(Spoiler) Underdark Illitid(mindflayer) lair - how to use the circlets on mindflayers
- johnnybravo1
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(Spoiler) Underdark Illitid(mindflayer) lair - how to use the circlets on mindflayers
I have produced the four alien metal circlets to overpower the mindflayers minds.
I go to the room of blood pools where these creatures spawn. When one of them appears, I stun it and use the circlet. Its circle turns from red to green, but the beast does not stop to attack my party.
How do I overpower them? Or is only one specific mindflayer to be overpowered?
I go to the room of blood pools where these creatures spawn. When one of them appears, I stun it and use the circlet. Its circle turns from red to green, but the beast does not stop to attack my party.
How do I overpower them? Or is only one specific mindflayer to be overpowered?
- ronin69hof
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- johnnybravo1
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[QUOTE=ronin69hof]Put the circlet in your quick item slot and then click on it and then click on a mind flayer.
ronin[/QUOTE]
That´s what I did several times. The circle on the mind-flayer glows from red to green, but the beast just attacks.
I wonder whether it is because my team does not stop attacking him.
So the strategy would be - put the circle without attacking him?
If it is so, it will be pretty tough - the mindflayer stuns and then kills a lone attacker in a couple of rounds.
ronin[/QUOTE]
That´s what I did several times. The circle on the mind-flayer glows from red to green, but the beast just attacks.
I wonder whether it is because my team does not stop attacking him.
So the strategy would be - put the circle without attacking him?
If it is so, it will be pretty tough - the mindflayer stuns and then kills a lone attacker in a couple of rounds.
- fable
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If I recall correctly--and it's been a while since I did this--you can't mind control any member of an Illithid group. You have to get the numbers down to one, and then control that one. Then move onto the next group, get the numbers down to one, etc. Repeat, rinse.
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- CyberNinja
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Johnnybravo1, the thing to do is position your party outside the room. Then cast chaotic commands on one guy and send him into the room. This spell protects him from Illithids, unless they get a touch attack, in which case they can intelligence drain you to death. Slap the circlet on the Illithid, the way ronin said. The Illithid will not attack, and he can be directed just like any party member. Walk him to the locked door.
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- boo's daddy
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I never tried to use the controlled mind flayers as troops. I thought the main reason for having the circlets is to let you control one mind flayer to go and open the doors for you. I don't think the game designers intended people to use them to have a battalion of illithids at their disposal so it wouldn't surprise me if they built in a script which prevented you from doing so.
Also, in most RPGs, charmed creatures will still defend themselves from attack and if you attack them it negates the charm.
Open the doors, then forget the circlets and just mash those flayers in the usual way!
Also, in most RPGs, charmed creatures will still defend themselves from attack and if you attack them it negates the charm.
Open the doors, then forget the circlets and just mash those flayers in the usual way!
- dj_venom
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[QUOTE=boo's daddy]I never tried to use the controlled mind flayers as troops. I thought the main reason for having the circlets is to let you control one mind flayer to go and open the doors for you. I don't think the game designers intended people to use them to have a battalion of illithids at their disposal so it wouldn't surprise me if they built in a script which prevented you from doing so.
[/QUOTE]
They do, you only get 4-5 circlets, if I remember correctly, there are 2-3 locked doors. So you basically do have to use them there, or you run out and are forced to find the alternate way.
[/QUOTE]
They do, you only get 4-5 circlets, if I remember correctly, there are 2-3 locked doors. So you basically do have to use them there, or you run out and are forced to find the alternate way.
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All the npc's have scripts - when you go to control the player, his "attack" script is enabled. Once you turn him green, pause the game, click the button that highlights your whole party and march over to the door you want to unlock. As soon as the door is unlocked, the spell will be broken, and the flayer will be freed to try to kick your butt again, so be prepared.
I often send one person to charm the flayer, and then march the flayer by himself (himself, herself, or itself??) to the first room (near the exit) - by the time the flayer is released, my characters can be hidden away, or could have dropped a skull trap, or ready a back stab, etc.
BTW, there are two doors in one room (unlocking one opens them both) and one door in another room, further away. Both rooms have to be completed to escape.
Good luck!
N...
I often send one person to charm the flayer, and then march the flayer by himself (himself, herself, or itself??) to the first room (near the exit) - by the time the flayer is released, my characters can be hidden away, or could have dropped a skull trap, or ready a back stab, etc.
BTW, there are two doors in one room (unlocking one opens them both) and one door in another room, further away. Both rooms have to be completed to escape.
Good luck!
N...
- masteralef
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[QUOTE=Nimiety]
I often send one person to charm the flayer, and then march the flayer by himself (himself, herself, or itself??) to the first room (near the exit) - by the time the flayer is released, my characters can be hidden away, or could have dropped a skull trap, or ready a back stab, etc.[/QUOTE]
Interesting. I usually send one very buffed character with lots of potions to go handle the whole thing, and a thief to follow for any locks. I've always thought that was easier when dealing with things that will turn your party on you.
I often send one person to charm the flayer, and then march the flayer by himself (himself, herself, or itself??) to the first room (near the exit) - by the time the flayer is released, my characters can be hidden away, or could have dropped a skull trap, or ready a back stab, etc.[/QUOTE]
Interesting. I usually send one very buffed character with lots of potions to go handle the whole thing, and a thief to follow for any locks. I've always thought that was easier when dealing with things that will turn your party on you.