Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Help in cloakwood mines (spoilers)

100 views
Skip to first unread message

Jonathan Dalton

unread,
Jan 28, 1999, 3:00:00 AM1/28/99
to
Hi,

After having literally no trouble with the game so far with my 4/5 level
party, I've just run into Dradeaous (sp?) in the mines in cloakwood, and I'm
getting killed by his 'battle horror's without getting a hit in! Any tactic
to get past this bit of the game? I'm getting tired of reloading...
my party:
Me (mage, lvl 5)
Khalid
Jaheria
Minsc
Yeouvil (or something...he's the dwarf fighter/cleric guy)
Conarn (whatever his name is)

thanks,

jon

--
"A war hasn't been fought this badly since Olaf the Hairy, High Chief of all
Vikings, accidentally ordered 80,000 battle helmets with the horns on the
inside"
--Edmund Blackadder, on the first world war

Rich Barnes

unread,
Jan 28, 1999, 3:00:00 AM1/28/99
to
>After having literally no trouble with the game so far with my 4/5
level
>party, I've just run into Dradeaous (sp?) in the mines in cloakwood,
and I'm
>getting killed by his 'battle horror's without getting a hit in! Any
tactic
>to get past this bit of the game? I'm getting tired of reloading...
>my party:


I just did it last night. Those suckers are tough. I casted summon
monster twice, for 10 or so skeletons. Put them in that first open
room. Equipe all your party with bows behind the skeletons. Send
someone with the boots of speed into the room just far enough to draw
1 (or if youre unlucky, both) horrors. Run back nehind the skeletons.
While it messes with the skeletons, pelt em with arrows. Wand of
frost if your wizard has it works good. Have fun!

Rich...

Sentry

unread,
Jan 28, 1999, 3:00:00 AM1/28/99
to
Don't fight the horrors......

Chris Marriott

unread,
Jan 28, 1999, 3:00:00 AM1/28/99
to

Rich Barnes wrote in message <78qp2h$ucf$1...@news.vaxxine.com>...


The "Battle Horrors" only appear if you trip the traps in the passageway
leading to his apartments. Disarm the traps with your thief, and all you'll
have to worry about is the Wizard himself. The way I did it personally was
to leave my party in the outer room, and go in myself with oil of speed
potion, magic blocking potion, and giant strength potion. Just bash the
Wizard with your sword - it was pretty easy!

Chris
-----------------------------------------------------------------------
Chris Marriott, SkyMap Software, UK (ch...@skymap.com)
Visit our web site at http://www.skymap.com
Astronomy software written by astronomers, for astronomers

Morgan Reed

unread,
Jan 28, 1999, 3:00:00 AM1/28/99
to
Just use your thief to find and disable the traps. THEN you get to follow
the crazy wizard and kill him. Much easier and emminently more practical.

Jonathan Dalton wrote in message <78qis3$a7q$1...@newnews.global.net.uk>...
>Hi,


>
>After having literally no trouble with the game so far with my 4/5 level
>party, I've just run into Dradeaous (sp?) in the mines in cloakwood, and
I'm
>getting killed by his 'battle horror's without getting a hit in! Any tactic
>to get past this bit of the game? I'm getting tired of reloading...
>my party:

S Muangman

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to

Jonathan Dalton wrote in message <78qis3$a7q$1...@newnews.global.net.uk>...
>Hi,
>
>After having literally no trouble with the game so far with my 4/5 level
>party, I've just run into Dradeaous (sp?) in the mines in cloakwood, and
I'm
>getting killed by his 'battle horror's without getting a hit in! Any tactic
>to get past this bit of the game? I'm getting tired of reloading...
>my party:
>Me (mage, lvl 5)
>Khalid
>Jaheria
>Minsc
>Yeouvil (or something...he's the dwarf fighter/cleric guy)
>Conarn (whatever his name is)


If you must fight them (for exp or whatever reason), the key is animate
undead. Our party didn't have a thief so we had to fight them and beat them
with just 3 PCs (Level 5-6 Cleric, Mage, Ranger--was playing with 2 other
guys). Have the cleric cast animate undead on them then pound them with
ranged attack or use a strong fighter to bash them, they'll eventually go
down.

First thing you might want to do though, is to have your mage cast
invisibility then go near Davaeorn to trigger him. He'll start casting
defensive spells like crazy. When those wear off move your party to attack
him, he'll summon 2 battle horrors and there you have it.

Pathesda Beta Testers Suck

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to

Prologue:

You start out in front of Winthrop's Inn. There you will have a little
bit of cash and a quarterstaff. Go into the
tavern and talk to Winthrop and he'll show you stuff you can buy. All
you need is the weapon that you are proficient
and a cheap armor like leather armor because later you will get better
stuff in Chapter one from killing stuff. Then
talk to Firebead Elvenhair, he will ask you to get the scroll from
Tethoril. Tethoril is in the compound of the
walls of the library. If you have a thief with pick lock greater than
30% go ahead and try the locked chests in the
Inn.

If you talk to Phlydia, she seems to have misplaced her book, go talk
to Dreppin. He will tell you that she left her
book in the haystack. It's the hay on the left where the cow Nessa is
at. Talk to Dreppin again and he will tell
you that Nessie is sick and that he be needing an antidote. If that's
the case go talk to Hull somewhere to the east
of the map and he will say he needs his sword from the barracks, which
is somewhere westward from Hull. There you
will get the sword and the antidote.

Inside the barracks you talk to Fuller who will ask you to get him
crossbow bolts for him where you can buy from
Winthrop. You will get a dagger +1 from him, your first magical
weapon.

There is also some money lying about some crates and barrels, you
should check them out.

In Candlekeep, there are two places (Priest Quarters & Bunkhouse)
where someone has send assasins to kill you.
You should have no problem if you are not a wizard. If you are, try
running around the room a little and cast
magic missile or any offensive spell you have once you get your
desired distance. Remember, spells have casting time
and most level 1 spells only have a casting time of 1 which means it
is executed quite early in the round.

To exit the Prologue, talk to Gorion and say you are ready for the
adventure of your life.

Chapter One:

After Gorions death, you should meet with Imoen. You should take her
into your group use her thieving skills to the
max. If you decide to keep another thief later, make sure they both
specialize in different thieving abilities
as to maximize the groups effectiveness. If you watch the battle scene
properly, Gorion left a couple of stuff on
the floor upon death, along with the other dead baddies. You should do
well to head there and collect the stuff.

You should meet Xar and Montaron (evil aligned characters) if you
follow the cobbled road. They want to go to
Nashkel and need your assistance. However, you should head to the
Friendly Arm Inn first and get Khalid and
Jaheira were they will be your best allies yet. Have them tag along
and you can remove them in Nashkel because
if your reputation goes up, they will start whinning.

In the next area you will meet an old man with a red robe and hat and
a staff. He is actually Elminster. Here,
towards the east side of the map, there is an ogre with some stuff on
him. Killing him should be tough but helps
complete a subquests without going there a second time.

Once you reach the Friendly Arm Inn, there will be a bounty hunter
waiting at the stairs of the Inn. He is a wizard
that usually cast Horror to make you flee like chickens and then
assault you using magic. The best way is to use
Imoen's magic missile staff to disrupt his spell casting.

Enter the Inn and Jaheira and Khalid should be near Bentley, the
bartender. Bentley and Gelana owns the Friendly Arm
Inn and Gelana can be found in the shrine. Inside, you might want to
buy the Stone to Flesh scroll if you want a
priest before heading to the Nashkel Mines.

In one of the houses near the big entrance of the outdoor compound of
the Friendly Arm Inn, there is Joia who had
her Flamedance ring stolen by a couple of Hobgoblins to the north of
the map. You can retrieve it when you
encounter a hobgoblin with a different color armor than the rest.

Inside the Inn, there is 2 subquests. One is about the stolen girdle
and if you follow the prior advise, you just
have to talk to the person twice. The second one is about a spider
infestation in Beregost. She will hand you 6
antidotes incase you get bitten by them.

The best way to exit the Friendly Arm area is to go north and exit
that way. This way you don't need to go through
Friendly Arm Inn again if you want to go straight to the area above
later on in the game.

Once you reach Beregest, you can kill the infestation of spiders in
one of the houses in the southern part of the
map. Put the antidotes into the quick item slot for those who you will
use as front line men. After killing them
take whatever is in the house and the body of the spider.

Another freebie subquests is when you find Elven Firebead in one of
the southern cluster of houses where he will ask
to get the Book of the Fateful Coin. You can get it from the bartender
at the Feldpost Inn for 2 gp.

You will also find Kaigan here, a lawful evil fighter.

You will also meet the town crier near the tall pillar that has
Beregost written on it. He is only there usually
in the mornings. He will tell you that Bassilus is wanted and that
there is a 5000 gp reward for his death.

Another subquest is when you meet Garrick in front of the Burning
Wizard, he says that his mistress, Silke is in
need of your assistance and requires your help. However, she is evil
and is trying to trick you into killing
innocent men. Killing her will gain you 900 XP and she is a wizard
able to cast lightning bolt so using the wand
of magic missiles to disrupt her magic is advised unless you are
confident enough with your characters' THACO. You
can also get Garrick, a chaotic neutral bard to join you after killing
Silke.

If you enter the house on the east that has it's door facing east, you
will find Mirianne and she will tell you
that her husband is traveling to Beregost and whether you can find out
anything about him.

Chapter Two:

You reach Nashkel and you should take a rest at the Inn nearby.
However, before going in, there is another bounty
hunter in there (another damn wizard) and be prepared. After that take
a rest.

Go find Berrun Ghastkel and he will ask you to solve the mining
problems at the mines. It seems that demons are in
there (kobolds actually, so no need to intimidated unless they have a
large number).

Here, you will also meet Minsc, a neutral good ranger of exceptional
strength, and if you turn him down to rescue
a damsel who was captured by a bunch of gnolls, he will attack you. He
will also update your map with the location
of the Gnoll Fortress. If you really need a wizard, you best go and
rescue her while earning XPs.

Before heading to the mines, you should equip yourself with healing
potions because you are going to need it if you
don't already have a priest. You can get one to join your team by
going to the carnival where you find a statued
lady and a runt trying to sell you a Stone to Flesh scroll for 500 gp.
If you bought the scroll earlier in the
Friendly Arm Inn's shrine, you should get it for less than half that
price if your reputation and charisma is
high enough.

The mines are filled with Kobolds and spiders, plus some traps here
and there. You should do well to find traps with
the thief in your party or use the priest to cast a find trap spell.
Arrows are abundant here so no worries because
most of the dead kobolds will carry them. Use strategy 3,4 and 12 to
get through the mines.

When you get to the last level of the mines, you will meet Mulahey,
the culprit in the mines. He will call upon some
skeletons and kobold commandos. The best way to rid yourself of them
is to cast a fireball in the upper part of the
this area (there are three main areas in Mulahey's rat hole) because
there is where they will spawn at. Use strategy
11 to get Mulahey to admit to his crimes without risking the whole
team whilst you get the person back and eliminate
the monsters first then Mulahey. In this area, you will meet Xan who
has a special sword (only he can use it) which
can only be obtained in Mulahey's chest. Personally, I think Xan is a
big whiner and the sword really doesn't do
much for the party since his Thaco is that of a wizard.

Chapter Three:

To exit the mines, you exit Mulahey's den and walk the other way to
the exit to somewhere on the east of the
area before entering Mulahey's den. There you will meet a couple of
jellies where you can easily take down with
blunt or crushing weapons. Use magic if necessary.

You exit into an wasteland type area. However, you cannot turn back
because the entrance has caved in. You should
explore this map thoroughly, unless you want to get back to Nashkel
and rest. In Nashkel, another bounty hunter is
waiting there and that one is a real tough dude if your party are only
level 2. He is a mage that will cast Horror
to make most or all of your party run about. So you might want to head
to Beregost instead to take a rest and risk
the chance of getting ambushed on the way if you feel that the bounty
hunter is too tough.

Anyway, the area in the wasteland promises tons of cool items. There
should be another 3 caverns with stuff and
really nasty undead. Purchasing a Protection from Undead scroll should
be a good thing and will keep you from harm.

In Nashkel, go talk to Berrun Ghastkel and he will give you your
reward. And in Beregost, go find Tranzig in the
Feldpost Inn. Make him tell you the location of the Bandit camp and
you should save prior to going into the inn. He
is upstairs in one of the rooms. After he reveals the location, you
should kill him for his crimes and get his
scrolls and stuff.

Then head north to the area just above the Friendly Arm Inn. There
will be lots of Ankhegs around the ground and you
should do well to scout ahead with stealth. You need a character with
high strength to carry the Ankhegs carapace
because they weigh about 100 pounds each. You also earn 975 XP for
killing them too. Anyway, after exploring this
map, and finishing most of the easy subquests here, you should head
back to Beregost with the Ankegh carapace you
have and talk to the smithy. Don't sell him the carapace, and he will
tell you that it can be made into an armor
for 4000 gp. Personally, I think it is worth it since it is light
weight and gives you an armor class of 1 unlike
the very heavy full plate mail with the same armor class. It will take
tendays (a week in Faerunian calendar is
ten days) so jot down the time and date you gave it to him. Also, you
can store away the excess stuff you are
unwilling to sell in the room inside the Jovial Inn.

Also, in the Jovial Inn, there is a Flaming Fist captain that will buy
your bandit scalps for 50 gp each which is
quite a good deal than selling it in the shops for 25gp. Now you know
why Beregost is my favorite location. Almost
everything to do with selling and getting stuff comes from Beregost
and it is not too far away from many places.

Head to the areas towards the north east and you will find lots of
bandits. You should particularly be on the look
out for talking bandits because you need to join the bandits in order
to complete Chapter 3. I can't stress enough
that many people failed to enter Chapter 4 because they went on a
galavanting bandit killing spree. You should use
the character with high charisma to do the talking, although I am not
sure whether it will affect their decision
for you to join them. Some talking bandits will attack you even if you
want to join them and some will let you in.

After the cutscene where you get shoved into the bandit camp, you will
meet Tazok, the leader of the bandits in
these areas. You will have to fight him to prove to him that you are
capable bandits. Explore the bandit camp and
be prepared to get attacked sometimes. The bandits outside will let
you roam free and picking the chest all about
should be profitable. When you get to Tazok's tent, make sure that
your party is ready for a nasty fight because
inside you shall be attacked no matter what you say. There is a wizard
you should deal with first by means of
magic or ranged attacks. Make sure he dies first then take care of the
rest. Try using strategy 13 to take out the
wizard.

Chapter Four:

After defeating the goons in Tazok's tent, you will get some documents
in their chest telling you of their plans.
You can talk to the person in the black cloak and he will reveal to
you the location of Cloakwood forest. Take
whatever you can from the room and leave for Cloakwood forest when you
are ready.

There is three locations of Cloakwood forest before the reaching the
mines which is the end of this chapter.

One subquest worth looking into is when you meet a guy where his
brother went to look for the Spider's Bane, which
is a really powerful two-handed sword. Use strategy 14 to beat the
creature with the exception that you will have to
cast the Monster Summoning inside the Cavern. Make sure the characters
that are in front carry Antidotes and healing
Potions in their quick slots because sometimes the poison will kill
you faster than the spider bites.

Upon reaching the mines area, the only way to the mines is through the
last house (there are two houses in this area
fenced with high wooden logs). You will meet another group of NPCs
that has a wizard in it. Use strategy 4 and 11
to beat them.

Here, you will also get the Boots of Speed which should go with any
character that doesn't have the Spider's Bane or
(in the future) the Ring of Free Action. This is because the Free
Action ability will negate the boot's property,
but will work on anyone without those items in combination.

Once you get in the mines, you will meet one of the prisoners there
and he will ask you for 100 gp to help free the
rest of the prisoners. You can trust him. There you will also meet a
dwarf who is in for revenge and you can add him
to your team if you are in need of another character.

Try to find the best path to get to the lowest level where the evil
wizard is located. This is because killing all
of the monsters does not help your XP a lot and slows you down since
there are too many of them. You are welcomed
to try though. Also, there is a temple of Bhaal where you can get some
neat potions in the vases in the small
shrine.

Once you reach the final level, you meet a really nasty wizard. Use
strategy 14 and if you have dispel magic, try
to get rid of the wizard's defenses. After killing the wizard, go down
another tunnel where you will get some
expensive jewelry and some scrolls. There is also the wizard's
apprentice and you may do what you want with him (I
let him off because I am lawful good, although killing him doesn't
change your alignment).

You can exit the level via a passage way that will directly lead up to
the first level of the mines. Remember, to
have the key at hand and go find the huge valve. There, you will talk
to a person next to it and you can flood the
mines if you already released the prisoners earlier.

Chapter Five:

After flooding the mines, you can go to Baldur's Gate at last. There,
you will meet Scar (you can trust his words).
He will ask you to investigate the Seven Sun which in fact infested
with dopplegangers. It's quite a simple
guess if you've been a DM as long as I have.

Anyway, inside you will meet another character who will join your
cause. His name is Quayle the Cleric/Illusionist.

Also, upon entering Baldur's Gate you will meet Elminster for the
third time, if you did meet him in Beregost
telling you where to go to investigate the bandits. Bla bla bla
here...

Anyway, you'll meet a shop which pretty well sell cursed stuff, I
really laughed at this point. Also, when you enter
the houses and some dude walks up to you and ask for a password, it's
"Fafhrd". It's the password for the thieves'
guild here in Baldur's Gate. Try not to make enemies with them because
they are pretty neat actually and there
is a thief in there that sells Potions of Thievery which will really
come in handy picking those rich folks or
completing certain subquests. Also, you will meet a person who tells
you that some people are looking for you and
gives the same password in this area.

Also, there is a really peculiar place that looks like a big colorful
onions and in there they sell magic stuff.
Inside, you will find a stairway upstairs. Upon going upstairs, you
would have interrupted a bunch of wizards
casting a spell which you have so kindly interrupted. They are really
rude and don't feel hesitant killing them if
they attack you, you won't get a reputation decrease unless you attack
them while they are still neutral.

Here's the trick to finishing chapter five. Go to the Iron Throne
Mansion (at the North West corner of the docks in
Baldur's Gate) and kill the baddies at the top level. Pretty tough
bunch and strategy 13 and 14 are best here. Then
you will get documents saying of their plan.

Then go to the area just west of the docks and somewhere south, you
will meet a merchant who claims that his
partners in trade have turned weird all of a sudden. This subquests
should be taken for you will get a neat
sword that has a +3 vs shapeshifters which you will meet a lot later
on. Remember to have the documents of the
dopplegangers involvement on the character when he is talking to the
person in charge.

After disposing of those nasties, you head over to the Seven Suns
which should be close by. There, you will also
meet a couple of hungry dopplegangers which wants your flesh (by the
way, dopplegangers uses ESP to get your
thoughts then shapeshift into your body hape which later they eat you
afterwards, gross isn't it?). Go upstairs
and get rid of them. Then in this same area, go to the Flaming Fist
headquarters which is huge Garrison and tell
Scar about the dopplegangers. Then he will ask you to clean the
infestation. Say you will do it and talk to
him again, and he will give you your reward and you gain a freebie XP.
Later he ask you to go find out what is
making people missing and you should head to the sewers. That is
pretty easy to solve though. Anyway, if you want
to finish this, tell Scar you have to time for that and he will lead
to you to Eltan the duke of Baldur's Gate.
Make sure your character's inventory is not filled up for he will give
you the Tome of Great Value for which you
need to be allowed into CandleKeep again.

There is a good subquest in here which is relatively easy if you have
2000 gp. You head to the area North West of
Baldur's Gate where the Hall of Wonders are located. Somewhere north
of this great white buildings, a kid will
approach you with a problem. Tell the kid you accept the quest and he
will show you the house to go to. There
you will see a Priest of Tymora who will ask you to get his dead son
back from the temple of Umberlee. The Temple is
just is in the same area as the docks so getting there should be that
bad. Talk to the person who greets you upon
entering the temple and ask for Priestess in charge. Give her a large
donation and she will meet with you. Then pay
the priestess 2000 gp for the body and immediately head back to return
the son to the Priest. You will get a
Shield of Missile Deflection.

Chapter Six:

You will be automatically transported to Candlekeep. There you will
hand the Tome to the guard and he will let you
in. Inside, everyone is glad to see you and you should head to the
Priest's Quarters. There you will see a priest
examining a dead cat. He is actually a doppleganger and you should
interrogate him until he changes his form (he
was having that cat for lunch).

Even Phyldia has been eaten by the dopplegangers and you can't do
anything for you will meet her or it again later.
Those bastards.

Before you proceed any further, you might want to equip your
characters with enough magical potions and stuff for
later you might not be able to exit Candlekeep until you escape.

Anyway, you will enter Candlekeep and you talk about with the people
approaching you. You will find out that many
people in Candlekeep have seem to have changed. As you move up, there
will be someone you know who doens't recognize
you and you should interrogate him until he changes.

You will also meet Kevoras (who is actually the last boss, Sarevok)
and he will hand you Gorion's Ring of Protection
which isn't cursed. So don't worry.

Anyway, you will meet Reiltar and his henchmen and you should not kill
them. Tell them that it is not over. On the
other hand, you could kill them if you want to, but they have nothing
unique on them anyhow.

Later upstairs, you will be wrongly (or correctly) accused of murder
and they throw you in the cell, do not fight
them. Then you will appear in a jail cell with some odd people
sleeping nearby. Anyway, Ulraunt will approach you
and inform you that you will be sent to Baldur's Gate to be executed.
Then he leaves, and a few seconds afterwards
Tethtoril appears and teleports you to the level below Candlekeep.

Once you reach there you are in a small room facing a passage way. Go
in and you will appear in the tombs. There
you will meet Phlydia blabbering about her book and changes into a
doppleganger. Here you can get two important
things, the Tome of Wisdom and Tome of Strength each in trap laddened
rooms and sealed and trapped inside the stone
coffins. Find traps and remove traps will greatly help and if you fail
to pick locks, use the Potion of Thievery.

As you move along the areas, you will meet Elminster (this old man is
getting annoying) and Gorion! I'll let you
guess this one.

Chapter Seven:

Anyway, once you make your way out of the tombs, remember to fully
equip your characters with lots of stuff. Unless
you want to make multiple travels that's fine too. Try to avoid any
Flaming Fist guards because they want to arrest
you and bring you in. What I did was sneak all the way to the Iron
Throne without even being detected. Head to the
Iron Throne and you will see people fleeing the building. Make your
way to the top floor where you had a big battle
before and prepare yourself for another. Ready the dispel magic and
purge invisibilty if you want to detect the
invisible wizard.

After you have defeated her and her minions, do not let her live. She
has the evidence you need to spoil Sarevok's
plan. Just keep Sarevok's diary, you will need it later. In one of the
scrolls, you will read of this Undercellar
place. It's really close by and you can get there through this
building. Make your way down again and find the
basement down below. Inside, you can enter the sewers through an
entrance between the two rows of barrels.

In the sewers, you will probably meet a couple of ghast or ghouls,
whichever spawns there. Just kill them and you
don't have to travel far to get to the Undercellar. Just exit the
nearest exit near the entrance you came from
which should be right below you.

There you will meet a person which is the owner of a prostitution
establishment. You can't use fireballs here
because there are innocent prostitutes around. Strategy 11 and 14
works best here because you really don't want to
meet both of them together. Try dragging you the ghostly warrior first
and then kill the spell user with magic
missiles disrupting her spell casting. You will get an invitation to
the coronation of the new Grand Duke, SAREVOK.

Head to the palace and show your invitation. You should not use
strategy 11 because you have to protect two very
important people inside. Fireball is not an option here too. Kill all
the dopplegangers that are trying to kill
Belt and his lady friend. Strategy 14 should be used with caution
because you don't want to over cluster the small
coronation room. Anyway, Sarevok will just stand there.

After the fight, Sarevok will accuse you of murder and that you should
be punished. Show Belt the diary and Sarevok
will in the end turn red. However, do not waste your energy on him
that much because he can't be killed and will
flee with the help of his magician.

Belt will later locate Sarevok and teleport you to the Thieves' Guild.
There you can get the potions and other stuff
you need from the lady in the room.

You can exit the guild to rest and get ready because down the stairs
of the Thieves' Guild there are Skeleton
Warriors inside which have 90% magic resistance, very low Thaco and
high Hit Points. Even with the Armor Class of
-7, I still get Minsc's ass whooped like a pansy. Strategy 14 should
be used although you also need to get your
warriors in to really cause damage. Have a priest behind healing all
the time. Anyway, once inside you will also
meet jellies. There are lots of traps in here that shoot lightning
bolts, fireballs and magic missiles. So scout
ahead and find the safest path to the exit.

There you will meet the magician that helped Sarevok escape the
Palace. You can do what you wish of him.

Final showdown:

You have now reached the UnderCity under Baldur's Gate. There you will
meet some men you are after Sarevok but
isn't hesitant to kill you also for a handsome reward. They are quite
a powerful bunch and I used strategy 4 and 11
but in strategy 4, I had my Invoker cast Stinking Cloud and then used
the Wand of Fireballs until all are dead. I
had 4 Wands of Fireball and 3 Wand of Monster Summoning at this stage
as well as some other wands.

Here, try to avoid the skeleton warriors and make it to Sarevok's home
to the North West of the map.

Inside, use strategy 11 and get the wizards and Sarevok's goons out
first to your group. Before that, remove
the traps around you near the entrance. However, you cannot remove
those on the Symbol of Bhaal so just remember
not to step on it.

On Fri, 29 Jan 1999 02:21:13 -0500, "S Muangman" <boo...@idt.net>
wrote:

Chris W. Nikolauk

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
Jonathan Dalton wrote:

Just don't spring the trap that summons the battle horrors. Best way to
beat something is to not even have to fight it. :) There are 3 traps in
that hallway leading to Daveron (?). Detect them and disarm them. No
battle horrors. Without those Daveron is pretty easy....remember use
*allot* of magic type missiles (Arrows +whatever and spells). He is
immune to normal missiles.

Chris.

> Hi,
>
> After having literally no trouble with the game so far with my 4/5 level
> party, I've just run into Dradeaous (sp?) in the mines in cloakwood, and I'm
> getting killed by his 'battle horror's without getting a hit in! Any tactic
> to get past this bit of the game? I'm getting tired of reloading...
> my party:
> Me (mage, lvl 5)
> Khalid
> Jaheria
> Minsc
> Yeouvil (or something...he's the dwarf fighter/cleric guy)
> Conarn (whatever his name is)
>

Exile

unread,
Jan 29, 1999, 3:00:00 AM1/29/99
to
On Fri, 29 Jan 1999 02:21:13 -0500, "S Muangman" <boo...@idt.net> wrote:

>
>Jonathan Dalton wrote in message <78qis3$a7q$1...@newnews.global.net.uk>...

>>Hi,
>>
>>After having literally no trouble with the game so far with my 4/5 level
>>party, I've just run into Dradeaous (sp?) in the mines in cloakwood, and
>I'm

One word: Fireball

:-)


My Place :-)
http://www.techcorner.cl

0 new messages