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Old 08-23-2003, 12:43 PM   #1
kroma
Dungeon Master
 

Join Date: August 18, 2003
Location: ENGLAND
Age: 43
Posts: 74
I need help!!! (please...)

Ive battled my way through all the Yuan-ti (sp?) on the bottom level of Dragons Eye and got to the little girl / big boss snake lady thing but cannot seem to get further, she and the remaining forces absolutely DESTROY me every time I enter there.

I know she is immune to fire, so I havent been using any on her - I have been mainly showering her with Magic Missiles, Chromatic Orb (I think thats what its called - its capable or stunning her), and +1 arrows from top quality bows.

My party consists of a Human Fighter, a Dwarf Fighter, a Human Ranger (*why* did I pick a ranger over a theif!!), a Half Elf Cleric, a Human Conjuror and a Human Necromancer. They are all level 7 (or thereabouts).

Talk tactics! How can I kill her, this is driving me insane (especially the long winded blurb she pulls on you when you step into the room...)

Cheers,
kroma.
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Old 08-23-2003, 03:46 PM   #2
SomeGuy
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Join Date: May 14, 2002
Location: Oklahoma, USA
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How could you pick a *HUMAN* ranger over and elven ranger!? [img]tongue.gif[/img] But seriously,IIRC you can only hurt her with +3 weapons. Do you have any? Then again, I could be wrong.There also could be a few threads asking for the same advice. Look at them for tips. Also check out with walkthrough on the main page of ironworks.
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Old 08-23-2003, 04:02 PM   #3
Xen
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Join Date: June 5, 2002
Location: Slovenia,Ljubljana
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Before opening this door, I'd cast every single spell
you have that can benefit you here. Haste, for example. Open the door,
go through...

She can only be hit by certain magical weapons and spells.
+2 arrows can hit her, as can Conlan's Hammer....

Before entering the last room on the last floor I usually summon some creatures.
Then I open he doors send one of my guys in to do the conversation. When the conversation is over, have your party cast spells like entangle, web, grease, spike trap etc at the door entrance, If a mage has skull traps, cast those towards the door as well. The Yaun-ti that appear from the sides your summons and your fighters should be able to deal with while waiting for the enimies to fire at the door. When they appear fire at the lesser enemies first with LRW's (bows, slings, crossbows) as they should all be stuck. When the boss makes her way towards you past the door and aways from the traps have your fighters attack her. Use your mage to deal with the remaining archers, everyone else should concentrate on the boss. It helps if your fighters have healing potios in their slots so when they become injured they can move off and heal themselves. Priest, mages concentrate on summons to counter the bosses summons. Any way this is my battle tactic.

Notes: - She can only be hit with +2 weapons or better.
- She is highly magic resistant, and immune to fire.
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Old 08-24-2003, 06:24 AM   #4
kroma
Dungeon Master
 

Join Date: August 18, 2003
Location: ENGLAND
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Posts: 74
Thanks for the replies, she was one very tough cookie but I got her in the end.

Decided to switch my tactics a little, and sent both my fighters in for melee rather than keep my dwarf back picking off the Yuan Ti archers (he is actualy pretty good with a bow).

Then just cast tonnes of fireballs at the remaining minions, and picked off the stronger ones with agnagaghaghzer's scorcher.

I also took your advice Xen and blessed the party before I went in, my two main fighters drank potions of frost giant strength and I cast luck on both of them.

Someguy, this might sound stupid - but what are the advantages of an elven ranger over a human ranger? I mean, I know that traditionally elves are quiet, and fast, but how does that translate to the icewind dale / d&d rules?

Thanks again for your replies. [img]smile.gif[/img]
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Old 08-24-2003, 12:53 PM   #5
Bozos of Bones
Apophis
 

Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
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This is all good and beautifull but i have a tactit which wont get you hut that much:
Get inside the room with a tank(I had a party consisting of a human paladin-tank, human fighter-lawn mower, elven ranger-sniper, human necromancer-god) and talk to the bossy little half-snake girl. When done alking throw ALL your oils of fiery burning on various directions and ignore the snake. Kill off all the youn-ti around her all the time running away from her. This is a pretty much a head-on clash so far, but it gets better. After you have killed all the guys around her attack her with your tank. She will attack him and then run. If you have them, give the tank those +1 AC boots of speed and fly around the room. the ranger should shoot bolts at her and the nocro should aim her with spells like chromatic orb(my favourite level 1 spell, hell my favourite spell of them all 'cept for banshees wail) magic missle, ice dagger, skull traps(aim them at the tank and she'll walk through them) and such and such. The fighter could be chasing her around with a very powerfull axe which has +1 con but i din't know it's name. Be carefull she doesn't attack him because if he dousn't have tank's armor he'll get really bruised.
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Old 08-24-2003, 03:12 PM   #6
kroma
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Join Date: August 18, 2003
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Bozos,

That tactic would not work very well for my party. We were unable to leave the room due to all the traps that are around in the corridors outside and not having anyone capable of seeing them *or* disarming them - doh! (I knew I should have picked a thief, but somehow it didnt seem right for my 100% good party. Can you have a good thief? I dont know, its personal opinion I suppose but I think its a bit weird). If your wondering how we got in the room in the first place, they all walked single file and I moved one character at a time through the spots where I knew there wasnt any traps, this being unpracticle when you are in mid battle).

Also, one of the corridor doors (I think the 2nd one from her room) got locked on me whilst I was fighter her!

Anyway, I managed to kill her in the end, and once I had changed my tactics I lost very little HP.

Edit: Hmmm - Having reread your reply I think I may have misunderstood it. Also, I used fireballs instead of fire oil to the same effect.

[ 08-24-2003, 03:14 PM: Message edited by: kroma ]
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Old 08-25-2003, 04:20 AM   #7
perlninja
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Join Date: June 1, 2003
Location: Victoria BC, Canada
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You know, your cleric can see traps with the spell called Detect Traps, IIRC. Can't disarm them though. But at least that way you can buff a character for bearing the brunt of the trap damage beforehand...
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Old 08-25-2003, 09:45 AM   #8
NobleNick
Quintesson
 

Join Date: February 5, 2002
Location: Huntsville, AL, USA
Age: 64
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kroma,

A thief is considered by most players of IWD to be the most essential character in your party. Aside from all the mundane stuff like finding and disarming traps, pickpocketing and unlocking all those treasure chests; your thief performs the very tactically important role of scouting ahead, so that you know how to tackle what's ahead.

The thief: Don't leave home without one. (And if you do, be prepared for lots of reloads.)

It is not too late to make a change; and it is only going to get harder without a thief. Though I applaud your effort to stuff your party with magic; I suggest you try one of the following options:

1.) Replace the conjuror with a mc (Gnome) thief/Illusionist;
2.) Replace the cleric and Conjuror with a mc (Gnome) Cleric/Illusionist and thief (or fighter/thief);
3.) Or just dc (or mc) one of your fighters to fighter/thief.

I have tried Options 1 and 3, with good results, and have haerd lots of folks rave about option 2.

Whatever you do, you need a thief. And, if you only have one specialist mage, make sure it is not a Conjuror: They are denied access to a lot of the really neat offensive spells. A team of Illusionist and Necromancer will have access to every mage spell (and there are other good combos, too).

I have other suggestions, if you have HoW installed; but I think I've done enough meddling for now....

What's a party,
without a song?
Bards ROCK!
Party on!!
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Old 08-25-2003, 10:28 AM   #9
perlninja
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For the record, the Thief is also critical in, for example, Baldur's Gate 2, in fact I would imagine that it is considered an essential character class in just about every D&D game out there. Also, you can use your Ranger (who can Hide in Shadows) to scout, which is what I do so that my Thief is free to detect and disarm traps. It's a good combination, especially when you have items of non-detection on the Ranger: Thief edges forward, sits for 5 seconds, Ranger moves up with confidence about 8 "yards" past the Thief, stops, rinse and repeat. If an enemy is sighted, I usually leave my shadowed Ranger there so my Mage can see the enemies to target them with an opening spell, and when the morons go after my mage I decloak my Ranger behind them and then everyone just rushes in.
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Old 08-25-2003, 11:22 AM   #10
pritchke
Bastet - Egyptian Cat Goddess
 

Join Date: September 5, 2001
Location: Calgary, AB
Age: 50
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Believe it or not a Thief is not critical in getting through the game. I have recently done solo with Fighter/Cleric/Mage which if used correctly can handle all the areas needed to survive in IWD that normally requires thief skills. Traps, Stealth, Protection, opening locks.

I believe A team of a Fighter, Cleric, and Mage would also allow you to traverse the dale and get by problems that normally require a thief. The key is teamwork.

I once thought the game would be difficult without a thief as well but it isn't. You just have to look closely at the skills other party members or disciplines can offer.


[ 08-25-2003, 11:25 AM: Message edited by: pritchke ]
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