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This dungeon with kobold commandos is driving me NUTS! The halls are SO narrow, and long, and i cant pull these things singly and i just dont have enough AOE spells..
I used up a oil of fiery burning in the first BIG room and it took out 25 kobolds at once! Then since my protagonist has a good AC and save to "breath weapons" (they shoot these flaming arrows=breathe weapn..) i have her leading the way, with Imoen behind her to help kill things and to detect traps. Then i come upon this MAGE guy who csts lightning bolt, kills himself and imoen. Bah what fun is that. Then this Ogre mage. I could use some tips for this place.. What i have done up to this point- Cleared gnoll stronghold, Solved mines, done a bunch of side quests. group is Me (cleric-4 or 5), Jaheira Khalid, Imoen, Minsc and Dynaheir. Have tried- massive AOEs, hold person, summoning 5 skeletons as cannon fodder, i get interrupted a lot when tring to cast while in view of them. Plus, it seems that when i restart a save game, many of the nearby Kobolds have re-spawned! it makes it really tough. I am also annoyed at the fact that Dynaheir has no "hold/charm" type spells grrr all day pretty much all she is good for is like 2 to 3 magic missiles bah. Her "group input" is at like 0% how sad. Any ideas would be apreciated. |
There has been MUCH discussion of the Firewine Dungeon, and the best tactics to emply therein. Some of the better ones:
* As you said, the passages are too narrow for properly moving your party around. So--Don't take your party. Take 1 person (Tank) for the Kobolds, and 1 person for the Traps, leaving the rest of the gang at the entrance. * The Kobold Commandos respawn every minute or so, unless they respawn area is being 'watched' by a party member. So, be aware that by the time your Tank & Thief have fully explored the maze, they'll need to fight their way back to the start because of all the respawned Kobolds. Reloading at any part of the maze causes a complete respawn. On the plus side, this can be used to gather an infinite amount of free Fire Arrows. * Treat the spellcasters there as you would treat any hostile spellcaster--with lots of arrows. If they're dumb enough to fire off a Lightning Bolt in a narrow passageway, get the hell out of there, then come back and pincushion his sorry hide. |
Cool thanks- and i did a search for old posts on this too.. i am tempted to go back and start the dungeon from a different spot..i was told there is some way to enter at the end of the maze.
But yes essentially i did that where i used my main char with only Imoen since i rarely get hit. the trouble is i dont do a whole lot of damage, i miss a lot and so forth since i am only a cleric. but i have the highest resistance to missle/breathe for some reason (probably becuase i use a shield with my sling, whereas Khalid cannot use a shield and a bow at the same time ...)so i take less damage than Khalid :/ thanks |
Or you can select your best thief, and have him/her constantly hide in the shadows. Leave the rest of your party behind, get close to your enemy with this thief, and backstab using a ranged weapon. Run off if when try to follow you.
If they give up the chase, that is good - repeat the above process! If they continue to chase, simply lead the following Kobolds to the rest of your party, when you can ambush them. Watch out though- I think they respawn. |
The way I like to do this dungeon is by entering from the halfling village instead of from the bridge. If you go in through the secret door in the traitor's basement, you end up right next to the Ogre Mage. It's easier to take out the big bad guy before you run around sucking up fire arrows.
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gahhhh this place is still REALLY bugging me but thanks for the tips
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gahhhh this place is still REALLY bugging me but thanks for the tips
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