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Thieves' Warrens


Did we miss anything in this location? Is there something we didn't discover? Let us know!


This old maze was built by a master thief, who was also adept in magic, a long time ago. So long in fact that no one remembers its creator's name. The maze was originally designed to test the skills of the thieves members of the guild house, but eventually became the doom of the unwary travelers. Fierce undead and slimes still haunt the maze, bound by the spell that summoned them in the first place. There are also deadly traps around which can only be found by the most skilled thieves. Your party needs to travel through the maze in order to find Sarevok's hideout. There are some routes better than others, and those are the shortest ones. The monsters you find in this maze give a lot of experience but can also deal massive damage to your party and are best avoided.


1-VOLETA STILETTO:

A thief who was caught unaware by Sarevok, who was trying to escape, and who was badly injured in the fight that ensured. She tells you that no one ever walked out alive of the maze and that it is maintained by undead and cleaned by slimes. She also points out that the maze leads to an Undercity which was here before Baldur's Gate was built. However, the Undercity is only inhabited by undead, according to her. She finally asks you to let her rest and to give Sarevok a lesson for what he has done.


2- TWO SKELETON WARRIORS ARCHERS:

This fight is really the hardest of the whole maze, whether you are well prepared or not. It cannot be avoided so read these lines carefully before doing it. First, have your best thief drink a Potion of Invisibility and send him forward to scout the area and remove the deadly traps without being seen by the Skeleton Warriors. Then, give your best fighter the Girdle of Piercing, Boots of Avoidance and the Large Shield +1, +4 vs. missiles. This will ensure that the Skeletons won't whip him from the surface of Faerun with their deadly bows. If you don't do that you're as good as dead. Once this is done, send your best fighter forward and charge the Skeletons with melee weapons(preferably blunt). They are also magic resistant so don't bother using spells. You'll still take some damage but at least you'll survive the fight all right if you follow this strategy. The Skeleton Warriors are worth 4000 Exp. each.


3- WINSKI PERORATE:

The mage who saved Sarevok from the Duchal Palace (see Northern part of Baldur's Gate for more details) presents himself as Sarevok's mentor, or ex-mentor to be more precise. Winski has been abandoned by his protégé, so to speak, but he seems to accept it. According to him Sarevok's ultimate goal was to declare war to Amn in order to ensure massive bloodshed. Only then he could have ascended as a God and walked in his father's footsteps. Winski tells you how he prepared Sarevok to this mission through the darkest of rituals. He also tells you that the normal people like himself(as opposed to God children) have to do with what they have to become famous. He finally admits that he always knew that he would be sacrificed if Sarevok would become famous but that his name would always be remembered. Note that if you kill Winski your reputation takes a hit!


4- TO THE UNDERCITY


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D. Doom Guards (2000 Exp. each)
I. Invisible Stalkers (3000 Exp. each)
O. Green Slimes, Gray Oozes, Mustard Jellies, Ocre Jellies
S. Skeleton Warriors (4000 Exp. each)
T. Traps (more than one and usually deadly!)

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