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Quick Tip - Defeating Genies

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tirann
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Quick Tip - Defeating Genies

Post by tirann »

For those who want a quick way to knock off the Genies to get each part of King Stromms burial mask in the Windspear Hills...

- Works well for low level parties who want to complete the quest.

(Note: Works only if you have Jeihara or other preist-spell proficient character)

Cast "Summon Fire Elemental" into the area just outside the Genie's little room.

Have one of your fighters open the door and talk to the genie. Then send your Elemental in and shut the door.

Elemental is, for the most part, immune for Genie damage. Genie takes damage from Elemental until dead.

When the Genie is dead, open the door and collect the next piece of your mask.

Elemental should stay 'summoned' for quite a while allowing you to do a few Genies at a time.

Have fun!
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Shadowling
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Post by Shadowling »

I'd say: CHEESE.
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Post by Sytze »

Not really, it's a perfect legitimate tactic.

What engine bug do you think he is exploiting?? :confused:
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Post by Mr.Waesel »

The one where genies aren't smart and can't open doors?
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Post by Tom2 »

This is a common occurrence where I live and what we normally do is summon the fire elemental then close the door and bar it or hold it closed.

Genies have been known to try and smash a door but usually the fire elemental keeps them busy.

But if the genie was clever he would genie out of there when he realised he could not hurt the fire elemental.

Cheese level: laughing cow.
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Post by Sytze »

Originally posted by Tom2

Genies have been known to try and smash a door but usually the fire elemental keeps them busy.


What he said ;)

Cheese would be in this case to throw in a Deathfog and wait till the genie dies. However, sedning in a normal creature to do the fighting isn't exactly what I call cheese.
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Shadowling
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Post by Shadowling »

Well Genies should be able to fly/float through doors, and no, it isn't exploiting an engine bug, but it's still cheese.
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Post by fable »

Originally posted by Sytze
Not really, it's a perfect legitimate tactic.

What engine bug do you think he is exploiting?? :confused:


Poor enemy AI. Any reasonable opponent would figure, "Ah, the hell with the summoned stuff, let's go for the summoner!" opened the door, and come wailing after you.
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Post by Kaitsuburi »

Making a fighter uber-resistant to fire and sending her in is my "less cheesy" tactic here. I've never tried a fire elemental before ~~ it is a perfect summon for the situation though. Cool :cool:

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Post by Sytze »

Originally posted by fable
Poor enemy AI. Any reasonable opponent would figure, "Ah, the hell with the summoned stuff, let's go for the summoner!" opened the door, and come wailing after you.


But that means he is open for attack by the elemental.

Further more, leaving his area means leaving his precious piece of "you know what".
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fable
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Post by fable »

Originally posted by Sytze
But that means he is open for attack by the elemental.

Further more, leaving his area means leaving his precious piece of "you know what".


I figure, any strategy employed by your party should by employable by a suitable enemy. This means, for example, that while I wouldn't expect a guardian foe to leave their location, I would expect any other to do so. And since you and your party know better than to simply attack summoned creatures when you could (and should) go after the summoner, I would expect most opponents to do so, as well. If a single foe is faced with a summoned creature in another room, and that foe has good speed, I'd figure they'd race around the outer limits of the room, get back to the door, and escape, then go after you. Just my POV. :)
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Post by Sytze »

That, in general, is true. However, we are dealing with a Genie in a tight room here who doesn’t know who summoned the Elemental. An Elemental and some other (N)PC just came in, the Genie appeared and it only cares about that little piece he's guarding. He doesn't know there are more enemies, simply because he can't see them (he can't look around a corner). So while the Fire Elemental attacks I (if I would be the Genie) would defend myself from its attacks. Moreover, because there's an Elemental attacking me and blocking the escape route, I just have to attack it.
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Post by Numinor »

I usually just Cast 'Protection from Fire' + 'Resist Fire/Cold' on my main melee fighter so (s)he's 127% reistant to fire and gets actually healed by the genie's spells & fire shield :D
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Post by Sytze »

You know, the resist fire and cold spell actually stacks.
Nice spell against Firky and those Genies. Also in a place in ToB by the way ;)
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Post by Numinor »

Originally posted by Sytze
You know, the resist fire and cold spell actually stacks.
Nice spell against Firky and those Genies. Also in a place in ToB by the way ;)


I thought the staking of (the same) elemental protection spells was fixed by Baldurdash ?
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Post by Sytze »

Originally posted by Numinor
I thought the staking of (the same) elemental protection spells was fixed by Baldurdash ?


Hmm, that's possible. Truth be told, I don't have Baldurdash installed, I thought it clashed with the Ease-of-Use mod (with some of its components anyway). or am I wrong in this assumption??
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Post by Numinor »

If you install the (non-WeiDU) Baldurdash version before any mods there shouldn't be problems at all, but I think we're getting slightly off topic here :D
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Post by tirann »

Truth be told you can actually use this tactic to win quote a few of the lower-level battles.

The den of the Seven Vales tiff can be done the same way. Tell them your leaving, summon yourself a fire elemental, a woodland thingy (forget the name, the little sprite Jeihara casts) and three skeletons (animate dead).

Have one spell-protected character walk into the room, interact with the villains then run after END DIALOGUE.

Fire Elemental should take care of caster and his familiar pooky while the skeletons do their work on the fighters of the group.

You can't see the battle but your a safe distance away readng your 'progress report' down the bottom.

When the skeletons have taken almost all the damage they can woodland thingy should cast mass cure.

woodland thingy also comes in handy holding the fighters while the skeletons lay in.

Hey, worked for me. Got all the loot and when the character with the ring of invisibility gets spooked and tries to run, guess who's waiting outside the room for him? EVERYONE ELSE!!!
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tirann
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Post by tirann »

Only problem I came accross was:

As the spell-caster of the villains was dying he 'turned' my fire elemental. Every one of the villains was dead but my characters were left to fight the Fire Elemental.

If your skeletons die before the woodland thingy can mass cure them, just cast more in your "staging area" outside and send them in...

Also, can anyone explain why this plan didn't work when I used summoned monsters instead of animating dead?

I had orcs and trolls for the first attempt and they all got turned and came out after me...along with the villains...

The same didn't happen to skeletons... but I have seen them 'turned' before.... why not this time?
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Post by araknid70 »

Live characters (summons, real enemies etc) can be charmed by charm spells, but undead are immune to charm spells. However an evil cleric can turn undead and control them. Somehow it seems as though controlling undead via an evil cleric is easier (i.e. less levels needed) than destroying undead with a good cleric. One of the easy ways to handle those irritating improved wraiths and all in tactics mod, since turning ignores status and protections.
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