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Rescue Phaere from the Illithids

Posted: Fri Jan 18, 2002 11:02 am
by Silverfox
Everytime I defeat the mind flayers Phaere is red and gets killed. I can't go back to the drow city because my cover is blown. How do I keep her alive so I can continue the game. Please let me know.

Thanks

Posted: Fri Jan 18, 2002 11:42 am
by speedball
Are you using any area effect spells in the battle? If she is getting caught in the blast of a fireball, for example, that might be turning her red.

My 2 cents, anyway.

Posted: Fri Jan 18, 2002 11:48 am
by Silverfox
I'm using cloudkill. I've replayed this scence all day and she either dies or turns red. How do I keep her alive?

Posted: Fri Jan 18, 2002 12:02 pm
by Bobsy
Don't use cloudkill. This hurts EVERYONE it touches. And after that nice Solaufein told you not to hurt her by accident, Mr Fox. Tut tut.

Posted: Fri Jan 18, 2002 12:02 pm
by Kassaras
Cloudkill is an area of effect spell and so Phaere and/or soluafein turn hostile.
Try using a deathspell at the illithids.
For an unknown reason their MR does not block it and they all die pretty quickly.

Posted: Fri Jan 18, 2002 4:58 pm
by Sojourner
Originally posted by Kassaras:
<STRONG>Cloudkill is an area of effect spell and so Phaere and/or soluafein turn hostile.
Try using a deathspell at the illithids.
For an unknown reason their MR does not block it and they all die pretty quickly.</STRONG>
This is pretty much the only group of illithids in the game I've seen affected by Death Spell. If you have a good thief, traps work well too.

Posted: Fri Jan 18, 2002 8:08 pm
by Chanak
Hmmm. Other than a bug, here's a way to try it, perhaps.

I always keep my priest spell casters stocked with the Chaotic commands spell. Have this cast on everyone before the battle occurs. This will nullify the irritating Psionic blasts of those octopus heads.

Cast Protection from Evil, 10' radius; Haste; Bless; Chant; and whatever other enhancing spells you can think of, cast them, too. (This should be standard battle procedure anyway.) Be sure to have your melee warriors equipped with shields to avoid having their brains instantly sucked out by these bozos. Whatever you can do to enhance AC, do it.

Engage them in Melee and use ranged weapons; DO NOT use area effect spells whatsoever. Don't worry, for Phaere and Soluafein will be ok throughout the fight (they aren't wimps). You should wax them easily. If you want to use targeted spells on the flayers, go ahead, though I don't waste my time doing it. I just use buffering spells for my party.

Some advice: if a party member (or your character) gets schlorped by a Mind Flayer (pause the game and look at their intelligence stat), immediately withdraw him out of the Flayer's range so he can recover. Don't worry, it's temporary, and I've actually had that wear off during battle. What I've done is have my PC chug a potion of genius - heh heh heh - and then have him hack his way through those slimy creeps enjoying the extra protection of a very high intelligence. Nice.

Posted: Sat Jan 19, 2002 7:33 am
by Kassaras
I know that normally illithids are unaffected by deathspell.The first time i used it just to get rid of the umber hulks and the illithids died as well.Worked every time for me since but only there.

Posted: Sun Jan 20, 2002 3:52 pm
by Xyx
If you have a level 15+ Cleric, Bard, Sorcerer or Mage, summon a few Skeleton Warriors. They do well versus almost everything, including Mind Flayers. Invisible Stalkers are also nice.

Posted: Sun Jan 20, 2002 5:32 pm
by Azulmaultar
Modenkainen's sword is immune to every single psionic attacks... Use wizard eye to explore the area, send 2 or more modekainen swords into the area

Nobody gets hurt and dipatch illithids pretty quickly. Only problem is when you have umber hulks. though this is not a problem if you have cloudkill and zone of sweet air(cloudkill isnt so great against mind flayers anyways...). Drop cloudkill with staff of magi equiped, run out, have a cleric cast zone of sweet air, and send your mind flayers dispatching task force in..

Umber hulks die or rather, suffocate quickly inside the cloud, so this strategy works great and i used this tactics throughout the whole mind flayer hell hole.

Other people have better strategies, im sure... this strategy works pretty slow and wizard eye gets held a lot against psionic blasts so you might wanna try this tactics only when others fail

Posted: Mon Jan 21, 2002 2:21 am
by UserUnfriendly
I cant remember who, but he and I had a detailed thread about best summons to use on flayers. here is the condensed result, and some new tactics.

skellies are good, but use mass inv and haste to make them killers. I went thru flayer lair with just 4...worked like a charm. they cant lock in to suck int and lasted forever. thse two spells make skellies as immune as inv stalkers or aeriel servernts and they got better damage.

inv stalkers will last forever, allowing you to take potshots with ranged weapons. the flayers just cant harm them at all!!!

send in a planetar or deva with free action and globe of blades up. immune to everything the flayers can throw, the planetars are only vulnerable to stun effects, which free action removes.

if you want hands on whacking, give best warrior, keldorn works really well here, imp inv ring and cast chatoic commands, boots of speed. the inv makes him almost impossible to target with int drain, and when you hit greater whirlwind he streaks across the screen at twice boots of speed mov rate. vicious, and whaack with holy avenger.

my kensai mage uses mislead and boots to kill of the entire falyer lair myslef.

Posted: Mon Jan 21, 2002 2:23 am
by UserUnfriendly
mswords also work well, but only if you have balderdash patch. otherwise they get dominated. a lot.