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Old 12-19-2004, 08:30 PM   #1
FUNK MAN SC
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Ok so now I killed him and I Answered just about any questions. I tryed it a few times and bought items from him and all that. And also I posed the two question for the journal and the so called Note that you had to tell him but that time he just whent off for some reason.

The other time I tryed to barter with him but that didn't work since he only gave me a list to buy. Then I tryed just about any sort of question and all that.

Now I find it also weird that the first ever time I speak with him he says something like. Oh, It's you again! Or something like that. Now did I miss something or did I have to go to Bandoth befor aquiring the RazorVine extration or something? Cause I did alot in the Fortress of Dorn's Deep. Did I miss something?

Just want people to tell me if I have to restart all over again or something. Right now I killed Bandoth and I'm now on the Lich. Just tell me what to do so I may restart and it won't be too much trouble since i have a few Sommuning Spells. And I find it helps alot and it's pretty cool [img]smile.gif[/img]

Oh and another thing. Does anyone know where I could find Sommuning Monster Spell Level 3? Cause I only have 1 and 2.

Also the shadow one as well.

Thanks,
Steph

[ 12-19-2004, 08:32 PM: Message edited by: FUNK MAN SC ]
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Old 12-20-2004, 01:25 AM   #2
Aerich
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Welcome to IW, Funk Man [img]graemlins/happywave.gif[/img]

I'm having a hard time following exactly what you did and didn't say to Bandoth, but the good news is that you do NOT have to restart. The Razorvine Extract quest is simply a side quest that gives XP - it can even be skipped altogether without any problems.

If you had the Razorvine in your possession when you talked to him the first time, it should have given you a dialogue string allowing you to pass off the Extract. I can't remember if there's a bug associated with that or not.

I can't recall where you can find Monster Summoning III, but I thought Summon Shadow could be bought from Bandoth, or possibly Nym (a merchant you encounter later in the game). There's plenty of spell scrolls in the last couple chapters, so don't fret.
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Old 12-20-2004, 03:05 PM   #3
FUNK MAN SC
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hey Funk Man SC again,

Ok I just found the Summoning III and it was the the Hero's Hall. You know those Crypts? Anyways and also I have summon shadow as well. Guess I'm obsessed with Summoning since I now know how powerful and useful it is ^_^ By the way there isn't any way to have more then 1 charge per spell per rest right? Cause just would like to know if it's only limited to one charge each.

As for Nym or the so called Gnorm I heard about. Where is he? I slain all the Ice Giants and I have the key to free the slaves that were captured to serve the ice Salemandors Which kind of freaks me out really since each time one of my caracter touches it they suffer cold. I will have to investigate more the salimendor's domain befor giving the key to the slave since the leader warns about not to give out the key. And I think that the leader might be carrying one of the badges as well which I need to complete that 6 badge quest. But after that I don't know what to do. Does anyone know where that Bug like creature that calls himself a wizzard called something like Seebal or something? Do someone know where he is cause i certainly don't know. I'm trying to finish as fast as I can this game cause I still have Heart of Winter and Trail of whatever you call it. To finish. You know that free add-on online you can download from Interplay. Anywho,


Anyways it's true what you said about bandoth though, because I just found the lower Dorns Deeps and it's NOT SECRET AT ALL. Imagine that. I bet there are Iron Golems down there that's why I'm keeping Conlan's Hammer or whatever it's called.

Anyways, Hopefuly I will find more summoning spells. Else then that can anyone tell me other spells that might be similar in power then the Summoning spells? Cause they are pretty handy [img]smile.gif[/img]

Thanks,
Steph

PS:

Else then that I think I'll use my info spell. You know that ghost that apear and can answer some question for you [img]smile.gif[/img] By the way when I got the Identifying spell. I couldn't at all write it into my spell book. And it's not even in my spell book at all. There was no write magic in book or whatever button. So does anyone know of anywhere else I could get the Identifying spell so then I can identify just about any item I wish [img]smile.gif[/img]

Thanks,
Steph
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Old 12-20-2004, 03:39 PM   #4
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Yeah I had this problem...
Hes supposed to give you the subquest to get the extract, what happened to me (and I assume, to you) is that I completed the quest before ever speaking to him...I diddnt even know he was there until I needed to find someone to give the extract to! So when you meet him for the FIRST TIME, having already got the extract, he says like "oh its you again" which is sort of confusing. This is just a layout problem IWD has...unless youre into exploring every knook and cranney in each area before moving on to the next, youre more likely to find him AFTER getting the extract. Meh, either way, it doesnt matter... things keep on as normal after that.
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Old 12-20-2004, 07:45 PM   #5
Aerich
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Some spoilers
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*
*

@ Funk Man,

You can indeed memorize a spell twice (or more) in one rest period. Just make sure you have an empty slot, and click the spell again on the right side of the spellbook.

Nym is in Lower Dorn's Deep. You aren't there yet. After you clear the Frost Giants and Salamanders out of Wyrm's Tooth, go to the stairs at the northeast of the WT map; they will take you to the outside, where you can go back to Kuldahar or into Lower Dorn's.

The key itself isn't what's causing you to take cold damage. All the salamanders have auras of cold (about a 5 ft radius) that cause damage if you get close to them.

The bug-like creature is Saablic Tan, or some such odd name. There's a door in the drow area that leads to some caves; it's at the back of the left side room that had drow in it. A badge holder (the easiest of the bunch) is in those caves as well.

You will want to take out all the Frost Salamanders, including their king. Give the key to the slaves, kill off the salamanders, and talk to Vera again for lots of XP. The fight in the aquarium is one of my favourites. [img]smile.gif[/img]

If you are referring to the Contact Other Plane Spell, that really only has one use, and that's in the expansion (something to do with armour...).

I'm positive there are at least two identify spells in the game; you can find one scroll in the Vale of Shadows, and I believe Orrick in Kuldahar also sells one. I can't remember for sure, but I think there's also at least one in HoW. It's odd that you weren't able to write it before. You should be able to write it by right-clicking on the scroll when it's in the inventory, just like any other scroll. You aren't using a specialist mage, by any chance, are you? A Conjuror will have Divination as its opposition school and therefore won't be able to learn Identify.
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Old 12-22-2004, 03:25 AM   #6
FUNK MAN SC
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Yes I have HOW and I even download that Trial something extension freeware you can get online if you have both Icewind Dale and HOW. And I also got Icewind Dale 2 So got alot to do huh? Also planing to buy the Neverwinter Nights Platinium pack which got like everything you need for a great NWN experience [img]smile.gif[/img] Also I have Laxius Power 3 which will be released on Xmas day at http://www.laxiuspower.com . Which is a freeware RPG kind of game. It's Old Skool 16 Bit style . Just the way the Japanesse used to make there old RPG games

Anywho as for the Identify spell I beleive my Mage is not a specialist but a Single Mage only. And maybe I couldn't write it back then since of a bug maybe? I think I installed HOW and that Trial thing which is suppose to fix some bugs later on. So guess I'll just have to do that save profile and load up that save game and then load him up in the original where I am save game bit. Works for me when I miss stuff which is way too far for me to restart. It's kind of cheating but in some way it isn't I guess. I got till like dragon eye on normal on my own without using any HOW Pre-made Chracters. I know some more "kind of cheating" there. But don't worry, I restarted playing it all with my original Characters. Which my mage is called Merlin from Camelot - Go figure LOL. You can pretty much guess what I chose for his picture profile and his cloths and apearence and even his voice. Male - Mage05 Cause he's an old foggie you know lol

Anyways, you haven't given me much on Summoning spells which seems to be my fav. And right now I'm at lower dorns deep. I just stormed the darn thing and now I got like 3 or 4 sentry just waiting for me to come out. Those dam things, I think I'll need to restart for sure at the save game befor I entered?

So I know LOTS AND LOTS of people must have troubles with those things. The Fire Salemenders I can lick them on there own. But with the Sentries. Hooha, It's another story there. And I thought the bronze was pretty tough which I didn't beat cause I considered it as a waste of time, potion and energy and all that. Sentries also hit hard Too bad. I even have the game down to very easy and it's still pretty kind of hard for me.

I use the pause option frequently since I found out it's true power. It gives you time to load up and cast spells and the whole bit it's great. It's like playing chess.

Now any spells, tricks I can use while being paused and all that? Which summoning to use and all that.

PLEASE HELP I NEED TO PLAY HOW and Trail thing

Thanks,
Steph
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Old 12-23-2004, 05:14 AM   #7
Aerich
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Hey Steph,

Those Tarnished Sentries are IMO as tough a fight as you'll find in the game. I mentioned them in a recent thread here.

It helps to know their resistances and special abilities. They throw normal throwing axes for big damage and can see through illusion spells - invisibility and mirror image are worthless against them, and you cannot use a thief to scout out the area as it will be spotted and slaughtered. The Tarnished Sentries are enormously resistant to spells, missiles, slashing damage, and piercing damage. That leaves you with one option: bludgeoning damage, up close and personal, dished out as fast as you can.

I like to use two tanks (the party's best melee fighters) to hammer down the sentries with bludgeoning weapons, leaving the remainder of the party at the door, safely out of the way. The tanks, with a companion elemental or two, should be hasted so that they can charge from one sentry to another, ignoring the salamanders as lesser annoyances.

The party can move up as soon as the sentries are safely into combat with well-protected tanks. They should be casting summoning spells to occupy other sentries or salamanders. Also, they should be trying to pick off salamanders with ranged weapons and single-target spells. Some people like to use area-effect cold spells here, but that can be risky; if you hit any of the slave svirfnebli nearby, some key NPCs will be hostile to you.

Here's some spells that you MUST have to take the sentries out in a minimum amount of time.

1) Protection from Fire - so the Fire Salamander auras don't kill off your tanks
2) Haste - extra attacks and fast movement
3) Protection from Normal Missiles - makes you immune to the throwing axes; absolutely necessary, as they are set up so it's difficult to engage one at a time.
4) Heal - you need to have a couple of these memorized so that a hurt tank at least has the chance to withdraw and get healed. Retreating can be difficult however, as the sentries and salamanders tend to pursue injured characters. Well-timed summons can be the key to getting casualties safely out of combat.

Other spells of interest:
Any "buff" spells - Bless, Prayer, Recitation, Defensive Harmony, etc. If you're using a Fighter/Mage, Stoneskin is a lifesaver. A Fighter/Cleric should use Draw Upon Holy Might after drinking a strength potion. One spell that can save you a lot of damage is Shield of Lathander - a spell added by Heart of Winter. It protects against all physical damage for three rounds, and so should be cast last before entering combat. An earth elemental summon is good here - make sure you summon it before casting haste, so that it benefits from that spell. Earth elementals deal blunt damage, but their main purpose is to provide a target. A druid can use the 4th level spell Star Metal Cudgel to good effect - it does additional damage to "unnatural" creatures, including golem-type monsters.

It goes without saying that you need to bust out everything you have for the sentries. All sorts of potions and spells that affect physical ability scores are great. Blunt stunning weapons are the key.
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Old 12-23-2004, 12:29 PM   #8
Azred
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You'll also be surprised how effective Shambling Mounds are against Tarnished Sentries. [img]graemlins/beigesmilewinkgrin.gif[/img]

Also, never forget Chromatic Orb--a mage's best friend. [img]graemlins/petard.gif[/img]
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