Just completed SoA, so though I'd share some wisdom.
Posted: Sun Jun 04, 2006 10:31 am
Hah, yeah right. Like I'm really wise enough to reccomend strategies and all that rubbish.
I'm a H&S guy at heart, so this is probably reflected below...
Anyway...here's some tips/tricks/generic thoughts/ideas I discovered on my travels through Amn. Enjoy/discuss/whatever.
[CHEESE] Mordenkainen's Lock-in:
--------------------------------
Summon two or three Mordenkainen's Swords, line 'em up next to a door that you know has some powerful baddies on the other side (I'm thinking magic users - people like Mind Flayers, Beholders etc). Have someone open the door for the swords, shove them through, and shut the door again.
Now sit back and wait. The swords will go off and attack by themselves, and being immune to most things except Maze, Imprisonment, and death-type spells, they'll hack their way through almost anything (or at least bring the bad guys down to an easily-killable level). You won't be able to see or control the action, but keep an eye on the message box and listen to the battle for a laugh. It's amsuing to hear someone having their ass kicked, but not see it...
A similar idea is to engage a powerful (but not very mobile) enemy (I did this on Irenicus in the Tree Of Life), run out of his sight, summon a few swords and send them back to do battle. Again, you won't be able to see the action, but they'll kick a lot of ass and make your life a lot easier before they expire.
Levels:
-------
Do ALL the quests in an area before moving on. By this, I mean for example doing all of the subquests in Athkatla before heading off to Spellhold. Why? Experience, equipment, gold...the list goes on. Granted, it's a lot of hard work, but once you've done all those Athkatla subquests (and the other bits and pieces like the Pebblecrusher gang and the Twisted Rune (if you're hard enough!) etc etc), you'll be well geared up for everything else and pretty much 'ahead of the game'. Especially worth doing above all else are the Firkragg quest and the Guarded Compound in the Temple District (this isn't a quest, but just barge in there and kill everyone). The spoils are well worth it. And I do mean WELL worth it.
Useful Stuff:
-------------
I won't go into detail because I don't want to spoil it too much, but there are a few bits of gear that I found myself using over and over again. Here they are.
1. Lilarcor (I've actually grown to like it, perversely enough)
2. Shield Of Harmony
3. Carsomyr (duh)
4. Scroll Cases/Gem Bags/Bag Of Holding
5. Fire Arrows
6. Mace Of Disruption
7. Celestial Fury (my fave weapon in the whole game)
8. Potions of Extra Healing (way faster than spells during combat)
9. Staff Mace (if you have Jaheira)
10. Bracers Of Defense AC3 (Mage protection)
11. Cloak Of The Sewers (reaches the parts other cloaks can't)
12. Cloak Of ... [forgotten what it's called] - the one that turns spells.
13. Boots Of Speed
14. Glasses Of Identification (save some spell slots here...)
15. Sunstone Bullets (anti-Golem ranged warfare, don't waste them)
Bear in mind that I play a pretty Hack/Slash party with only on mage and one cleric...I do a lot of brute-forceing my way through the game.
Useless Stuff:
--------------
1. Wands. I never used one, despite carrying a selection of them around 'just in case'.
2. Arrows +2/Biting/Acid/etc etc. Once you have Tuigan's bow, what's the point (other than Fire for trolls)?
3. Any silver/gold jewellery. You get 1GP for a silver necklace. Leave it on the floor, not worth wasting an inventory slot on. Same goes for anything cheap really (unless you're really early on in the game, in which case loot, sell, buy new gear, repeat)
4. Level 1/2/3 scrolls. Learn them, ditch any more you come across.
5. The Book Of Kaza. Flog it once you've got it, it does nothing.
6. Most other Books, come to think of it. 'History Of...' books inparticular (with a few exceptions)
7. Potions of Mind Focusing, Genius etc. This is only useful if you don't wanna start summoning stuff to deal with Mind Flayers. Beyond that they have no use to me (maybe I'm wrong)
8. A lot of other potions. If it doesn't heal, I probably won't use it until the end of the game.
9. 'Quest Stuff' as I call it. Once you've done the quest that required you to keep a bit of gear that has no use outside that quest, dump it. I can't think of anything that I ever needed afterwards. It's all about Inventory Management. Dump it all on the floor in your Stronghold if you think you might need it later on. Same goes for parts of weapons etc - dump them somewhere safe until you have the other parts.
10. Boo. Don't get me started.
11. Black Spider Figurine. By the time I needed it, all my enemies were hard enough to slay Kitthix without batting an eyelid.
12. Rogue Stones. You will only ever need two. Once you have those, flog the rest (they're worth a bit)
13. Wakisashis/Ninja-Tos. Why? When Scimitars are better for the same proficiency? There are very few powerful ones anyway.
14. Bastard Swords. Nope, pretty useless and not very powerful in real terms.
Useful Spells:
--------------
My 'most used' stuff.
1. Breach. Indispensable.
2. Mordenkainen's Sword
3. Dispel Magic/Remove Magic
4. Haste
5. Heal
6. Barkskin
7. Defensive Harmony/Bless (although they don't last very long)
8. Greater Restoration Scrolls (always carry 3 or 4 of these if you're going anywhere near the Undead)
9. Resist Fear (Dragon-beating)
10. Cloudkill (for cheese purposes)
11. Disintegrate (for when someone charms/dominates your Mordenkain's Sword...)
12. All of the 'Cure X Wounds' spells. (For those 'can't rest' moments)
NPCs:
-----
Yoshimo: Good thief, useless for anything else. Even if you arm him up the eyeballs.
Nalia: forget the thieving abilities, she's a mage with a shortbow, use her as such and you're laughing. It's even possible (on a very good day when your tanks are taking the damage) to use her in Melee...she's just more useful elsewhere.
Jaheira: useful as a healer/buffer/melee/long range type of gal. Not amazing, but pulls her weight. Useful.
Minsc: Solid frontline Tank. Give him two decent maces or Lilarcor - can't really find any faults with him for this role.
Keldorn: THE tank. Give him Carsomyr and he's unstoppable.
Valygar: Frontline guy, but think about what you equip him with and how you use him, otherwise he'll go the way of Yoshimo.
Korgan: Excellent tank, great for evil parties. Doesn't get on very well with anyone though.
Imoen: Pretty similar to Nalia in my experience...except I find Nalia better, because you have the chance to build up her experience and spell repertoire to a higher level than Imoen is at when you reacquire her.
Mazzy: Not used as yet.
Cernd: Not used as yet.
Haer Dalis: Not used as yet.
Anomen: The most annoying personality in the game. Reasonable frontline fighter, seem to remember him pulling his weight, but getting on my nerves.
Edwin: Not used as yet.
Aerie: Not used as yet.
Jan: The best thief. Unfortunately not very useful outside of that. Don't let him anywhere near any Melee action.
Viconia: Not used as yet.
Proficiencies:
--------------
Now here's a can of worms.
I would suggest having at least one guy good with Two Handed Swords, one good with something powerful and blunt (e.g. Maces), one good with Katanas (ignore the game's warning about them being rare, you NEED to have someone with Celestial Fury), and one good with Longswords. Warhammers and axes are always good as well. Make sure you have someone good with a Sling and a Bow (preferably short) as well. With that little lot you should be able to use all the best stuff in the game, and still be able to DO everything.
The useless ones are Bastard Sword (very few good ones, underpowered), Club (same again), Wakizahi/Ninja-to (Scimitars are a better option), Darts (just forget it), Daggers (unless you backstab a lot), and Crossbows (carried one but never used it, although there's a decent selection).
Bear in mind that you CAN get through the game without ranged combat of any type, but you might end up re-loading a lot more due to your weaker characters getting battered in CC.
Just so you know, for a large portion of the game my party looked a bit like this:
PC: Celestial Fury/Daystar/Blade Of Roses or Dragonslayer (Katana/Longsword)
Minsc: Dual wielding two Maces or Lilarcor (Mace/Two Handed Sword)
Keldorn: Carsomyr (Two Handed Sword)
Valygar: His own Katana, sometimes dual wielding with Malakar +2 (Katana)
Jaheira: Staff Mace/a good Sling (actually Quarterstaff/Sling)
Nalia: Tuigan's Bow/Arbane's Sword/Adjatha The Drinker (Short Bow/Short Sword/Long Sword)
I tended to swap and chuck which weapons I used against which enemies. For example I usually carry Mauler's Arm (Golem battles), Flame Tongue (Undead), Skullcrusher (when I'm in a bad mood), Rod Of Smiting (amazing against Golems), and Warblade +4 (for Minsc when I get bored of the Maces).
That little lot go me through SoA easily enough. There were very few 'hard' bits - the only ones that spring to mind being a battle with a shedload of Iron/Clay/Stone Golems in the Fiirkragg quest (which was weird - no walkthrough seems to mention this battle by the 'Fire Elemental Well'), the Mind Flayer Dungeon (until I started playing with magical swords), and the various Dragons. Oh and the Guarded Compound, Twisted Rune, and Kangaxx, but those last three are all well known for being difficult.
I've probably just talked a load of utter bollocks, but someone might find that useful. That's how I forced my way through.
I'm a H&S guy at heart, so this is probably reflected below...
Anyway...here's some tips/tricks/generic thoughts/ideas I discovered on my travels through Amn. Enjoy/discuss/whatever.
[CHEESE] Mordenkainen's Lock-in:
--------------------------------
Summon two or three Mordenkainen's Swords, line 'em up next to a door that you know has some powerful baddies on the other side (I'm thinking magic users - people like Mind Flayers, Beholders etc). Have someone open the door for the swords, shove them through, and shut the door again.
Now sit back and wait. The swords will go off and attack by themselves, and being immune to most things except Maze, Imprisonment, and death-type spells, they'll hack their way through almost anything (or at least bring the bad guys down to an easily-killable level). You won't be able to see or control the action, but keep an eye on the message box and listen to the battle for a laugh. It's amsuing to hear someone having their ass kicked, but not see it...
A similar idea is to engage a powerful (but not very mobile) enemy (I did this on Irenicus in the Tree Of Life), run out of his sight, summon a few swords and send them back to do battle. Again, you won't be able to see the action, but they'll kick a lot of ass and make your life a lot easier before they expire.
Levels:
-------
Do ALL the quests in an area before moving on. By this, I mean for example doing all of the subquests in Athkatla before heading off to Spellhold. Why? Experience, equipment, gold...the list goes on. Granted, it's a lot of hard work, but once you've done all those Athkatla subquests (and the other bits and pieces like the Pebblecrusher gang and the Twisted Rune (if you're hard enough!) etc etc), you'll be well geared up for everything else and pretty much 'ahead of the game'. Especially worth doing above all else are the Firkragg quest and the Guarded Compound in the Temple District (this isn't a quest, but just barge in there and kill everyone). The spoils are well worth it. And I do mean WELL worth it.
Useful Stuff:
-------------
I won't go into detail because I don't want to spoil it too much, but there are a few bits of gear that I found myself using over and over again. Here they are.
1. Lilarcor (I've actually grown to like it, perversely enough)
2. Shield Of Harmony
3. Carsomyr (duh)
4. Scroll Cases/Gem Bags/Bag Of Holding
5. Fire Arrows
6. Mace Of Disruption
7. Celestial Fury (my fave weapon in the whole game)
8. Potions of Extra Healing (way faster than spells during combat)
9. Staff Mace (if you have Jaheira)
10. Bracers Of Defense AC3 (Mage protection)
11. Cloak Of The Sewers (reaches the parts other cloaks can't)
12. Cloak Of ... [forgotten what it's called] - the one that turns spells.
13. Boots Of Speed
14. Glasses Of Identification (save some spell slots here...)
15. Sunstone Bullets (anti-Golem ranged warfare, don't waste them)
Bear in mind that I play a pretty Hack/Slash party with only on mage and one cleric...I do a lot of brute-forceing my way through the game.
Useless Stuff:
--------------
1. Wands. I never used one, despite carrying a selection of them around 'just in case'.
2. Arrows +2/Biting/Acid/etc etc. Once you have Tuigan's bow, what's the point (other than Fire for trolls)?
3. Any silver/gold jewellery. You get 1GP for a silver necklace. Leave it on the floor, not worth wasting an inventory slot on. Same goes for anything cheap really (unless you're really early on in the game, in which case loot, sell, buy new gear, repeat)
4. Level 1/2/3 scrolls. Learn them, ditch any more you come across.
5. The Book Of Kaza. Flog it once you've got it, it does nothing.
6. Most other Books, come to think of it. 'History Of...' books inparticular (with a few exceptions)
7. Potions of Mind Focusing, Genius etc. This is only useful if you don't wanna start summoning stuff to deal with Mind Flayers. Beyond that they have no use to me (maybe I'm wrong)
8. A lot of other potions. If it doesn't heal, I probably won't use it until the end of the game.
9. 'Quest Stuff' as I call it. Once you've done the quest that required you to keep a bit of gear that has no use outside that quest, dump it. I can't think of anything that I ever needed afterwards. It's all about Inventory Management. Dump it all on the floor in your Stronghold if you think you might need it later on. Same goes for parts of weapons etc - dump them somewhere safe until you have the other parts.
10. Boo. Don't get me started.
11. Black Spider Figurine. By the time I needed it, all my enemies were hard enough to slay Kitthix without batting an eyelid.
12. Rogue Stones. You will only ever need two. Once you have those, flog the rest (they're worth a bit)
13. Wakisashis/Ninja-Tos. Why? When Scimitars are better for the same proficiency? There are very few powerful ones anyway.
14. Bastard Swords. Nope, pretty useless and not very powerful in real terms.
Useful Spells:
--------------
My 'most used' stuff.
1. Breach. Indispensable.
2. Mordenkainen's Sword
3. Dispel Magic/Remove Magic
4. Haste
5. Heal
6. Barkskin
7. Defensive Harmony/Bless (although they don't last very long)
8. Greater Restoration Scrolls (always carry 3 or 4 of these if you're going anywhere near the Undead)
9. Resist Fear (Dragon-beating)
10. Cloudkill (for cheese purposes)
11. Disintegrate (for when someone charms/dominates your Mordenkain's Sword...)
12. All of the 'Cure X Wounds' spells. (For those 'can't rest' moments)
NPCs:
-----
Yoshimo: Good thief, useless for anything else. Even if you arm him up the eyeballs.
Nalia: forget the thieving abilities, she's a mage with a shortbow, use her as such and you're laughing. It's even possible (on a very good day when your tanks are taking the damage) to use her in Melee...she's just more useful elsewhere.
Jaheira: useful as a healer/buffer/melee/long range type of gal. Not amazing, but pulls her weight. Useful.
Minsc: Solid frontline Tank. Give him two decent maces or Lilarcor - can't really find any faults with him for this role.
Keldorn: THE tank. Give him Carsomyr and he's unstoppable.
Valygar: Frontline guy, but think about what you equip him with and how you use him, otherwise he'll go the way of Yoshimo.
Korgan: Excellent tank, great for evil parties. Doesn't get on very well with anyone though.
Imoen: Pretty similar to Nalia in my experience...except I find Nalia better, because you have the chance to build up her experience and spell repertoire to a higher level than Imoen is at when you reacquire her.
Mazzy: Not used as yet.
Cernd: Not used as yet.
Haer Dalis: Not used as yet.
Anomen: The most annoying personality in the game. Reasonable frontline fighter, seem to remember him pulling his weight, but getting on my nerves.
Edwin: Not used as yet.
Aerie: Not used as yet.
Jan: The best thief. Unfortunately not very useful outside of that. Don't let him anywhere near any Melee action.
Viconia: Not used as yet.
Proficiencies:
--------------
Now here's a can of worms.
I would suggest having at least one guy good with Two Handed Swords, one good with something powerful and blunt (e.g. Maces), one good with Katanas (ignore the game's warning about them being rare, you NEED to have someone with Celestial Fury), and one good with Longswords. Warhammers and axes are always good as well. Make sure you have someone good with a Sling and a Bow (preferably short) as well. With that little lot you should be able to use all the best stuff in the game, and still be able to DO everything.
The useless ones are Bastard Sword (very few good ones, underpowered), Club (same again), Wakizahi/Ninja-to (Scimitars are a better option), Darts (just forget it), Daggers (unless you backstab a lot), and Crossbows (carried one but never used it, although there's a decent selection).
Bear in mind that you CAN get through the game without ranged combat of any type, but you might end up re-loading a lot more due to your weaker characters getting battered in CC.
Just so you know, for a large portion of the game my party looked a bit like this:
PC: Celestial Fury/Daystar/Blade Of Roses or Dragonslayer (Katana/Longsword)
Minsc: Dual wielding two Maces or Lilarcor (Mace/Two Handed Sword)
Keldorn: Carsomyr (Two Handed Sword)
Valygar: His own Katana, sometimes dual wielding with Malakar +2 (Katana)
Jaheira: Staff Mace/a good Sling (actually Quarterstaff/Sling)
Nalia: Tuigan's Bow/Arbane's Sword/Adjatha The Drinker (Short Bow/Short Sword/Long Sword)
I tended to swap and chuck which weapons I used against which enemies. For example I usually carry Mauler's Arm (Golem battles), Flame Tongue (Undead), Skullcrusher (when I'm in a bad mood), Rod Of Smiting (amazing against Golems), and Warblade +4 (for Minsc when I get bored of the Maces).
That little lot go me through SoA easily enough. There were very few 'hard' bits - the only ones that spring to mind being a battle with a shedload of Iron/Clay/Stone Golems in the Fiirkragg quest (which was weird - no walkthrough seems to mention this battle by the 'Fire Elemental Well'), the Mind Flayer Dungeon (until I started playing with magical swords), and the various Dragons. Oh and the Guarded Compound, Twisted Rune, and Kangaxx, but those last three are all well known for being difficult.
I've probably just talked a load of utter bollocks, but someone might find that useful. That's how I forced my way through.