@Blackraven. What's the name of the soundset mod that you're using? I'd like some new sound sets.
Baldur's Gate 2 No-Reload Challenge
#14301
Posté 04 septembre 2015 - 08:37
- Blackraven aime ceci
#14303
Posté 05 septembre 2015 - 07:05
GREAT upload Blackraven!
PLS be careful. One PWS or flame arrow sequencer with a muddy aura or something might end the dear girls life.
Cheers!
- Blackraven aime ceci
#14304
Posté 05 septembre 2015 - 08:04
Bl-scs30 Update 2.3,
A calculated risk;
We turned in some mimic blood to get a new sword for Mazzy and let the town know about the shadow lord… "yes it's on my 'to do' list" but we need better tools first.
WK-level 1,
This place is so dangerous at our level but the gear is hard to pass up… moving left first, brings us to a troll ambush with two of the spirit buggers. Jan drops his one and only clouldkill shot from the starting wand and we fight them inside the gas for the win. The centre room has vampire wraiths so we buff up and draw them onto our pets, two at a time then we get a wandering horror but he dies quickly so the mustards are next.

Mustard jellies can't leave their room so range killing them is very easy… if a little slow, for Jaheira (Crimson Dart +3) and Jan (+1 bolts bag). The right side only had 8 or so shadow fiends (stun attack) when I 'Farsight' peeked, +1 weapons to hurt and Viccy can fear-turn them at level 8 so we felt pretty confident until we opened the door and stared into the pitless eyes of two devil shades (level drain) needs a +3 weapon to hurt and couldn't give a flying toss that we have a 8 level Cleric 'turn' going except that all his buddies running away from Viccy kept the door jammed enough to let me get a Pne up.
Only 4 of us could even hit the guard golems but with the wards we only had to fight them signally and the old priest got his slippers then we made our stand in the mustard jelly room to draw the first four statues in one at a time, in order; halberd, Cleric, Fighter and Mage… giving Mazzy a nice bastard sword just as she hits level 9 and takes a point in them.
This party has no way to cast 'Death spell' so continuing on would be silly…
- Alesia_BH, Serg BlackStrider, Grond0 et 5 autres aiment ceci
#14305
Posté 05 septembre 2015 - 09:53
A shortened route around the Spellhold maze was taken - umber hulks, yuan-ti, mists, pulpit, kobolds, Dace, yuan-ti and through the mouth of the giant statue. The second level saw Kaxir realise he'd forgotten to purchase strength potions so one container was left locked (a few tokens and the bow string so not vital). The trapped portrait room was cleared despite suspicion that a poor saving throw may be fatal. After vending some Boots of Speed he raced around to confront Bodhi and quickly scared her off.
Lonk the Sane benefitted from Kaxir graciously waiting for him to turn hostile. He'll always treasure those last calm seconds of his life.
Kaxir accepted a lift with Saemon Havarian, being dropped off at the City of Caverns. Potions of Insight and Genius plus the Ring of Friendship meant he didn't have to work out which statistic was important against the Spectator and obtained a tooth of Sekolah. After grabbing a Cloak of Mirroring he killed a King and Prince before descending into the Underdark.
The Western Tunnels were his first stop, killing off a few Demon Knights near a Demogorgon statue, with an Azuredge Whirlwind HLA being used against the one with a girdle and draining sword. The Kuo-Toa prince was defeated without using the corrupted tadpoles which may (not) come in handy later.
Before heading into the forboding Ust Natha, Kaxir popped inside the Beholder lair and past the welcoming committee via Sandthief invisibility. He then returned with a GWW to drop the Elder Orb (risky but with the FoA and a WW Kensai, is a reasonable option). The WW ran out at near death and Kaxir elected not to wait for Gaxx Improved Haste but landed another solid blow. The result of this was an Amulet of Spell Warding, of far more value than the Shield Amulet which has been used twice according to the remaining charges. The rest of the beholder lair is skipped, as is the illithid lair.
A deal with Adalon sees Kaxir head into Ust Natha in drow disguise. He purchases the Firetooth throwing dagger and is very (very) careful to use it against N'ashtar despite being swarmed by Boz and co. A WW drops the Misled N'ashtar while the giveaway swirling protective buffs allow Kaxir to guess where the real menace is. With the Mislead gone, N'ashtar is a valid target. Kaxir retreats slightly to maintain distance, then uses a recently acquired GWW to kill the mage before he can get within touching distance. With the Maze threat gone Kaxir uses Firetooth and movement advantage to kill off the remaining enemies.
The Ust Natha tasks go well until Kaxir is asked to kill Solaufein and chooses the wrong answer. With Solaufein dead, Kaxir is unsure what his options are. He switches eggs for Phaere and is resigned to fighting Adalon (a terrible prospect) when an imp turns up and tells him to kill the Matron Mother during the summoning. Easy peasy (not).
Kaxir tries, and fails, to kill her. He's done enough though, disrupting her summoning. She turns hostile and dies, as does Phaere and everybody else who is between Kaxir and the exit. All in a day's work for a good-aligned Kensai.
Adalon leaves Kaxir at the exit.
- ussnorway, Serg BlackStrider, Grond0 et 4 autres aiment ceci
#14306
Posté 05 septembre 2015 - 11:36
I've had the snake die on me more than once Wise it shouldn't bug your game as long as you did get it's loot. Did you find the door key and it still won't open?
This is what it says verbatim on the sceptre:
“The green sceptre key is from the elemental room of slime and will open the East door of the Ice chamber”
Just realised that some mod must have changed things. That rod usually opens the west door of the slime chamber. Perhaps I need to kill some other monster to get that door open.
EDIT
Just found that there is a key as well.
Either the game has been changed, or the other times I have had the key and not been aware of it.
Now all I have to do is kill those Fire Giants to get the last sceptre.
I think that they have to be lured into the ice chamber if I remember correctly. It's a LONG time since I have been to Watcher's Keep.
#14307
Posté 05 septembre 2015 - 11:54
This is what it says verbatim on the sceptre:
“The green sceptre key is from the elemental room of slime and will open the East door of the Ice chamber”
Just realised that some mod must have changed things. That rod usually opens the west door of the slime chamber. Perhaps I need to kill some other monster to get that door open.
That's exactly what the green slime scepter does in vanilla BG2EE... it opens the door between the ice lab (chamber) and the slime library
.
There are seven doors between all the labs and libraries and there are four keys to open them:
1) 'air scepter': It will open the south door of the Air chamber and the north door of the Poison chamber,
2) 'key' (from slime library): This key likely unlocks the door on north-east end of the slime library,
3) 'slime scepter': This green scepter key is from the elemental room of slime and will open the east door of the Ice chamber,
4) 'ice scepter': It will open the north door of the Ice chamber and the south door of the Fire Chamber. (And it also opens the north door of the Fire Chamber).
- ussnorway, Grimwald the Wise et Blackraven aiment ceci
#14308
Posté 05 septembre 2015 - 01:09
Fire giants dead, now time for the chromatic demon, but it will have to wait. It is lunchtime, and I'll probably be busy with RL this afternoon.
#14309
Posté 05 septembre 2015 - 02:26
Corthief VIII the solo halfling thief - update 6 (Lilacor quest, Slavers in Moored Ship)
Corthief VIII decided to investigate the Copper Coronet Sewers. Groups of hobgoblins and kobolds taken out by his old stand-by, fireballs from the shadows. Jellies taken out by "backstabs" - that is, attacks from the shadows. Quest basically complete.
For Captain Haegan's group, Corthief VIII was quite certain he needed something to tip the favor his way, so he used a haste potion before engaging - he then hid, went in (via sewers) and tired to backstab the enemy cleric - it was a massive backstab, too bad I don't get this all the time.
Corthief VIII would then run outside/hide/backstab and repeat. Eventually some enemies followed - they were treated to the fireballs from the shadows trick - eventually it's just Captain Haegan - a number of backstabs/run/hides and repeat finally takes him out.
Rest of the slavers taken out by combo of fireballs from shadows/backstabs. Was nice found a haste potion to replace the one used for this encounter. Also used Namurraa silence as well on the slaver wizards, not that they ever got a chance to attack Corthief VIII. Hendak was pleased. Corthief decided to get the AC 3 bracers from Ribald - it's redundant with Aeger's Hide, but there could be a time he needs to maximize saves, and that bracer will allow combining studded leather/protection item when that time comes.
As promised, the Lich at the Crooked Crane inn was defeated by protection from undead/snares/attacks from the shadows.
Corthief VIII will probably go to Umar Hills next session (need the Ioun stone there).
Here is Corthief VIII's equipment by this point:
- Alesia_BH, ussnorway, Gate70 et 3 autres aiment ceci
#14310
Posté 05 septembre 2015 - 05:35
Kaxir goes back to school briefly as Sion survives a WW > GWW Firetooth attack. Kaxir has been shuffling around to avoid Koshi by using Maferan and Olaf as buffers but this is not working well, so Kaxir runs through one trap and uses a second GWW to deal with Stalman then Koshi.
On to the Twisted Rune. A scroll of Protection from Magic should suffice but Kaxir adds a scroll of Protection from Undead as Shangalar turns hostile. Revanek is meleed, followed by Vaxall.
(three extra healing potions were used in the Planar Prison to avoid resting or waiting for regeneration)
- Alesia_BH, Serg BlackStrider et Dyara aiment ceci
#14311
Posté 05 septembre 2015 - 07:22
PLS be careful. One PWS or flame arrow sequencer with a muddy aura or something might end the dear girls life.
As a halfling, Isadora should have Arvoreen to protect against PW:S.
The Reflection Shield is a buckler with Rogue Rebalancing installed, I believe, so Isadora should be capable of defending herself from Flame Arrows, too (given that Blackraven has installed Grim Jim's patch).
Good hunting, Blackraven!
Best,
A.
#14312
Posté 05 septembre 2015 - 07:48
Gate70/Grond0 multiplayer attempt 83 - (10th and final update)
Pasha, half-elf druid (Grond0) & Rholfre, half-elf dragon disciple (Gate70)
And did those feet in modern times walk upon the Throne of Bhaal? Unfortunately not.
They did see off the Slayer, despite its immunity to lower resistance, acid and magic missiles. Rholfre looked at its unending pursuit of Pasha and thought "this guy is either really stubborn or really stupid". The latter proved closer to the mark as it died from the second bite by Rholfre's flayer form.
Various equipment was forged before they moved on to Sendai's Enclave. The outside drow didn't hold them up long, though it appeared following that fight that the EE had added one nice bit of dialogue (or perhaps I've just forgotten that).
Inside, they moved quickly on despite the Slavemaster successfully using magic resistance to fend off a first implosion from Pasha (I thought that wasn't subject to a magic resistance check). There was a bit of a warning when Pasha was confused by an umber hulk elder, but Rholfre was straight in there to make him invisible before dragging away and destroying the attackers. However, the first real problem was when Rholfre relied on invisibility against a demon knight and hive mother. He was immediately PW: stunned and killed before Pasha had a chance to intervene.
After resurrecting her Pasha made a rare use of her deva to finish off that fight.
Sendai's statues were mainly pretty straightforward. The only potential problem was when Pasha tried to run away from a summoned aerial servant, only to find that what looked like a route round a remaining statue was impassable. Blocked in by the servant 2 attacks on her took her down to where a 3rd attack could easily have killed her - but Rholfre's death spell ensured there would be no 3rd attack. The duo had made fairly sparse use of spells up to then and the real Sendai found things hard going. She faced powerful summons, while being unable to keep up her own summons against death spells and wiltings and her HPs ebbed away until the planetar got a final blow in.
The 4th pocket plane challenge was never likely to be a problem for stoneskinned characters, though Rholfre was briefly poisoned through those before her planetar healed her.
Moving on to Amkethran the duo tried to find a monk with a key, but failed to do so and went to get a lift inside with Saemon instead. Running straight into the palace Rholfre produced the mordy swords and planetar that had served so well in the run to date - only to find Balthazar scything them down in seconds. Pasha did manage to tag the monk with a harm and then successfully shot him with the pulse ammunition of the Big Metal Rod.
That should have been that, but the delays in damage taking effect you sometimes get in MP saved him and a second wind started a couple of seconds after the shot apparently hit him actually kicked in before the damage (the sreenshot shows a 3rd shot in mid-flight, with the damage from the first 2 being applied virtually together). Running short of ideas the duo decided to retreat and fight another day.
Back again, Rholfre had prepared a spell trigger to lower Balthazar's resistance and a chain contingency to give him a dose of wilting. That proved an effective combination and immediately got the monk to badly wounded. There then followed a period of several rounds where he was targeted by spell after spell, but heavy potion use kept him going at near death. Tiring of that onslaught Pasha darted in with a nature's beauty that successfully blinded him.
He reacted by running all over the place, which made him hard to target, and once more kept him alive. He also managed to strike back by killing Rholfre with some magic missiles despite his blindness.
Pasha tried a few shots at him, but monks are hard to hit with missile weapons and she missed him with an 18 (needing -5 THAC0). The sensible thing to do would probably have been to switch to one of her many items that do damage (like wand of heavens or staff of thunder and lightning), but she elected to try and engage him in melee to hold him in place for Rholfre to target more easily. At that stage of the combat Balthazar had used an awful lot of abilities, but it appeared that he had one left - judging from the screenshot Pasha became a victim of the monk's famed quivering palm
.
- ussnorway, Gate70, Serg BlackStrider et 3 autres aiment ceci
#14313
Posté 05 septembre 2015 - 10:31
Kaxir has unfinished business at Umar Hills.
Tolgerias doesn't pose any threat, but Kaxir is now at the point where his memory kicks in. Both parts of the Wave Halberd are in his backpack and the amount of salamanders and efreeti ahead are a real missed opportunity.
Kaxir, Kensai 28. 928 SoA kills, Kangaxx the Demi-Lich.
** Long Sword, Flail, Two Weapon Style.
* Bastard Sword, Axe, Two Handed Sword, Dagger, Halberd, Mace, Quarterstaff.
- Alesia_BH, ussnorway, Serg BlackStrider et 2 autres aiment ceci
#14314
Posté 05 septembre 2015 - 11:38
Gate70/Grond0 multiplayer attempt 83 - (10th and final update)
Condolences, guys. It was a worthy run nonetheless.
Best,
A.
Btw. I thought this was attempt 100, not 83?
#14315
Posté 06 septembre 2015 - 12:24
Condolences, guys. It was a worthy run nonetheless.
Best,
A.
Btw. I thought this was attempt 100, not 83?
Grond0/Gate70 - you guys had a great run - but I thought I read 100th run also like Alesia - someone pulling our leg?
#14316
Posté 06 septembre 2015 - 12:25
Sorry Grond0/Gate70, but well done anyway.
#14317
Posté 06 septembre 2015 - 02:29
Bl-scs30 Update 2.4,
Making Shade Lord My ******;
Round 1, we all gang bang the altar… at least we stop the spread of evil should we perish.
{scs30} cheats here and the Shade lord is not actually Un-dead but Viccy still puts up 'Repulse Undead' & 'turn' to keep the extra shadows away.
Round 2, Shade Patrick, gets that personal service touch… even with Pne I expect the loss of at least one member but the extra kick we have from doing wk1 gave us just enough time to despatch Patrick and leg it back down stairs.

The main event,
The Lord likes his Pfmw so we have to last long enough to kick it down or find a way to get round it.
Mazzy and myself go melee with Pne and all the thac0 I can squeeze out of party buffs.
Jan pops his pet golem (physical attacks get through Pfmw) then uses 'detect illusion' to remove the images, 'Greater Malison' and spends the remaining fight spamming 'Remove Magic'.
p.s. looks like Mazzy has family issues…
- Gate70, Serg BlackStrider, Grimwald the Wise et 2 autres aiment ceci
#14318
Posté 06 septembre 2015 - 06:44
Btw. I thought this was attempt 100, not 83?
Grond0/Gate70 - you guys had a great run - but I thought I read 100th run also like Alesia - someone pulling our leg?
Just 2 different systems of counting. 83 refers to the number of different character pairings we've run (originally specifically chosen, but for a long time now character classes have been random). Some of those pairings have had more than one run - particularly when we were trying to make progress without having any companion deaths. The Autopsy list shows where characters have been repeated
http://forum.bioware...e70/?p=15349392
while the post above it summarises our progress in the 100 runs to date.
- Alesia_BH et Blackraven aiment ceci
#14319
Posté 06 septembre 2015 - 06:55
One room she had to pass through proved particularly dangerous. It contained Mephit Portals that kept spawning Mephits. The Halfling applied an oil of speed to compensate for her soggy sword arm, and destroyed the portal that seemed to spawn Radiant Mephits first, because she had had problems with one of those creatures before.
This is the reason to always bring the Horn of Kazgaroth with you from BG1. It protects from the Radiant Mephit[1], although it lasts a very short time, it's usually enough to kill the portal for most of my characters. (Well, that and it sells for quite a bit, IIRC.)
Another option is to activate one of the mephits, then dart away into the starting room, hide in shadows, wait until they all come chasing, then dart into the portal room and close the door behind you. (Some might feel this is a bit cheesy, but I mephits don't seem intelligent in this game, so... meh. Meh, I say!)
[1] ... plus the stunning ones which are almost always game-ending. You can sneak past those if you're ever-vigilant though.
- Blackraven aime ceci
#14320
Posté 06 septembre 2015 - 08:55
Invisibility is used to find a pair of doors.
A Guardian makes a save against the Staff of Fire, so out comes the Wave.
#14321
Posté 06 septembre 2015 - 11:03
Firkraag casts Haste, Kaxir summons the Efreeti and waits for his aura before returning with a GWW.
With everything done, he checks his gear and realises everything is not done.
- First stop, Watchers Keep. The first level is cleared and he may descend lower shortly.
- Second stop, the Illithid hideout in the Temple Sewers. Dwarven Thrower GWW's with Save vs Spells of -5 gets an easy victory.
- Third stop, the Unseeing Eye. No real reason to visit, other than for completeness. He has just dealt with the Empathic Manifestation - foxing him briefly. Retreating to find the Staff of Curing was considered, but Kaxir was unsure whether that can be cast at third parties, so he thought harder and used a first Rod of Resurrection charge and that worked.
- Serg BlackStrider et Grimwald the Wise aiment ceci
#14322
Posté 06 septembre 2015 - 11:06
[1] ... plus the stunning ones which are almost always game-ending. You can sneak past those if you're ever-vigilant though.
I can't remember about vanilla, but the aTweaks steam mephits are not put off by the Horn.
#14323
Posté 06 septembre 2015 - 12:00
Jardik's run came to an end near Lum's machine.
Upon coming across a lich, he failed to enrage fast enough to avoid imprisonment. ![]()
At least now his heartbreak over Nalia's demise has come to an end.
Final experience 5,361,689 (Level 24)
All stats 25 (Due to various potions added by mods)
(Another time, I think that these will be given to other party members)
Number of kills 1342
#14324
Posté 06 septembre 2015 - 12:47
Oof, hard luck Grimwald. But... A Lich casting Imprisonment? It's generally only Demiliches that I even worry about the possibility of that type of threat. Nevertheless, it was a very good run; I usually get depressed about a character if my main NPCs get chunked after awhile.
- Grimwald the Wise aime ceci
#14325
Posté 06 septembre 2015 - 02:51
It's a demilich in Watchers Keep. Sorry to hear about that.
The Unseeing Eye never saw Kaxir coming, a single hit after the Rod debuff while Kitthix played decoy.
Back to Watchers Keep level 2. I think Corey said I'd not helped him understand the basics of this level so I've tried to make amends.
Start by heading North-West. There are Sand Trolls here, immune to fire. Acid is a good option to kill them, Crom Faeyr even better.
From there head East to the Air Chamber but make sure you have 100% electric resistance. I don't believe the Cloak of Reflection protects here but haven't tried it for a long time. They also buffet characters so I tend to use Mirrors and Hardiness, Kaxir was unaffected this time.
The giant snake in the Slime Chamber to the South-East stuns on hit. Best not to get hit but it is quick and a combination of blocking/bumping can see you moved into striking distance so consider buffing against it.
Once the room is clear, head to the final Fire Chamber and entice the Greater Fire Elementals out one by one. Don't kill them as they should respawn. Freeze them in the Ice Chamber instead.
Kaxir may have a peek at the 3rd level of Watchers Keep. I find this safer from ToB as Pocket Plane resting helps greatly.
- ussnorway, Serg BlackStrider, Blackraven et 2 autres aiment ceci





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