By far, the single most useful tip for taking out the Heart crew (so called because it's the Heart key that releases them) is this: Attack from the right. That's it. Both of their Tanks are on the left--the Marilith is temporarily immune to all weapons, and the Elder Orb is loaded with spell protections, Stoneskin, etc. But take a look at their right flank: An Archer (can't wear heavy armor), a Druid (can't wear heavy armor), and a Kensai (can't wear any armor at all). PLOW THOSE SUCKERS!
Normally I would object to trapping spawn points, but if you've turned one of the keys and a bunch of guys popped out for a big fight, it's easy enough to predict that the same thing will happen when you turn the second and third keys, too. The 6 enemies have a lot of Magic Resistance and immunities (to discourage the same old Time Stop deal), so play around with some other high-level tactics, such as Improved Haste->Time Trap->Assassination.
Since they never miss their shot, even through three feet of armor plating, Archers can be a real pain.....unless you've got Physical Mirror or the Shield of Reflection.
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Volothamp's Comeuppance
Everything you ever needed to know about the entire Baldur's Gate series......except spoilers.
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