| Name | Garl's Tomb Part 2: Old Grey Garl |
| Category | Quest |
You have fought your way through an army of stinky troglodytes over at Garl's Tomb, and just when you thought things are back to normal, Red Tom drops a bomb on you. He wants you to go back inside the tomb and find the chest containing Grey Garl's lost hoard. To do that, you will have to slay Garl the Grey, who is in his spectre form. This should not be a problem because you already know the layout of the underground ruins at part 1 Troglodytes' Get. The only difference is that you will have to face a new set of creatures that lurk in the area.
PREPARATION
The quest will seem shorter now that you know your way around the underground ruins. But this doesn't guarantee a smooth run because you will have to face a bunch of undead who are immune to most spells your casters can dish out. That being said, your party should have a couple of tanks who can deal massive damage with just a couple of swings.
You will have to deal with the following types of monsters: Blackbone Thrall, Blackbone Marksman, Blackbone Knight, Ochre Jellies, Wight High Priest, Monarch Scorpion, Halfling and Dwarf Necromancer, Arcane Blackbone, Wight Myrmidon and Gargoyles.
The Blackbones are immune to fire so use of holy and pure good weapons works. They, together with the wights are also immune (or at least make saves) to Halt Undead spells. Lightning spells can deal decent damage if empowered or maximized. The wights also cast Soundburst, which can leave you stunned for six seconds - just enough time for the other creatures to beat you to death.
The undead will cast Cloud Kill, lightning spells, and they will also curse you. So make sure you have poison neutralization potions or better yet a poison immunity item on. Fire and Electrical resists will come very handy. As you will be dealing with the undead, Death Ward will help dodge negative levels. That way, your cleric won't have to keep giving you restore spells.
WALKTHROUGH
As in Part 1: Troglodytes' Get, you will have to fight off several trogs at the cave entrance. Once you enter the cave, start buffing. Prepare your muckbanes or wooden weapons because ochre jellies will start dropping just around the area where the poisonous mushrooms are. If you continue to head towards the familiar hallway, you'll get to the stone bridge leading to the room with gargoyles. The area near the waterfalls will spawn several undead, specifically the Blackbones - Marksmen, Thralls, and Knights. They hit hard and they are immune to fire and cold spells. Casters can Web or Solid Fog them to slow them down while tanks hit them.
After killing the Blackbones, you can then proceed to the gargoyle room where the chest is. The gargoyle will only attack once you pop the chest. And just like in part 1, you can't get out of the cave until you kill all the gargoyles. Firewall spell will work great on gargoyles. You can also keep them in one place by using Web and Solid Fog.
You can jump down to the waterfall to get to the two levers (on both sides) that open the door, which leads to another hallway. There will be another set of ochre jellies before you get to the levers. Having the same layout as part 1, you will find a long hall with a shrine to the right and another door to the left. The shrine can be opened by a rogue or a caster's Knock spell. There will be a bunch of undead consisting of Blackbone Thralls, Marksman and Wight Myrmidons that will try to stop you from proceeding to the room. If you go past the door to the left, you will find two stairs, on eon the left and one on the right. You can split up the group into two or assign two people to climb up the stairs to pull the levers on each side. Wight priests and Myrmidons are waiting atop the stairs near a door. They aren't too dangerous, but if you are not able to make a save on their Sound Burst, you can get stunned and go down fast.
After you go past the door, you will see another door on to the left and a hall to the right. The door leads to another shrine, which you can use if you need to. On the other hand, the hall leads to a chamber filled with Blackbones, Monarch Scorpions, and Myrmidons. Solid Fog and Web will figure greatly in this encounter. Some of the Blackbones cast lightning and acid spells, so make sure you still have the appropriate resists on. You will then see the set of platforms. There are two levers, one on each side. You can jump your way to these levers while other party members subdue several arcane archers and gargoyles. You can then Feather Fall down to get to the third lever on the floor. This will open the runed door and will spawn a Wight priest and a Wight myrmidon. Take them down and enter the doorway. As soon as you enter, there are about 4 Ochre Jellies that will drop from above. They are not too tough but they can critical hit you with acid. There is a shrine up ahead and a door to your right. Shrine and buff up before entereing the door.
The door leads to a bridge, which in turn leads to a platform where a chest stands in the middle. There are necromancers guarding it. Solid Fog the bridge area and the platform and try to pull the necromancers as well as the arcanes that will spawn towards the doorway. One of the necromancers will drop a key that will open the hatch underwater. Swim into the hatch and you will reach the final chamber (you need to swim up a tube and climb up the ladder). You will have to use underwater action item as the swim will be quite long. This chamber is where Garl the Gray (spectre) resides. There is also a chest in this chamber. Popping the chest open will close the ladder door and will spawn a high priest (wight) and Garl himself. Firewall will definitely help speed up their deaths. Note however that if one party member is killed by Garl, another spectre will spawn and you will have to fight them too to finish the quest.
Once Garl is killed, you can now loot the chest and finish out. Talk to Red Tom for your end reward. This will finish the 2-part Garl's Tomb quest.
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