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Isair and Madae

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luz
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Isair and Madae

Post by luz »

Ok, finally got back to playing the game and now on the last fight. I have read every post on this forum and others about Isair and Madae and how to fight them, used every cheese tactic possible, and continue to sit there and watch my people cut down before they can do anything about it. I can't fight because they cast Blasphemy almost immediately and my characters are stunned and sit there and get whacked (two or three usually die during this time), then I run like hell and start cutting down the minions and they get hit with another spell causing them to freeze. By this time I have almost noone left and Isair and Madae aren't even hurt. I've run through it 15 times and this is getting extremely frustrating. Any ideas?
We should get a move on lest Boo bite us all in hard to reach places!
See battle Boo! Run, Boo, run!
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Brynn
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Post by Brynn »

It's very important to prepare your party for this battle properly. Use magic protection and buffing spells.

Here is how I did it: I cast Improved Invisibility on the rest of my party, had my fighter attack one of the twins (it's very important that you focus on one of them only!), so that they'll attack him first. Then I put on ORS on him (may favourite spell :D , but it's really useful in this case!) so that they couldn't hurt him. Had two of my allies go for the wizards, and the other party memebers to keep the summoned minions busy. This way my wizard was free to cast Lower Resistance on them at least twice, followed by as many area effects as I was able to memorize. Making sure that my figher was still protected by ORS, meanwhile.

Also, when done with the wizards, I had my cleric summon some monsters too, in order to be a target for the many creatures who didn't attack the fighter but the othres instead.

Hope that helps :)

~Brynn
Up the IRONS!
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Wrath-Of-Egg
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Post by Wrath-Of-Egg »

Well how many characters your party has? and wich classes those are?

Dont forget mass haste... cast that before you fight and you can run away.. PAUSING game will help lot in this thing.. then deal that monster summoner.. and command your casters summon creatures..

Excecutioners eye and mass heal are realy sweet spells.. (spelling)
_________

How can you say no to this face? :D

But seriusly.. Party without Bard is not party...

I can understand that SYM forum.. mentally 6 year old people is just running around with scissors on their hand.

Last edited by Wrath-Of-Egg : Today
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silverdragon72
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Post by silverdragon72 »

.


- AFAIK SR works against blasphemy


- being stunned for one round isn't that big problem with MI, blink, blur and / or an extremly high AC

-> my melee fighters - with MI, blink, blur & a very high AC never get hit by one of the twins in the ~3 rounds until this fight is over... :(


- having very fast PCs and immediatly spreading out can also help against this spell!


.
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Dueller
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Post by Dueller »

I found that even with a party of four, the twins were mincemeat in no time. Just make sure you sleep after the fight on top of the war tower, and apply all your protective spells before heading down again (invisibility and haste especially). Don't bother memorising demon-raising spells, or area spells that damage allies (don't want to kill those monks!).

A mass haste spell can help you outrun the blasphemy spell if you're lucky. Even if you don't, I found that by the time the non-hasted nasties catch up with you, they won't have long before you come to your senses. If you have an evil cleric, at least you can heal the rest of the players if they take too much damage. Although with enough armour, and mirror image on mages, I found my party getting very little damage at all while stunned. A single round goes by quickly enough.

I always run directly behind the partition where the summoner is first, and kill him ASAP. Keep a couple of good archers trained on him to disrupt his spells, while mages/clerics summon high-level monsters. Once he's dead, finish off the other toadies while the monks keep the twins busy.

I sent a single melee fighter (AC of 30) in to engage one of the twins, while the rest of the party held back with missile weapons (+5 all the way). Most spells are fairly useless against the twins, however I've found those that deal bludgeoning damage tend to get through (earthquake, lance of disruption, etc). Have your cleric memorise as many 'healing circle' and 'mass heal' spells as possible, as they work from a distance.

High-level summoned monsters should keep the twins busy. In fact, a Greater Werewolf really tore into one of them, and survived right to the end. Keep summoning them as necessary. Once their protective spells wear off (or you dispell them), the twins are in serious trouble.
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