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2 questions regarding Watcher's keep

Posted: Sun Nov 05, 2006 3:42 am
by liorde
Hello all,
I would like to ask some things now that I am in the watcher's keep.

1. I am in the chamber where I am suppose to release a demon from a cage. I took the north-west door and was immediately confronted by many trolls. Desert-Trolls to be exact. I did not succeed in killing them. I tried fire arrows, Melf'a acid arrow, when they are "Nera Death" on the ground but it seems to have no affect on them. How do I kill them?

2. I tried to summon a fire elemental with Edwin. As soon sa the fire elemental appears, Edwin freezes on the spot. At first I thought he was "confused", but then I saw that he is in "Combat of the mind" state. What is that? He remains like this for a few seconds and then the summoned elemental turns hostile and attacks the party.
Same goes for other elementals that are summoned.

Can someone please explain?

Thank-you.

Posted: Sun Nov 05, 2006 4:09 am
by Xandax
liorde wrote:Hello all,
I would like to ask some things now that I am in the watcher's keep.

1. I am in the chamber where I am suppose to release a demon from a cage. I took the north-west door and was immediately confronted by many trolls. Desert-Trolls to be exact. I did not succeed in killing them. I tried fire arrows, Melf'a acid arrow, when they are "Nera Death" on the ground but it seems to have no affect on them. How do I kill them?
<snip<
I do believe it should be acid which kills them, when they are lying on the ground, but I can't remember 100%. Have you tried other forms of elemental damage, such as frost?
2. I tried to summon a fire elemental with Edwin. As soon sa the fire elemental appears, Edwin freezes on the spot. At first I thought he was "confused", but then I saw that he is in "Combat of the mind" state. What is that? He remains like this for a few seconds and then the summoned elemental turns hostile and attacks the party.
Same goes for other elementals that are summoned.

Can someone please explain?

Thank-you.
If you read the description of the spells you are mentioning, then you'll see that the wizard needs to "battle" for dominance over the summon (elementals), and if failing the summon will be hostile. That is what "Combat of mind" is, as mentioned in the description of the spell.

Posted: Sun Nov 05, 2006 4:15 am
by liorde
Thanks Xandax.

I admit not reading the spell's description. So is the success in the Battle of the mind" determined by the caster's level or something, if he/she will be able to dominate this summoned creature?

Posted: Sun Nov 05, 2006 9:56 am
by Pe Ell
I believe frost kills the desert trolls. Never encountered any myself, depends on party level what kind of creatures you face there. For me it's always fire giants. So I could be wrong.

The spell is lesser fire elemental right? The chance of hostility is 15% regardless of level or anything else.
[url="http://www.gamebanshee.com/baldursgateii/spells/images/conjurelesserfireelemental.jpg"]Check out the spell description here[/url]

Posted: Sun Nov 05, 2006 8:34 pm
by DaemonJ
If you have Jaheira in your party she is the best for summoning an elemental as she does not have to battle for control of it.

Posted: Mon Nov 06, 2006 3:15 pm
by liorde
I am in a lot of trouble now...

I am now in the maze where I have to read the Elf's poem and choose the correct portal to go through.
Anyway, I am now in a room where the halls are trapped and there are REALLY nasty monsters there, a super fast pit fiend, Congurons and 2 spear throwing salamander like creatures.
No way that I can pass this. My characters get panic and poisoned all the time, and of course no spell casting.
Can someone throw an advice here please?

Thank-you!

Posted: Mon Nov 06, 2006 3:38 pm
by fable
Xandax wrote:If you read the description of the spells you are mentioning, then you'll see that the wizard needs to "battle" for dominance over the summon (elementals), and if failing the summon will be hostile. That is what "Combat of mind" is, as mentioned in the description of the spell.
As I recall, there are also some rings that make it easier to summon these entities without risk to life, limbs, liver, spleen, kidneys, etc.

Posted: Thu Nov 09, 2006 6:56 am
by Celacena
liorde wrote:I am now in the maze where I have to read the Elf's poem and choose the correct portal to go through.
Anyway, I am now in a room where the halls are trapped and there are REALLY nasty monsters there, a super fast pit fiend, Congurons and 2 spear throwing salamander like creatures.
No way that I can pass this. My characters get panic and poisoned all the time, and of course no spell casting.
Can someone throw an advice here please?

Thank-you!

that room is horrendously difficult - and even with a strong party it often requires reloads to get through. first off - save before entering - that will cut down the prep work. secondly - try improved invisibility and cloak of non-detection (if you have it) - that may buy some time. thirdly have wand of monster summoning / rings of summoning / spells so as to block the attack route to buy some time.
protection from evil may help.
turn off party AI if you have any characters that charge right in on sight or change their scripts.
the key is to get time to act, rather than panic.

most of the enemies are dangerous - if you have boots of speed and are invisible, you might get a chance to get that character across the room and away from the attacking creatures. if you fail your save, the trap may render you easy meat.
I think the trap causes panic/confusion - for enough time that you get ripped to shreds. a thief can sometimes disarm it, but summoned creatures don't seem to trigger it.
you ARE likely to lose a party-member or two, so speed/haste on the cannon fodder may buy you time. a sped up fighter like Keldorn with Corsomyr can do some real damage, but is likely to be overcome.
the salamader-type creatures are the easiest and sometimes fall to summoned monsters which you summon from afar and send in without getting spotted. that usually means abandoning your party members, but the wand of resurrection is your friend - have a cleric/druid with raise memorised and raise them first.

After I had weakened the enemy and made sure there was enough cannon-fodder to take some of the damage - I tended to be hasted and use Celestial Fury which stunned the enemy whilst I hit them some more. running away whilst the enemy was stunned gave me another chance to repeat that. I tend to use multiple buffs and if you are really desperate, the protection from magic scrolls could save you - but I try to keep them for even worse encounters, such as the Twisted Rune.

the WK battles are some of the toughest in the game and the number of traps you can get caught in usually depletes your party strength before the fight really gets going. I have found that it is usually necessary to experiment with tactics and reload a few times. an hasted and buffed Keldorn can help, but getting the PC out of visual-range is the key so far as I am concerned.