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Posted: Tue Oct 17, 2000 1:24 pm
by Bordin_Steelaxe
If you have problems fighting Beholders or those other smaller versions of them (the green ones) then the only thing you need is the Cloak of Mirroring which can be found in the Sahuagin city (I just don't remember where). Equip it with one of your characters and let him be the only one to encounter the Beholder(s), all the spells will be reflected and your character won't be hurt (only the Beholder(s)). Even though there still are spells that won't be reflected (such as hold person) it doesn't matter since your character doesn't have to move anyway and the Beholder(s) do cast dispel magic spells, too. So when they're finished off by there own spells, you collect the xp and you can continue. As easy as it can be.

There's just one minor problem with this strategy... If there are other monsters around you will be in trouble, especially when you're held. That means that this strategy is only adviseable to fighters since they have enough ac and hp's to survive a possible attack.

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Bordin Steelaxe
The greatest Dwarf in history!... with an axe of steel ;)

Posted: Wed Oct 18, 2000 2:15 am
by ken_wen
One other useful tip if you don't have the cloak yet, is to stock up on protection from magic scrolls. Its SOOOOOOOO funny to cast it on Aerie, make her attack the Gauths you encounter after restoring the bridge to the rift, nip off for a bite to eat and come back to see her still alive killing gauths whislt they just sling cause serious wounds :O)

PS. On a side note. Cause wound spells->range:touch? in the manual, yet they sling them like theres no tomorrow? Also Layette in the twisted rune. Youch! Cause serious on my mage! Huh?

Posted: Wed Oct 18, 2000 3:34 am
by tigergutt
Admanite (or something similar) golem
in windspear hills can be difficult for many as he is imune to magic and only takes damage from magical weapons and only the magical damage, a +3 weapon does 3 damage.

What you do is this: make sure everyone in your party got a magical weapon, if not create some with the enchanted weapon spell. Summon a lot of monsters(elementals are nice), haste your party, cast mirror image and stoneskin on the mages. Rush all the summoned monsters forward to be attacked bye the 3 golems, use your party members to attack the stone golems to make short work of them. Bring your stoneskinned and mirror imaged mages to the front as targets for the Admanite golem, and just make every party member attack the Admanite golem and grind him to dust.
I have not tried this stargegy with archers

Move injured characters away from the fray. i was at level 10 when i used this tactic and he went down on the first run.

Posted: Wed Oct 18, 2000 3:40 am
by Maurice
I saw my strategy (well, actually I got this from my brother, so credits should go to him) regarding dealing with Liches has been posted in the strategy part ... I'll elaborate a little more on it.

Have a fun day with sunray!

Amongst the more (most??) powerful creatures in the game a number of undead can be found, most notably the Liches. When you've faced them, you know they will cast numerous protection spells on themselves, after which they will start hurting your party. At the same time, you'll be forced to first deal with the protections by casting spells like Breach and Ruby Ray of Reversal, before you can happily beat him up with your melee chracters. Problem could be that by then he has imprisoned some of them ...

Well, there's a quick and easy way to give the headache to the Lich instead of the other way around. Once you have reached the seventh level priest spells, you'll have access to the spell Sunray. Although this spell has fairly short range, and takes some time to cast, the damage is worth it! It penetrates any defences a Lich may have, and deals a fair amount of damage. If he fails his saving throw, that gets even more. My experience is that the average Lich requires about two Sunray spells before he is taken out. If he still lives then, whatever is left of him then can easily be destroyed by your melee characters.

This also works miracles on large groups of undead (for example, the main room in Bodhi's Lair, after returning from the Asylum). This spell is sure to give any undead a bad day!

Posted: Thu Oct 19, 2000 3:15 am
by Maurice
Battling Irenicus in Hell

Once you get down to Hell, you'll face Irenicus again, in a final confrontation. He'll not only cast some nasty spells, but also summon two demons, and two pit fiends.

At that point of the game, you should be strong enough to dispatch those summoned monsters with relative ease (though you might want to keep a close eye on the health of your characters!). Despite the fact that the demons and pit fiends appear to be summoned, they are not actually summoned, since Death Fog (which immediatly slays any summoned creature it damages, regardless of saving throws and immunities) does not harm them really.

My characters were a Fighter, a Priestess, a Fighter/Thief, a Mage, Minsc and Jaheira. Prior to using the final Tear on the door, I cast Chant, Haste, and Protection from Evil on my party. Having spells or similar that increase Magical Resistance for your party is also a good idea, since Irenicus will cast some nasty spells like Power Word: Kill, and Maze.

What I did was letting Irenicus be for the time being, while I retreated my Mage and Jaheira. I made the other four characters fight one-on-one with the demons and pit fiends. Although they did some damage, and Irenicus also cast some nasty spells, I was able to dispatch the other monsters with relative ease. In the mean time, I had summoned two Sword Spiders (Spider Spawn) and two Shambling Mounds (from the staff given to you by the Avatar, prior to entering the Elf palace), and a Nimf - you can't control more than five creatures at any time.

At that point, Irenicus was having multiple protections (including sanctuary). I quickly figured which character he was trying to attack - I can only assume it was the character closest to him when he was done casting. It happened to be my Fighter/Thief, who was equipped with Boots of Speed. I moved all my party members to the rim of the battle-area, while my Fighter/Thief was running around, chased by Irenicus. I made sure the Spiders and Mounds were attacking Irenicus. While my Fighter/Thief was running around, I not only waited for protections to wear off from Irenicus, I also cast Dispel Magic (target this one correctly!), Ruby Ray of Reversal and Breach on him, to remove any protections he had - he refreshes those once or so!

With Jaheira I used a Staff of the Heavens (and it is a good idea to have your Priest(ess) memorize this priest spell as well!) once his protections were gone - at that point, he had changed into the Slayer himself. With my Mage, I used spells to lower his magical resistance, and then fired away with magic missiles. Using the Ring of the Ram at that point is also a good idea.

At the point my Mage and Jaheira started casting offensive spells in his way, I also stopped running, and attacked him with two Sword Spiders, two Shambling Mounds, and my melee characters. He went down without being able to do much - spells he tried failed every time because he got hit.

Most probably some of the benificial spells on your party will wear off in the course of the battle. When you have the opportunity, you might want to recast them.

I didn't summon a Fiend, or cast a Gate, but I'm sure such a creature would also be able to do considerable damage.

Be sure to refresh the Shambling Mounds and Sword Spiders when they get killed/unsummoned, and when characters get damaged badly, try to get them and your priest aside, and heal them.

And a final note: once you start to hurt him, don't stop hurting him! If you give him some time, he'll recover - and rapidly! For some reason, he has some insane regenaration rate.