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08-25-2001, 02:44 PM
|  | Exalted Member | | Join Date: Jun 2001 Location: The Netherlands - Sietch Tabr
Posts: 4,090
| | WK level 5 onew of the seals question!!! I'm currently n Watcher's Keep level 5, and i'm havind huge problems wth one of the fghts, the fght wth the beholder, the siren, and some other enemy's.
Dous any one have a good tactic?
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08-25-2001, 02:48 PM
| | Exalted Member | | Join Date: Jan 2001 Location: San Antonio, TX, USA
Posts: 1,799
| | well, you know where they show up at, so you can set traps, and also position your best fighters next to the siren, spellcasters. beholder to at least disrupt their spell casting.
have a mage cast comet or dragon's breath to help out a lot.
and of course be prepared...haste, stoneskin, whatever you use.
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08-25-2001, 03:35 PM
|  | Exalted Member | | Join Date: Aug 2001 Location: Sluggy Zone
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| | Memorize as many skull traps, project image and delayed actionfireballs as your mages can do. first since you've faught this battle before, you know approx where they gate in. place as many traps as you can.
then using project image to increase spell casts, carefully space out and cast the skull traps and delay fireballs. now, like too many of the enemies in TOB and watchers keep, most of those buggers will gate in with spell protections up and running!!! so cast as many as you can, at each location where they arrive, but far enough from the key location so you don't set off the traps. make sure your fighters and mages and clerics are buffed up, send one mage in with protections up and humming, and position right next to key. cast about 3 or more cloudkills and inc clouds near the general gate area, turn the key and dash away on boots of speed. use farsight to monitor the area. This won't kill all of them, but will kill some, and weaken the other s enough so you've got a decent shot at wasting the rest.
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08-25-2001, 08:38 PM
| | Exalted Member | | Join Date: Jul 2001 Location: Sydney
Posts: 103
| | Ok, once you know what you're doing, this fight is less difficult. I put Minsc against Nalmissra, the Succubus. I cast chaotic commands in him so her charm couldn't affect him, and had him go beserk just in case. I summoned a planetar to take on Y'tossi, so her poison couldn't do so much damage.
For the Hive Mother, which can be the biggest ***** of them all, I had Keldorn with Cloak of reflection, Carsomyr, and Death Ward, so the Fingers of death couldn't hurt me much.
I used a shambling mound to occupy Xei Win Toh, the dual-weilding Kensai, until I could get around to taking her out later.
I used Jaheira with Ixil's Spike +6 against Ameralis Zauviir, the drow priestess. The spike nailed her down before she cast Creeping Doom, which my mages were most thankful for.
I can't remember what I summoned for the Huntress, something like an Elemental Prince or a mordenkainen's sword.
I had my sorc, Imoen and Aerie all cast simulacrum, cast beefings, and then I let the carnage begin.
Minsc tackled Nalmissra well, she didn't manage to charm anyone before she got chunked.
Y'tossi cast protection from magical weapons, but the planetar kept her occupied before she could do any damage to my party. After Minsc had finished off Nalmissra, he went for her. He was wearing the Periapt of Proof against Poison, and it protected him from her venom. She had been Breached by Aerie by the time Minsc got to her, so she went down easily.
The Hive Mother caused the most damage to my party. Most of the time she focused on Keldorn, but she still manage to finger Aerie's simulacrum, the Shambling Mound, and Minsc after the Y'tossi had been killed. Keldorn smacked her down eventually.
Those were the most dangerous of the six, the death's of the other three were unremarkable, generally just weakened by area effect spells and killed by spells from the remaining sims, my Sorc and Imoen.
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