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Improved Anvil Adventure *spoilers*

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Mongerman, Sep 30, 2006.

  1. Mongerman Gems: 8/31
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    Posted screenies. To avoid confusion, I only sent in my PC this time. And I agree with you, killing him within the first round requires luck. I had to redo it about 8 times to get my previous attempts result.
     
  2. Sikret Gems: 13/31
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    Yes, "Tactics" do this and it's easy to accomplish by adding a few lines of codes to the area's script. But I didn't do it, because I didn't find it reasonable or justifiable. What should have happened to the stairs not be passable and why should they be passable again later? It din't make sense to me to block the stairs.

    Nonetheless, the battle is still vastly more difficult than you have experienced it. You just ignored the treasure chests and didn't see the rest of the plot. Of course, if a player merely seeks Celestial Fury, he can do as you did; but to find eveything there and to see the plot completely, you should go back to that place in the future (albeit with a much more powerful party).
     
  3. Mongerman Gems: 8/31
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    Wow didnt know what I missed. Think I'll just go back for the heck of it (even if i get slaughtered) Anyway, I just noticed a rogue stone with a strange description in my inventory. Not to spoil anything, but is it part of the mod?
     
  4. Sikret Gems: 13/31
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    No, it's a Rogue Stone which should open the door to Twisted Rune in the Bridge district. The original intention of the designers of the game was that only this particular Rogue Stone should open the door to Twisted Rune, but they seem to have dropped the idea and Twisted Rune is now actually available with any Rogue Stone in your inventory.
     
  5. Mongerman Gems: 8/31
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    Ok thanks. Anyway, just went back to the guarded compound and....holy crap! I'm not going to spoil things for anyone here, but suffice to say you'll want to search the 2nd level more thoroughly. Sikret, are most of the components to forge items in such obscure places?

    [edit] just took on improved coronet, and had to admit defeat. My 4 characters were all below level 10 at this point, and had no way of breaching certain defences. I do applaud the ai mages for their tactics though. Nothing cheesy, but effective nevertheless. Anyway, I'm thinking on taking on a fifth party member. Do you recommand korgan for tanking and dmg, or Keldorn for true sight and dispel? Or perhaps another mage? I'm saving one spot for Imoen at this point

    [ October 01, 2006, 15:30: Message edited by: teh ]
     
  6. Sikret Gems: 13/31
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    It depends on your playing style; but if you want an extra warrior, I would prefer Korgan over Keldorn, not only for better tanking but also for the 'Enrage" ability and for wielding a shield for better AC. (Keldorn usually uses Two-handed weapons).

    My other recommendation is to pick Cernd provided that you have installed Auramster Druid kit (which alters Cernd's kit). But if you have not already installed the kit, it's too late, because installing it would require starting a new game. (But perhaps it is worth starting a new game, because having an Auramaster in your party can be considered as a big advantage.)
     
  7. Mongerman Gems: 8/31
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    Oh man...i knew i should have read the walkthrough more carefully. Well since I'm not too far in, guess I'll start a new game. Should only take a day or so to get to where I was. I'm gonna take your advice and attempt the IA components at a higher lvl to avoid cheese...

    [ October 01, 2006, 16:55: Message edited by: teh ]
     
  8. Sikret Gems: 13/31
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    Read the "Installation" file text in "Documents" folder inside "ImprovedAnvil" folder. I have also recommended a few components of 'Ease of use' there.

    Make sure to have the correct installation order. It is explained in that text file.
     
  9. Mongerman Gems: 8/31
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    Started a new game, made a new party as follows

    PC - f/t
    Aerie - sorc
    Minsc - berserker
    Edwin - same
    Viccy - r/c
    Cernd - auramaster

    Did the thief and trademeet quests first, as they are both un-modified and easier. Beat the guarded compound as well (cheesy way. I want that celestial fury so bad...) and took on Tarnor the Hatchetman and party.

    Tips for the fight
    1. Have at least 2 castings of death spell
    2. Have a thief with high detect illusion. The mage uses the nasty immunity: divination + improved invinsibility combo (i think)

    The rest of the fight is a straight slugfest as far as I can tell. Single high dmg spells work wonders. Its important to take out the mage and priests once you deal with their summons, as they have several nasty disabling spells. I suggest summons to tank the fighters while your own fighters take care of the casters (detect invinsibilty + breach to remove protection). Once the casters are dead, fighters go down easy.
     
  10. Sikret Gems: 13/31
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    What about trademeet crypt?

    PS: Your party is much better (more powerful) now. It is actually very close to our multi-player game. See here.

    EDIT: Tell me the levels of each of your party members (when fighting with Tarnor's party) and I will add your report of the battle to the mod's walkthrough.

    [ October 02, 2006, 09:09: Message edited by: Sikret ]
     
  11. Mongerman Gems: 8/31
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    PC - kensai 9 / thief 11
    Minsc - Berserker 10
    Aerie - Sorc 11
    Edwin - Conjurer 11
    Cernd - Auramaster 10
    Viccy - Cleric 9/ Ranger 8

    left Trademeet crypt for next visit (prob after solving skinner murders and Cernd's son quest)

    Anyway, might IA have affected the acid kensai encounter? Been a while since I got CF but still no sign of him
     
  12. Sikret Gems: 13/31
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    Acid Kensai is a component of "Tactics" mod. I do not modify other mods' contents.

    By the way, did you actually dispel the mage's illusion using your thief's detect illusion ability or did you just mention it as a hint? If you practically did it, tell me the percent your thief has on that ability.
     
  13. Mongerman Gems: 8/31
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    Practically did it. i had 100 in detect illusion at that time. Bad memories with undead solaufein made that a top priority.

    [edit] took out the shade lich. It no longer summons pit fiends, but moves straight to disabling spells. The easy way to defeat it is simply to send in someone to soak up symbol stun and fear, then kill it using weapons with elemental dmg. Even with fireshield, its hp is so low it will die first

    [ October 02, 2006, 12:11: Message edited by: teh ]
     
  14. Sikret Gems: 13/31
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    You mentioned "Death Spell" in your report of the sewers battle, though your characters were not high level enough to cast it. Did you use scrolls or did you just mention it as a hint without actually casting the spell? If the latter, what did you do with their summons? A more detailed report will be a better addition to the walkthrough.
     
  15. Mongerman Gems: 8/31
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    Well I was going to, except that I didnt want to spoil it for people. But here goes

    At least 1 casting of death spell is needed, as the mage will summon a magic sword that is immune to most dmg. A second casting is recommanded for the lesser summons - a aeriel servant and some bears in my game. I casted both from scrolls.

    As I mentioned, fighters should be your last priority. Just tank them with summons, or your fighters will drop under greater command, hold person etc. So take out the mage and cleric first.

    Took on the temple quest. Halfway through the beholder lair, and nothing has changed except thesal, the mayor of ghoul town. He has been souped up to a mega fighter/cleric hybrid with dmg resistance and poweful summons. His first summon is a skeleton lord, which should be taken out asap. After that, he will summon only skeleton warriors which will be respawn each time you kill one. So after killing the skeleton lord, focus all atacks on Thesal. He will drop something really nifty...

    [edit] Finished the temple quest. Clerics in beholder nest are stronger now, but i was lazy and so took them out with entangle + web + cloudkill combo. Gaul is slighty stronger as well, but he started panicking after taking enough dmg and the fight ended shortly after

    [ October 02, 2006, 13:25: Message edited by: teh ]
     
  16. Sikret Gems: 13/31
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    Thank you, teh! (for not mentioning anything about the items each enemy drops; I was going to ask you not to mention the treasures but I see that you already had this point in mind. Thanks again.)

    I'd like to ask dear moderators to change the title of this topic and add *Spoilers* to it so that those players who do not wish to be exposed to spoilers do not read the posts here.

    EDIT:

    One other point, teh!

    Please be more specific about Cernd whenever he plays some significant or special role during the battles. Many player may be curious about Auramaster kit and the application of the new spells and abilities (especially at higher levels).

    [ October 02, 2006, 14:24: Message edited by: Sikret ]
     
  17. Mongerman Gems: 8/31
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    Advantages of Cernd so far - Massive, single target dmg. Really useful for taking out enemy mages. In addition to classics like flame arrow, breach etc, he has a new spell (energy surge). From my play through so far, Cernd makes an excellent mage killer, whether in doing direct dmg or supporting your fighters.

    Just defeated Kangaxx on the first try. I was expecting more, but then again, I did make a very lucky save at a crucial point.

    First form - the usual timestop, symbol stun, sunfire etc. Pierce magic, breach, improved haste PC and Viccy took him down fast. Use Viccy to tank his high level spells first. When he went invisible, simpy detected illusion with my PC.

    Second form - Here is where I got lucky. While he was changing, I pulled out Viccy and PC and charged in with Minsc. Aerie and Edwin cast melf minute meteors. Activated berserk on Minsc. Kangaxx casts demi-lich howl, and minsc makes the save! After making sure his attention was focused on Minsc, casted impr haste on PC and charged in. Sanchuudoku (SKed in. Acid kensai still didnt show up. I would have killed him anyway^^) + 2 mages throwing melf minute meteors = dead demi-lich.

    Anyway, I've run out of easy missions. Which quest do you think I should handle next? My single class characters are at lvl 12 now. Can I handle de'arnise?

    [ October 03, 2006, 18:13: Message edited by: teh ]
     
  18. Sikret Gems: 13/31
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    Please put aside that Acid Katana of "Tactics" mod and do not cheat any item into your game, not IA's items either (if this thread is going to be of any use to the walkthrough).

    If you wish to play with cheats, feel free to do so, but then we will have to stop this thread. Thanks in advance.

    EDIT: Yes, D'Arnise keep is doable. We have done it with a 10th-11th level party before.
     
  19. Mongerman Gems: 8/31
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    Ordinarily I wouldnt use that katana, even when I killed the acid kensai in previous games. But since this is a improved difficulty game...

    Anyway I used it only for one fight, and am back to using celestial fury. Regardless, the same tactics should apply for the kangaxx fight. Just as long as someone in your game has a +4 weapon
     
  20. Sikret Gems: 13/31
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    Thank you, teh!

    Just a quick note regarding the final battle with TorGal (this is because I intend to use your report in the mod's walkthrough):

    Do not use cheese! Even if you retreat to other rooms, do not shut the doors. Try to defeat them without dividing them into separate groups. We did it with a 10th-11th level party. It's doable.
     
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