Jonric - Wizard (Non Specalist, lvl 5)
Imoen - Level 5 Thief
Branwen - Level 5 Cleric
Kalhid - Level 5 or 6 fighter (I can't remember)
Kivan - Level 6 Ranger
Jaheria - Figheter/Druid
Any suggestions on this battle would be MUCH appreciated. Thanks in
advance.
-- Dave
> Saving one of the two dukes is enough. An "easy" way to do that
> is to cast Otiluke's Sphere (sp) on a duke.
>
> General idea: enter the room using the southeast door, out of
> sight of the the dukes. Position the party at the end of the
> carpet, still out of sight. Prepare for the fight -- defensive
> spells (Branwen's Bless, Chant), potions (strengh, Heroism,
> etc.). Haste the party (or potion of Speed). Whe the fights
> begins, ignore Sarevok, concentrate on the doppl's.
I suggest a dispel magic right away to get rid of the dopps' hastes and
blurs (I think it was blur at least one used). Makes them a lot easier to
kill (and prevents them from greatly hurting party members or NPCs).
This way when the conversation starts the dopps can't get to the dukes
right away and you can concentrate on the ones who are moving in /
wailing on them. One nearly always survives this route.
Rabain
McH72 <non...@yourbusiness.com> wrote in message news:<Xns93B51168BD792no...@69.22.128.14>...
> Hm, will not Dispel Magic (spell) dispel your party as well?
It can, yes, but careful placement of where you drop the spell is
important. (And you can have party members move out of the area initially,
too.)
Yes, that's why you have two wizards in the party. One to cast Dispel
Magic at the doppelgangers the moment you see them: the other one to
cast Haste on YOUR party the moment your other wizard completes the
Dispel, so that the dispel fires off just before the haste.
The first thing your fighters do, before going in to chop the
doppelgangers up, is quaff Potions of Freedom: this is because the
*second* thing your mages do is cast Web. All six doppelgangers, both
dukes and most of the Flaming Fist will be trapped in the double webs
unless they fail their saving throws (the dukes are, in fact, the most
likely to save, and thus the most likely to be able to move): while
your fighters can wade through them as if they weren't there - the
webs, not the doppelgangers, although frankly with hasted fighters
against slow doppelgangers, you'll be wading through the
*doppelgangers* as if they weren't there... and with that, *both*
dukes should survive. I've never lost a Duke yet.
If you don't have two mages in the party, cast Dispel on the
doppelgangers and immediately make your fighters quaff Potions of
Speed the moment the dispel hits (and NOT before, otherwise you will
dispel the effects of the potion). They should now be hasted, and the
doppelgangers at their normal (slow) speed. Chop them up - if you want
to help yourself out, do the same as before (fighters quaff potions of
freedom, then mage fires off a web spell. Clerical spells of Entangle
are also nice as they don't affect your party in BG1, but may affect
the enemy.)
Jonathan.
> True. However, in case of this particular "battle" -- er, good
> luck.
I've never had any problem with the strategy. *shrug*