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Help with Ch6

Discussion in 'Baldur's Gate (Classic)' started by Atorian Paladin, Feb 24, 2005.

  1. Atorian Paladin Gems: 1/31
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    u know after you get past the hall of illusions with the dopplegangers of Elmisnter and Gorion, you have to fight those peeps in the cave? I dont get the ability to say im sarevok. I cant do the strategy one of your peeps suggested, because they are enemies as soon as I see them. the game is as easy as it will go, and im still getting the crap beat out of me each time i try to fight them.
     
  2. Aces Gems: 19/31
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    Try luring them out one at a time.

    1)Use Cloudkill.
    2)Use multi-fireballs from the rod/wand of fireballs. You should have 200 charges if you sold and re-bought one fully charged-up from High-Hedge.
    3)Same as 2, but wand of summons.
    4)Same as 2 but wand of lightning bolts.
    5)The bastard sword +1/+3 against shapeshifters helps too if you have a large sword wielder in your party.
     
  3. Enagonios Gems: 31/31
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    Really?? :eek:

    Wow.. I never knew that...

    Never needed that many anyways ;) :p
     
  4. Aces Gems: 19/31
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    The guy at High-Hedge is great.
    200 charges each time!
    I just sell/re-buy 4 wands (Sum/Fire/Light/sleep) from him and I'm set for the game. You need a few thousand gold for each wand, but it's worth it.

    The sleep wand is cheaper and don't underestimate it for lower level humans in most of BG1. The bandit camp and the mines in chapter four are easy to clear with everyone asleep just waiting for my arrows. 200 charges goes a long way and really helps for that up-top fight at the mines with the guy that has the haste boots. :evil:
     
  5. Phase Demon Gems: 2/31
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    Sorry Aces, but you are wrong in this no wand in BG will have 200 charges when they are recharged by a shopkeeper. I checked it with Sword Coast Keeper wands will have precisely 100 charges once refilled. The only exeption is the Wand of Fire which has 50 charges of Fireball plus 50 charges of Agannazar's scorcher. As a side-note, the Necklace of Missiles will be refilled to 25 charges if you are willing to pay the price or able to steal it back.
     
  6. Atorian Paladin Gems: 1/31
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    ok, i got them, now im having probs with the skellies in the maze. Im just going to drizzt them, since iv tried everything, and i cant kill the buggers
     
  7. wenchwogg Gems: 3/31
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    I always would send whoever had the Boots of Speed up to them and they'd always hurl a Lightning Bolt. I'd run away, and it would bounce back and decimate the enemy -- then it was quite easy just mopping up the rest of them in their weakened state.

    At least, I think you are referring to the Pratt fight?
     
  8. Aces Gems: 19/31
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    Just to clear everything up.
    I was typing from memory but here are my charts:
    :D

    There are 10 wands (11 because there are 2 different wand of magic missiles but they appearently work the same in the game).

    If you GateKeeper them in all are set to 10,000 charges. I sold them all to the guy at High Hedge. I had over 5 million gold! :lol:

    After buying them all back they had the following charges:

    Fear and Sleep: 20
    Fire: 50
    All seven others: 100
    Missles
    Heavens
    Summoning
    Polymorphing
    Lightning
    Frost
    Paralyze

    I think the most you get at other shops is 50 so the High Hedge guy gives you double on most of them (100).

    I'm not sure how I came up with 200 but I guess I blended the low number (20) with the high number (100) when I was trying to remember.

    Always check the charts... :p
     
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