Summoning II, Identify, Minor Globe
of Invulnerability, and Fireball. There is an entrance to the NW
to the first catacomb area. The door to the SE is warded and you
cannot use it to get back into the Library.....you just have to go through
those catacombs to find a way out! |
Quest solution
catacomb #1 |
From the first room, tunnels lead SW, NW, and NE. I only
ran into one person, Phlydia, on this level and she was in this first room.
Phlydia is really a Doppleganger, and killing her will get you a gem.
This level is full of traps, and some of the treasures are trapped.
Some tunnels have 3 traps in a row. My Thief was able to disarm all
the traps (Traps Skill 90%), so I had no problems with the traps.
But since he didn't trip any traps, I never discovered what types they
were. But they are all over the western part of this level.
Down the SW tunnel you will find traps and Spiders. The Phase
Spiders were not much of a problem as I would let my trap-searching Thief
lead the way and when a Spider appeared, he would lead it back to within
range of my party's missiles. In this area you find scrolls of Protection
from Acid, potions of: Invulnerability, Heroism, and Invisibility, a Cloak
of Protection +2 (my Mage appreciated this!), a Manual of Gainful Exercise
(+1 Strength), a Tome of Understanding (+1 Wisdom), and a ring of Fire
Resistance.
Down the NW tunnel you will find Ghasts. The Ghasts were also
not much of a problem as they too were revealed by my Thief and lead back
near the main party for the ranged-attack slaughter. In this area
you find a Warhammer +1, Fireball Wand, and potions of: Antidote,
Stone Form, Fortitude, and Frost Giant Strength.
Down the NE tunnel you will find the entrance to Catacombs-2 and your
next adventure. |
Quest solution
catacomb #2 |
You enter at the SW corner of a large hall. Dreppin greets you as you
enter, but he is a Doppleganger. In the center of the hall is an
area which contains many skeletons which seem to regenerate after you save
your game (although I'm not really sure what causes them to regenerate).
Fireball worked well against them, but I soon tired of fighting the regenerating
skeletons and accumulating damage to my party. In the SW corner of
the central skeleton-area are Deder and Arkanis, who oddly enough, are
not Dopplegangers, and they may offer to help you through this level.
However, I didn't find that they provided any significant help, and they
seemed to only want to stay in this large hall area. My Thief found
a trap along one edge of the central skeleton-area, but disarmed it without
a problem.
Along the SW and NE walls of the hall there are some rooms. In
these rooms you will find Jondalar, Hull, Karan, Fuller, Parda, and Reevor,
but they are all Dopplegangers. Fighting them is not a problem as
you encounter them one at a time if you enter each room (if you walk by
the rooms, they will come out after you). In Jondalar's room (the
first one on the left as you enter the level), there is a trapped chest
which contains a scroll of Dispel Magic.
Along the top wall of the hall there is a tunnel to the NW. Here
you will meet Elminster, Gorion, and Tethtoril. Elminster is a Greater
Doppleganger, the other two are Dopplegangers. Elminster will try
to trick you into believing that this is all an illusion caused by Sarevok,
and will request that you follow him. If you agree to follow him, you will
find yourself in the midst of a bunch of Dopplegangers and a tough fight.
I took the conversation path of not believing their story, which caused
the three to reveal themselves as Dopplegangers. This battle was
a bit of a challenge, and you have to be careful not to back up too far
into the hall and cause the skeletons to attack you from the rear, but
hacking away with swords and having my magic users use ranged weapons dispatched
the trio with only minor damage to the party.
As you continue past the bodies of Elminster, Gorion, and Tethtoril,
the passage turns SW. Along this stretch there are more rooms, all
containing Dopplegangers. At the end, the passage again turns NW
and exits to Catacombs-3. |
Quest solution
catacomb #3 |
This level is the hacked-out-of-the-rock type of winding, crossing,
confusing, tunnels. You enter on the north edge, and as you head
south you will quickly encounter Prat, Bor, Tam, and Saku. Prat is
waiting to assist Sarevok, and although you might try to fool him, he will
soon realize you are not with Sarevok. Prat and party will attack,
and although they are a distance from you (think ranged attack), you are
in cramped tunnels in which you have very little room to maneuver or get
a good line of fire.
I chose to divided my party, sent my "stealthed" Thief SW, then east
(to approach Prat from the west), sent my Mage and two others east then
SW (to approach Prat from the NE), and my leader and Cleric directly south
(to approach Prat from the north). The party attacking from the NE
used fireballs, bows and slings. The party attacking from the north
used bows and slings, and the Thief attacking from the west used his sling.
It appeared that Prat and at least one other were magic users, so I ended
up with one party member immobilized with Fear and my Thief and Cleric
were beat up pretty badly (lost about 1/2 of their hit points). But after
3 fireballs and many arrows/bullets, Prat and his party were vanquished.
Perhaps using Animate Dead and/or Monster Summoning would have helped,
but I decided to try the battle without them. For killing Prat's
party you get a Throwing Axe +2 (returns to user's hand), Darts of Stunning,
Acid Arrows, and scrolls of: Chromatic Orb, Detect Evil, Luck, Resist Fear,
Mirror Image, Strength, Ghoul Touch, Haste, Dire Charm, Ghost Armor, and
Slow. Prat also carries a letter from Sarevok which reveals that
you have been framed for the murders of Rieltar's party and that Sarevok
plans to become the Grand Duke of Baldur's Gate and decide you fate.
As you work your way south through this level, you will encounter a
few Web traps (my "stealthed" Thief triggered one) and some Phase and Sword
Spiders. These were east and west of the area where you encountered
Prat along the outer passages of the caverns.
Near the bottom of the cavern the passages converge in one area that
is inhabited by two Greater Basilisks. Here I did use Summon Monsters
and Animate Dead to absorb the Petrification attacks by the Basilisks.
This battle was frustrating in that is was very hard to position my party
so that more than a couple of them had shots at the Basilisks at one time.
Luckily, the monsters (from a Wand of Summoning) were Hobgoblins with bows,
so they could all plink away at the Basilisks when out of melee range while
I tried to maneuver my party in to decent firing positions. I eventually
prevailed without any of my party suffering petrification or other damage.
Beyond the Basilisks, in a SW passage, you will meet Diarmid who thinks
that you are Prat and party. With prompting, Diarmid tells you that
the Monks of Candlekeep believe that you murdered the Iron Throne leaders
and plan to send you to BG for trial. By the time of the trial, Sarevok
plans to be in control of the city. You (he still thinks you are
Prat) are to meet Sarevok at the Iron Throne base in Baldur's Gate.
When Diarmid finally realizes that you are not Prat, he departs.
Following the passage to the SW, you exit the Catacombs and find yourselves
outside, on the south side of Candlekeep. |
Quest notes |
After completing the Catacombs you cannot re-enter Candlekeep,
either by the way you got, out or by the main gate.
It seems it is now time to go back to Baldur's Gate to confront Sarevok. |
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