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#11 |
Manshoon
![]() Join Date: September 25, 2002
Location: St. George, Utah
Age: 49
Posts: 166
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Drop a couple of lower resistance spells on the addies, and then you can pound them to scrap with low-level spells. They really don't have a ton of HP, just a lot of resistances. If you can get past the magic resistance, magic missiles and Melf's meteors will chew them up nicely.
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\"I\'m a simple man. All I want is enough sleep for two men, enough whiskey for three, and enough women for four.\" - Walter Slovotsky |
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#12 |
Red Dragon
![]() Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
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1. Malthaussen, the Sanctuary spell is useless in De'Arnise Keep! Yes, you can enter the room under Sanctuary without disturbing the golems. But once you touch the treasure there, the golems awake and get rather displeased with your presence. In the other words, putting your hands on the treasure is considered an offensive move there.
You can use Sanctuary another way: Cast Sanctuary, enter the room and attack the golem which you want to kill. Run away. The golem will follow you. Kill the golem. Cast Sanctuary. And so on. 2. As far as axes are considered, any "+3" perpetual throwing axe will do. Azuredge is +3. Another possibility is the Rifthome Axe. Wyvern Tail is unsufficient because it is only +2. The axes are used the same way as the bows or the sling.
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My name is Demon\'s Last Day. Yes, the last one. |
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#13 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Some Arrow Trivia:
---- Fire/Ice Arrows allow the target to make a save versus spell. If the target succeeds, NO elemental damage is dealt. On the same note, Arrows of Piercing/Biting also follow the above rule. All of the above special damage can be resisted by Magic Resistance as well. Acid Arrows IGNORE saves and Magic Resistance, making these one of the best types of arrows. All of the above are +1 enchanted only, even the Arrows of Piercing. Creatures that require +2 enchanted or better weapons to be hit will IGNORE BOTH the physical damage and special damage of the arrows. |
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#14 |
Manshoon
![]() Join Date: May 10, 2001
Location: Horsham, PA USA
Age: 69
Posts: 151
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Quote: "Malthaussen, the Sanctuary spell is useless in De'Arnise Keep!"
This turns out not to be the case, Radek. I have cleaned out the Golem chapel some score of times using Sanctuary, and have never had to fight the golems. The golems will become hostile once the loot is touched, agreed. But they will not/ can not attack the Sanctuaried character, so as long as she is the only person in sight, you have no problem. Unless the Improved Tactics scripts or some other modification to the game have changed the way the golems do business, the chapel can be looted without any bloodshed. Or rock shed. Since I don't use the improvement mods, I can't speak to whether or not they make a difference. -- Mal
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\"Of two choices, I always take the third.\" |
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#15 |
Drizzt Do'Urden
![]() Join Date: November 30, 2002
Location: Five Flagons Inn
Posts: 633
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I use Sanctuary to rob Nalia's goodies all the time and it has never failed once. I don't know why some people have problems.
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#16 |
Drizzt Do'Urden
![]() Join Date: November 30, 2002
Location: Five Flagons Inn
Posts: 633
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Forgot to mention.
Wyvern Tail is a Morning Star / Flail, not a throwing axe. It's still a great weapon! |
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#17 |
Ironworks Moderator
![]() Join Date: June 10, 2001
Location: Pasir Ris, Singapore
Age: 42
Posts: 11,063
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Fast Tips For De'Arnise Keep's Golem Room
---- 1) You can do a pre-emptive strike and whack the Golems first. Only the Golem that is struck will turn hostile. Using this tactic, you can arrange everybody in a circle around the target Golem and backstab/whack/club/smash/etc... it for free in the first round. Most of them will die in the first round of attacks. 2) Positioned properly, a character can poke the Iron Golem to death through the door while out of reach of the IGolem's melee attack and gas cloud. 3) Traps... ... |
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#18 |
Ironworks Moderator
![]() Join Date: January 7, 2001
Location: Monroe, LA
Age: 61
Posts: 7,387
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Another little bit of trivia (spoiler ahead):
> > > > > > > > > > > > > > > > > > > > The Iron Golem (or Adamantium, if you put off De'Arnise keep until later in the game) will NOT attack if you grab the first loot case on the left, the one with the Hammer +4 Giantkin. You can then haste your character, equip him/her with the hammer, and whack on the Golem, retreating whenever he blasts his "poison gas" cloud. Repeat until he falls. I usually take out the smaller golems first in the way described by Dundee, then rob the Hammer, set my spellcasters in back slinging MMM's, and equip Lilarcor and the Hammer on two characters and have them go to town. I've never lost a person yet, and have not used the "cheesy" tactic of trapping the Golem in a door. -Sazerac
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#19 | |
The Magister
![]() Join Date: April 8, 2002
Location: Here in England
Age: 37
Posts: 102
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Quote:
I can guarantee, if I was in the party with the chance of death, I would use the terrain to my advantage.
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G\'Blah! |
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#20 |
Avatar
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Trapping the golems in the doorway is "cheesy" because if you were fighting them in PnP, they would just bash the wall above the door to make the doorway big enough.
This is somewhat fixed in the Tactics mod's Improved Golems because they are given a ranged attack that deals the same damage as their normal one (but you still avoid the gas cloud). Spoilers ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ A great weapon to kill golems are Melf's Minute Meteors. They are considered a +5 weapon, and fire 5 per round. If you have a couple of mages using these, you will speed up golem killing by quite a bit. Or if you have the Earth Ring from another section of the keep, you can use it to charm one of the stone golems in the room. Golems are susceptible to the Ring's charm Earth Elemental, and the Stone Golem's attacks are enchanted enough to hit the Iron Golem.
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