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Favorite ways to kill Sarevok

MacHurtoMacHurto Member Posts: 731
What are the ones you have done over the years you find best/funnier/cooler? I have two:

1) Berserker with Kiel’s helmet and Dulag’s goblet just trading blows one to one with Sarevok. Whenever low in life, he drank from the goblet. Always thought Sarevok must have pissed himself when fighting some crazy son of the Lord of Murder who kept drinking blood and ignoring blows.

2) Dispel Sarevok, charm Tazok with Algernon’s cloak and have them fight it off while Charname sings a bard song. They actually hit at the same time and killed each other! Thought that was cool, too
Post edited by MacHurto on
DanacmZaghoulsarevok57DragonspearJuliusBorisovArvia

Comments

  • DragonspearDragonspear Member Posts: 1,835
    Maybe I spent too much time killing bandits in BGEE.

    But I just kill him dead!
    JuliusBorisovMacHurtoArvia
  • MaurvirMaurvir Member Posts: 1,090
    Probably my favorite method, and one which I have never replicated as successfully, was spraying web all over the temple and sending in Minsc with Spider's Bane to kite Sarevok and Co. into them. At that point, the party pelted them with arrows and fireballs until the only one left was Sarevok, and he was in bad shape. Minsc kept him busy while my PC finished him with magic missile.

    Unfortunately, the last time I tried that did NOT go so well, and my party ended up trapped in the web as well.
    ZaghoulmonicoJuliusBorisovMacHurto
  • monicomonico Member Posts: 571
    edited January 2020
    Maurvir wrote: »
    Probably my favorite method, and one which I have never replicated as successfully, was spraying web all over the temple and sending in Minsc with Spider's Bane to kite Sarevok and Co. into them. At that point, the party pelted them with arrows and fireballs until the only one left was Sarevok, and he was in bad shape. Minsc kept him busy while my PC finished him with magic missile.

    Unfortunately, the last time I tried that did NOT go so well, and my party ended up trapped in the web as well.

    I'd say that is a very sound strategy. Adding a Greater Malison once the enemies are red to further the chances of them failing their saves by 20%. Maybe even a Doom on Sarevok (another 10% chances of failing).

    The problem would be Semaj's script teleporting him near the entrance of the Temple, not sure if you can avoid it this way.

    Off course, that means your party must stay outside of the webs' area of effect, but careful targeting should do the trick.

    An Avenger + a Sorcerer to spamm the webs, a tank with either Spider's Bane or a Ring of Free Action (or even just the lvl4 "free action" cleric spell), and 2/3 fighters armed with bows/crossbows would make the fight pretty easy.

    Add protections from Fire on your tank, and send Arrows of Detonation and Sarevok's mens should fall in but a few rounds (he would last longer with his resistances and high HP).

    EDIT: I crunched numbers.

    Dynaheir (or any other Invoker) also adds a -2 malus to enemy saving throws for the Webs they cast, making them even more powerful.
    So, with Greater Malison, Sarevok with his 1 Save vs Spell has 60% chances of resisting a web cast from Dynaheir, and 70% chances of resisting Web from "normal" caster (or Avenger). Deduce 10% more if you Doom the enemy.

    At BG1 level cap, with right gear, an Invoker has 5 lvl2 spells, a Avenger druid with 20 or 21 WIS and Mulahey's ring has 8 lvl2 spells.

    Since you can pile webs (have the mage memorize 2 in a minor spell sequencer), you'd have, for example:
    1. First round (before triggering the fight): evoker + avenger cast Web out of sight
    2. Second round: same
    3. Third round: tank goes triggering the fight, evoker launches Greater Malison ; Druid casts Doom on Sarevok
    4. Fourth round: evoker unleaches his Minor Sequencer, Druid keep casting Web

    Then, for 6 rounds, there are 7 Webs piled: Sarevok (doomed+malisoned) has 1,35% chances of saving against ALL those webs.

    If you keep "recharging" your webs each time one is about to expire, you could last for 3 turns easily, entirely disabling your enemies.
    Off course, it is under the assumption that Semaj did not teleport or was taken care of in priority.

    RE-EDIT: ah, I forgot that an Evoker cannot cast Greater Malison (opposing school). So you either go with a normal mage (no -2 from specialist school, but largely compensated by the -4 from Malison), or you bring 2 arcane casters.
    Post edited by monico on
    DragonspearJuliusBorisovMacHurtoArvia
  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,437
    Zaxares wrote: »
    I didn't do this myself, but I read on Reddit about a really interesting/hilarious method of beating Sarevok. What the person did was to go through the game and recruit all of the recruitable companions, bring them to the final Bhaal Temple, and then dismiss them inside the temple without aggroing Sarevok. They did this over and over until ALL of the possible companions were there, then started the combat. As soon as one of them gets pinged by an AoE attack, they ALL go hostile against Sarevok and his cronies. So everybody from Xzar and Montaron to Minsc and Dynaheir and Shar-Teel and Ajantis and Quayle and Tiax is at the final battle lobbing spells and charging into melee. Sarevok and his cronies NEVER had a chance. XD "A party of six, you say? I say, an ARMY of THIRTY angry adventurers!"

    That is the most "Hell yeah, brother...!" thing I've ever read on here!

    I just like to load the dude up with wand of paralyzation paralyzes. Then, I just start wailing on him. Oh, your buddies wanna jump in? Think they can take us? Well, about that, dude... nah. You're all a stack of stinking cloud, web, silence 15' radius, cloudkill, and so much poisoned and wounding ammunition away from respiratory collapse and exsanguination. Tell whatever Lower Planar powers you bend knee to that Gorion's Ward said "Hi!".
    I do like to have Shar-Teel take Angelo on, though.
    JuliusBorisovMacHurtosemiticgoddessArvia
  • ShangerooShangeroo Member Posts: 84
    When I first played this game back in 98/99 on the PC, I'd have my necromancer spam the Wand of Monster Summoning and overwhelm Sarevok and Semaj. I was such a noob that I didn't even realize that Angelo and Tazok were there since they never attacked. My second playthrough I soloed as a fighter and just used the scroll of magic protection and then ran around shooting Sarevok with Crossbow of Speed.

    Fast forward to today, (Thank You Beamdog for making the EE version which I play on my iPhone, brings back some good memories), I soloed the last fight with my kensai. Put it on Insane difficulty, used scroll of magic protection, juice up with all the potions, and then hit and run everyone. I had high mastery in longswords and using Varscona with a speed factor of 0 I was able to kill all 4 opponents with only having to use Durlag's Goblet once. That was only because I had to rush and stayed in one place to kill Angelo quick before he casts Remove Magic which somehow bypasses the Scroll of Magic protection. I'm sure many people have done this but it was the funnest battle I've had in BG1.
    monicoArvia
  • monicomonico Member Posts: 571
    Shangeroo wrote: »
    That was only because I had to rush and stayed in one place to kill Angelo quick before he casts Remove Magic which somehow bypasses the Scroll of Magic protection.

    Does it now ? It shouldn't though. Is it only Remove Magic ? I kind of remember "absorbing" Dispel magic spells with a PfMagic Scroll, but I could have been just lucky and not dispelled.
  • ShangerooShangeroo Member Posts: 84
    monico wrote: »
    Shangeroo wrote: »
    That was only because I had to rush and stayed in one place to kill Angelo quick before he casts Remove Magic which somehow bypasses the Scroll of Magic protection.

    Does it now ? It shouldn't though. Is it only Remove Magic ? I kind of remember "absorbing" Dispel magic spells with a PfMagic Scroll, but I could have been just lucky and not dispelled.

    Unfortunately it does. The protection from magic bubble is still intact, but all the buffs from potions are removed.
    semiticgoddessmonico
  • AnstalisAnstalis Member Posts: 7
    I found a cheese method that kills Sarevok so quickly. I collect as many scrolls of Skull Trap and memorize as many as I can and then stack them where he will run through them. Find a way to pull him w/o triggering them such a fireball. I sometimes need a magic missile or two but it always brings him down quickly.
    monicoArvia
  • ShangerooShangeroo Member Posts: 84
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    My new favorite way to kill Sarevok. Feeblemind! I then went on to summon an ogre so that they could have an intell..., intelli..., smart conversation :)
    Grond0monicoArvia
  • jmerryjmerry Member Posts: 2,439
    Ferret power.
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    One wand of paralyzation, held by the familiar. One wand of monster summoning, held by either the familiar or the mage. Use the paralyzation wand until Sarevok is stunned, then send in the monsters. A nearly completely safe victory, that a level 1 character could pull off. Or in my case, a level 3/4 illusionist/thief that had literally never rested.

    This one runs on two flavors of cheese.
    First, exploiting monster AI. Sarevok and his minions all start out neutral. Normally, Sarevok speaks to you as soon as you come in range, and they all go hostile. But if no PC ever goes anywhere near him, he'll remain silent. Enter the familiar. Still, that's not all - if any one of Sarevok or his minions are attacked, that individual will go hostile. And there's no way a cute little animal can beat him in a straight fight. But there's a loophole ... the wand of paralyzation doesn't count as an attack unless he fails his save. At which point it's too late for him. And his friends never get involved at all.
    Second, familiars using items. If you have your familiar pickpocket one or more items, then save and load, those items (the first three, anyway) move to the familiar's quickslots. With this, any of the animal familiars can pick pockets for something useful like wands or potions, and use them. Ferrets are best at it, of course.
    AerakarGrond0Arvia
  • Balrog99Balrog99 Member Posts: 7,269
    jmerry wrote: »
    Ferret power.
    bsaohccv2nrd.jpg
    oz2v2iw84npw.jpg

    Second, familiars using items. If you have your familiar pickpocket one or more items, then save and load, those items (the first three, anyway) move to the familiar's quickslots. With this, any of the animal familiars can pick pockets for something useful like wands or potions, and use them. Ferrets are best at it, of course.

    Cats and rabbits can pickpocket too. The rabbit description doesn't mention pickpocket skill but it has the basic pickpocket percentage for a thief plus the bonuses for 18 dexterity. In solo mage or bard campaigns, you may want to take a familiar other than the ferret. The cat is an excellent scout and the 2nd best pickpocket, while the rabbit is fairly good at disarming traps (even better if you cast Luck on it). Handy for a non-thief solo run.
    AerakarArvia
  • messymessy Member Posts: 15
    His own trap!

    It was a complete accident that happened when I was running away from him. When I realized how he’d become “barely injured” when I hadn’t attacked, I simply continued running away but near the insignia on the floor. Pretty soon he was dead and all I’d done was run away.

    Love it!
    StummvonBordwehr
  • SirBatinceSirBatince Member Posts: 879
    one-on-one with high slash AC, potion of haste, power, cloud str and DUHM
  • MaurvirMaurvir Member Posts: 1,090
    I discovered in a recent game that the temple door doesn't lock until you encounter Sarevok. Prior to that, you can leave as you wish. So, I had Imoen line up traps forming a barricade around where the party would be standing two deep. Took about a week of sneaking in and out, but when the end-game came, he was already nearly dead by the time the party dropped invisibility and finished him off.
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