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Two Questions: Golems and Money

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Abecedarian
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Two Questions: Golems and Money

Post by Abecedarian »

1) After experimenting on the Iron Golem in d'Arnise Keep (which can't fit through the door and come after you) I've found it is immune to all my spells, all my summoned monsters (including a silent stalker), and all my weapons (up to a +2 sword and a +3 bow (the good bow you can find in the golem room itself.) So what, pray tell, can hit the darn thing?

2) If you have the d'Arnise castle as your base (as a Fighter), do you have to return to it every week for the 500 GP taxes, or do they accumulate during weeks you aren't there?
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TVDinna
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Post by TVDinna »

You need a +3 or higher for iron golem. Bows dont count for +x weapons, its the arrows.

Yes the gold will accumilate
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Post by nael »

well, there are a few things you can do to kill the golems...cast sanctuary and blade barrier and just go in there and stand next to them and they'll die before they ever turn red and attack you...just make sur eyou do it before you get the treasure. isn't one of the items you get in there a hammer that does extra damage against giantkin? use that. or if you have a dwarf, go to tradesmeet and buy the dwarven thrower.

as for your keep, the gold just accumulates till you can get back to it.
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Post by dragon wench »

You need a really good blunt weapon for that golem. Something like a war hammer I believe.
When money has been collected the game informs you, then all you do is head up to the keep library (where you had to deal with the troll twins and the Yuan Ti mage), and you'll find it stashed in that cubby at the back, where you originally found the keep key I think. And yes, it just accumulates when you're not around.

[ 05-14-2001: Message edited by: dragon wench ]
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Post by Bruce Lee »

Iron and adamantite golems are immune to +2 and worse. The warhammer you find in that room is a +4 hammer so you can use that. You can use the spell enchanted weaponn if you have it. Poison from an assassin works wonders. Most useful for killing iron and adamantite golems for me was keldorns sword. If he gets poisoned the golem will take five damage for every one point of damage the poison deals, in other words it will die very quickly. I just moved him in and let them poison him :) But if you don't have that then use the hammer in that room.
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Post by cheesemage »

something really good to use is a crom fayer :D no but seriously cast invisbilty haste , get the items , close the door get some fodder ready cast invibilty again opeen the door run away let the foddr soak up the spells and cast some prep spells equip and get ready for a battle :D , and i was thinking in the eleven city theres admandite golems in the sunlight shouldnt they disentergrate?
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Post by ThorinOakensfield »

cheesemage how the hell could he have the crom faeyer if he's having a problem in the Keep.
the admanite golems don't melt porque the drow armor also has other magical properties, i belive.
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Post by cheesemage »

i was joking about crom fayer
and thanks about the golems
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Post by fable »

Assuming you got the Summoning Wand, sold it, and either purchased it back or stole it (the cheesy way, so to speak), you can keep casting Summons until you finally wear down and kill the iron golem. You might also want to have your cleric and/or druid cast some protection spells on 'em.
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Post by Abecedarian »

Thank you. I did get all the goodies out of the golem room and I used the ring of Earth Elemental to charm the Iron Golem, who then killed 2 of the other golems for me. (I had already killed two others.) I then discovered, after taking control of the Keep as its new lord, that the Iron Golem had disappeared. I suppose that all the golems in the room disappear after the Keep changes hands, so a Fighter could just ignore the room, wait until the golems vanish, and take the goodies without any fighting at all.
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Post by KensaiRyu »

If you miss the opportunity to get the weapons when the golems are there, then later when the keep becomes peaceful, the weapons and armor are gone.
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Post by Loredweller »

The iron golem in the Keep (as like as adamant one in Windsper Hills' dungeon) was killed once by Jan and once by Nalia for me. Melf'd Minute Meteors in combo with Lower Resistance (not essentially necessary, IMO, though) was the key. In fact they did not it alone, of course, they worked in order. IMHO, it is best way, the golem might issue his poisonous vapors as he wishes, nobody cares.
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Post by KensaiRyu »

Also I thought the AI for the golems was badd, almost a bug,(that they stand there and just take damage when stuck in narrow space) so i rewrote their scripts. If the golems take damage from any ranged attack, and they cannot get to you, they run instead of standing there (if there is room to run). Forcing you to go after them past the choke point or door. Granted its not a big improvement but there just aint much to be done about this.You can download my improve AI scripts for Stone,Iron, Juggernaut and ADM golems here: [url="http://groups.yahoo.com/group/bgscripts/files/"]http://groups.yahoo.com/group/bgscripts/files/[/url] (Bgscripts) also if you are not yet a member of this group, go ahead and join its free and you can learn alot about scripts, which are the main way the game engine executes most functions.
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Post by Idiyen »

Well Ryu, i think better AI in general is good, but you have to remeber a real golem would be about as smart as a game golem. They're supposed to be dumb :/
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Post by KensaiRyu »

This is true, however as a counter to that I tell myself maybe the wizard that created the golems told them to run if they were getting attacked and couldnt fight back...
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Post by velvetfreak »

AFAIK the reason stuff disappears after you finish the initial quest is because the area number changes, eg. Keep 2nd level before = AR1303, Keep 2nd level after = AR1307. Something like that anyway. Same thing happens to the Temple Ruins area. Accessible only via a CLUAConsole spell ;)
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Post by Radek »

1. The warhammer found in the keep works as +4 vs. Ogres, Ettins, and so on. It works as +1 (i.e., does not work) against golems.
2. The best way of dealing with Iron and Adamantine golems hanging in a passage (door, etc.) is Tansheron's Bow and/or Sling of Everard. The bow is a real +3 weapon, the sling is a real +5 weapon. Both can hit the golems. Be patient and fire one phantom arrow (bullet) after another until they fall.
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Post by aVENGER2k »

Originally posted by Radek:
<STRONG>1. The warhammer found in the keep works as +4 vs. Ogres, Ettins, and so on. It works as +1 (i.e., does not work) against golems.
2</STRONG>
No,you are wrong,here's the correct description of that warhammer:

HAMM04 - Warhammer +1,+4 vs giant humanoids

The Knee-capper, or "The Capper", as it is affectionately known in dwarven
circles, is rumored to have been forged by Clangeddin himself. He gave it to
a small clan of homeless dwarves that they might carve a place for themselves
amongst the giants and ogres in their area. The hammer has been passed from
hero to hero, occasionally finding its way into non-dwarven hands.

STATISTICS:

THACO: +1 bonus, +4 vs. giants
Damage: 1D4 + 2, +5 vs. giants
Damage type: crushing
Weight: 8
Speed Factor: 2
Proficiency Type: War Hammer
Type: 1-handed
Requires: 10 Strength
Not Usable By:
Druid
Mage
Thief


As you can see,it says +4 vs giant humanoids which means golems are included,and to prove that,try hitting an Adamantine golem with it and you'll see that it works.If the hammer did only +1 vs. golems you couldn't hurt the Adamantine golem since it requires a +3 weapon to be hit.
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Post by KensaiRyu »

Actually that hammer, as well as most multi-enchanted items, are bugged. They hit at whatever the highest enchantment is, IE the warhammer strikes everything at +4 , as does the Flametongue(+4 look out Kangaxx!). Bioware has said this is a bug and will ne fixed in TOB.
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