After returning to Nashkel to gain the reward and dealing with yet another assassin, Seluna headed northwards, fought Tazok and a lot of bandits. Killed Tranzig and then plundered the bandit camp, this time by stealth and not fighting.
Killed another party of assassins just south of the FAi.
I do all sorts of things in the game which I would never do in real life.
For instance, in my current game I had a one-night-stand with a man in the FAI.
In real life my wife and I didn't sleep together until we married.
In real life I don't go into anyone's house evil or not and start breaking open chests.
That's true... in real life I for one don't run around with a big sword and slaughter other people evil or not .. and of course that not breaking chest thing too .
The bandit camp exterior could perhaps have been cleared in one go by rotating the target, but with Kaxir badly punctured by arrows a rest is taken. Taugosz Khosann is unable to kill Drood before he is overwhelmed and a second rest is taken before entering Tazok's tent. Kaxir fronts up to Venkt as everyone else ranges him, and then moves on to Hakt while the party melee Raemon. Britik makes a short last stand, and everyone gains a level (screenshot is paused, unpausing sees Kindler obtain hers).
Spoiler
Level 5 hit points: 13, 13, 7, 11, 12, 12. Range 51-66.
Snitch braves a lightning trap, and unlike Ender Sai she survives the bolt.
Black Alaric's cave. Vicker goes potion mad in addition to his girdle of bluntness (Heroism, Absorbtion, Stone Form). Kindler equips her recently purchased +1 throwing axes while Snitch takes a non-proficient halberd +1. Vicker tanks the golems without incurring any damage while Kaxir uses his shorty spell save of 8 to shrug off hold (19) and charm (21) traps.
Everyone would benefit from the constitution tome in one way or another, but Kaxir fancies regeneration.
Kaxir demonstrates his consistency with the kill tally, Drood trailing a somewhat distant second and the rest further off the pace.
I have collected a party that I can (hopefully) live with… Branwen is tank and Neera will increase my wand firepower. We have been doing good deeds; delivered a love letter, saved some merchants, collected the nashkel bounties (returned the gems) and executed the evil cleric but it was handing in a spider carcass that finally got my level up.
Spoiler
The down side is that my hirelings keep dying and its getting expensive to raise them but Imoen has the magic crossbow she wanted so that’s at least one magic weapon each now and we can hunt bigger game.
Cloakwood sees Kaxir upgrade to the Spiders Bane sword, Snitch becoming the third custodian of Arghain's two handed sword. Drasus and his men are guarding the entrance to Cloakwood Mine but Kaxir has a plan. He will charge, while everybody else will throw daggers or axes at the mages. The plan more or less works, but Kaxir is confused and being targeted. Drood and Carlain move to melee Genthore while Snitch and Vicker go after Drasus. Once Genthore refocuses on his attackers, they too move across to Drasus and then everybody moves back to Genthore.
Spoiler
Once he is dead, Snitch leads Kaxir away from the party then ducks into the store near the barracks to the dismay of the hapless guard within. Kaxir comes to his senses a short while later and picks up some boots of speed. They don't combine well with Spider's Bane (latest patch), so Snitch takes them instead. If she's going to be first into combat she might as well have the Cloak of Displacement too.
Two ghasts aren't much of a danger to Kaxir, and Hareishan is duly bypassed. The next group of guards get Kaxir down to 20hp but he uses his two healing abilities on Snitch instead and elects to carry on rather than risk a rest. The final group of hobgoblins in this area poison Snitch, so Kaxir uses a slow poison ability on her. She has 37/63hp while he has 21/66hp. The rest of the party are uninjured though, so Kaxir feels comfortable to continue further.
Drood takes a Potion of Defense as a Battle Horror closes in. Kindler has again switched to +1 throwing axes and after the first Battle Horror is destroyed, Drood lures out a second. It falls while he still has 31hp remaining. Vicker suggests he should use a Magic Blocking potion to counter Davaeorn, his extra offhand attack being of use against the many mirror images. Once he has the Boots of Speed and Cloak of Displacement he attacks.
& fails to breach the defences of the mage. Kindler has braved the trapped corridor but Davaeorn teleports away as she arrives. Drood and Kindler search for him and find he is near to the rest of the party. His next spell is disrupted and many Mirror Images are no match for many weapons.
Spoiler
Two more Battle Horrors are meleed without potions. Vicker, Kindler and Snitch share the pain so Kaxir can save against a charm trap (8, rolled 18). Drood has 17 Wisdom, Vicker 18. Kaxir tells Vicker to read the Tome of Wisdom, and once in the city he asks Snitch to read the Manual of Dexterity.
The Undermountainers are beaten next.
Snitch has used the Boots of Speed to good effect, toppling Kaxir in that session.
The Trio had a good session today, with the only death because Sarevok attacked Krem while Grond0 was in dialogue.
When we last heard of the Trio, they had finished up most of Chapter 5 - time to wrap things up:
1) Nephre and pal killed so that we could turn in their stuff to the guy at Sorcerous Sundries
2) Ogre Mage and carrion crawlers cleared from sewers - Axer had used a freedom potion so the crawlers couldn't hold him.
3) Seven Suns cleared out easily for this team.
4) The fifth floor of the Iron Throne went very smooth - Axer had used a stone giant potion and protection from magic scroll - he then used his two axes against the casters to help protect the others - this worked great, and the team won without any deaths. While in the Tower Krem picked up a protection from petrification scroll.
5) The Trio reported to Duke Eltan - the trio didn't bother with the leaders of the Iron Throne - but they killed Shistal. Vommar then used a scroll and potion to clear the traps and bash the crypts as well as take out the phase spiders - although one spider foolishly phased in by Axer and was quickly killed. The trio bee-lined their way to the exit, slaughtering whoever was in their way. Axer got lucky against Prat though - the plan was for Vommar to draw out the enemy spells since he was protected by protection from magic scroll - this partially worked. And Axer had used a potion of magic protection - which failed to protect him against confusion. He wandered dangerously close to some spiders - but then stopped just out of sight. Vommar and Krem finished off Prat and goons, although badly wounded. Once Axer recovered, he used a freedom potion and protection from poison scroll, he cleared out 3 of the 4 spider groups (we didn't bother with the last one). Axer, protected by a protection from petrification scroll took out the basilisks.
6) The Trio sold their stuff at FAI, then went to deal with Sythe. Vommar pulled Slythe out and Slythe fell quickly to the Trio's power. Krem and Axer used a haste potion which got the team success at the Duchal Palace. However, Krem was stuck in dialogue, and while that was going on Sarevok decided to kill him. Then Vommar got attacked who was also in dialogue - but eventually the dialogue went away and Sarevok retreated. It did mean though making a Temple visit and bringing Krem back - Gate70 also decided to drop connection, so he had to reconnect as well.
7) The Trio bought a few supplies and then headed into the Maze. Most enemies were of little consequence, except Axer used a protection from undead scroll against the two skeleton warriors. Eventually the Trio made it to the Undercity. Axer was happy to go around, but Vommar was keen to engage the Undercity Party (maybe he knew their experience would help him level?). Axer noticed he had both potions of explosions and necklace of missiles - he distributed the potions to Krem and Vommar and the Trio opened with fireballs. Axer kept spamming necklace of missiles, then engaged the ogre in melee (who didn't last long). Finally a lone mage was left throwing cloudkills at Vommar - but Axer kept throwing Prat's axe and it killed the pesky mage.
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Axer and Krem were already level 7 - but Vommar was close to leveling - thus protected by protection from undead scroll, Axer took out the 4 skeletal warriors nearby (that was 16,000 experience) - was just enough to level Vommar thus whole party was level 8 for Sarevok.
8) The Final Confrontation:
Axer handed Prat's throwing axe to Krem, since Axer needed to be using a bow since he was the only one who could dispel Sarevok's haste. The party did their buffs and prepared to face Sarevok. Gate70/Grond0 have a nice trick for BGT - if Axer very carefully creeps forward he can fire his dispelling arrow outside of talking range of Sarevok - then Axer immediately retreats and then Sarevok approaches alone. Vommar tried to be the target while Axer and Krem ranged attacked - Sarevok though wanted to change targets which quite a bit of running/shooting for entire party. Eventually though, Axer noticed Sarevok was near death and charged with his +2 axe - almost immediately Sarevok got hit with 23 damage and then death!
Seluna went through Cloakwood like a dose of salts. Got hurt fighting the dragon in the Spider Area, however Gavin was up to the task of restoring them to health.
The wyverns were no porblem neither was Drasus and co. Web, holy Smite and wand of fire etc, dealt with them quickly.
Before going to the mine Seluna picked up Rasaad. Being a worshiper of Selune, she felt it appropriate.
(I don't like monk characters but am making an exception in this case. I had also read up enough to know that it was a good idea to have him in the party some time before BG)
Even the mages in the mines were no problem UNTIL the bottom level.
It wasn't Davaeorn who was the problem but the Dark Horizon assassins that proved to be a problem.
(I changed tactics and that was painful for the party. Back to summoning monsters in future.}
The Dark Horizon assassins at the entrance to BG fell quickly to web/holy smite/ fireball combination.
Did Rasaad's quest. (I wasn't impressed. Far too linear. Too much like Icewind Dale and I'm not talking about the scenery)
Replaced him with Ajantis and back to BG.
To do the Rasaad quest, I had to open the game in an unmodded installation. (This brought Seluna's experience back to the level cap)
Note Well: I found that swords that do fire damage did not kill off the ice trolls!!!! However Xan's spells worked fine. I didn't try arrows of fire however. Perhaps I should have tested that whilst I had the chance.
Then, upon returning to the FAI reopened using my modded installation. Doing this avoids the dreaded crashes and Seluna regained her experience which was slightly above the level cap.
This was necessary, for she will need that experience if she does the Drizzt Saga!!
Kaxir has worked out the party are low on XP. He tells Drood to purchase the 3 potions of Mirrored Eyes. The first is used in a warehouse. Durlag's Tower is the next destination, and Kaxir is careful to make sure everyone is past a repeating stun trap before stepping out onto the roof (5 fail their saves and Carlain waits a long time for them). When everybody is finally ready, Kaxir gulps a potion and runs outside. He charges a basilisk, and the rest of the party rush outside.
With the basilisk quickly overwhemed, the party run up the nearby stairs. Gnolls try to swarm the party but Kaxir carries on to the main roof and attacks the next basilisk. Everyone else follows. Kaxir goes from basilisk to basilisk, keeping a close eye on his eye potion. The roof is cleared of basilisks before the potion runs out, so the third potion is bagged. Everyone has reached level 6 (32k xp).
It's a poor set of rolls generally, with Snitch and Vicker the exceptions. 76 (+10) 77 (+14) 66 (+13) 58 (+7) 67 (+9) 67 (+7)
Carlain grabs most of the meagre kills: 84 (+3) 59 (+2) 50 (+2) 65 (+1) 65 (+5) 47 (+0).
ussnorway, Grond0 et Grimwald the Wise aiment ceci
The bad news is Katarnia got killed in an ambush and whilst that’s sad of course we do have to keep going so… I’m re-entering the challenge with the lossers club;
Ormaline is an Half-Elf Lawful Evil Mage-Thief
Puk Darkstar a Half-Orc Lawful Neutral Priest of Tyr
Sarah Darknight a half-elf Neutral Good Sharman
katarina Twoblades... a Chaotic Neutral Wild-Witch (Elf Fighter-Mage).
Imoen is just Imoen, a human thief included for plot reasons
So far its been an easy lizard hunt and ring finding day
Spoiler
p.s, Mods: this run has no mods, I’m only playing on Insane with extra damage turned off.
Grond0, Grimwald the Wise, Jianson et 1 autre aiment ceci
@ussnorway: looks like an interesting party. Good luck.
(I don't know if it's a setting I have wrong, but to me, your screenies look compressed from the sides. This means that the portraits have the wrong proportions, etc.)
Kaxir had been merrily handing books to Vicker without checking their content, and hence the Tome of Intelligence went to the wrong recipient. Carlain doesn't seem too distressed about it.
Degrodel's minions face the kensai's with a triple cross. First, Kaxir tries to lure one outside. Two invisible stalkers, one helmed horror and one doom guard follow. The kensai's take a severe beating but some rotation of a badly wounded Kaxir and a near-dead Vicker sees the four enemies cut down. After a rest, Kaxir ventures inside again, luring a doom guard and invisible stalker out. The remaining helmed horror is lured out for a third encounter without bothering to rest again, and quickly extinguished. Degrodel offers a job but the kensai's cut him down.
Lothander has donated a second pair of Boots of Speed, and Kaxir has a rethink about party order. Kindler (axe) and Vicker (flails) take the front, with boots of speed, protective items and close-quarter weapons. Each has an AC of 1, so should avoid a few hits. n.b. reporting will still use the previous party order.
Scar ask about the Seven Suns and is told about the now dead doppelgangers. Check out the sewers next he says. Kaxir tells him about the now dead ogre mage and group of carrion crawlers, the last of which held both Kindler and Vicker after the group surrounded it. This is enough to grant an audience with Duke Eltan.
The flfth floor of the Iron Throne HQ is a memorable place, Vicker gulping a blue healing potion while in the sights of Zhalimar Cloudewulfe. He's used a Greenstone amulet charge but a pillar has allowed Naaman to cast Confusion in the direction of Snitch instead of the intended recipient. Vicker heads for the western staircase as everybody else goes down the eastern staircase before the spell can land. Vicker races to the party and they descend another two floors to avoid pursuit.
Scrollback reveals Diyab is dead from a thrown dagger from Kaxir, and Aasim dead from a thrown Kindler axe. Returning up two flights sees the doppelganger and Gardush, but the party retreat back down a flight so they have the initiative - if only they'd remembered to switch back to melee weapons.
The doppelganger is killed first (Kaxir dagger), while Gardush foolishly chased Vicker. After a volley of daggers and axe, everyone switches to melee. Gardush hits Kaxir twice but hits are landing quickly and Carlain ends matters with a critical of 38. Kaxir recons this leaves Zhalimar, Alai and Naaman.
Kaxir (50/76hp), Vicker (20/66hp) and Carlain stand by the western stairs, the other group ready to ascend the eastern stairs first and draw the enemy attention. The melee duo of Vicker and Kindler kill Alai and Naaman respectively and turn onto Zhalimar as the rest of the party switch from daggers to melee and move in to surround Zhalimar. He gets Kindler down to 30hp before Vicker chunks him.
Returning to Candlekeep for Eltan sees the kensai's framed for murder, and released into the catacombs below. Kaxir uses a Protection from Magic scroll and Storm Giant potion to loot the area, and Snitch uses one of Marek's antidotes after a stray spider poisons her. Thrown weapons eliminate the various doppelgangers then Prat and his gang are attacked.
Vicker has used the Greenstone amulet but Kaxir is slow to provide support. As Vicker retreats briefly all appears well but he draws the attention of two wraith spiders. On his return he carelessly runs through an Aganazzar Scorcher Prat has aimed at Kaxir, and dies. Bor dies at about the same time followed by Sakul, Prat and Tam. Kaxir is poisoned by a spider though and takes heavy damage. He foolishly uses another of Marek's potions and realises it hasn't worked. Time is ticking down and by the time he can use a normal antidote his remaining 7hp were very close to getting another two sets of 5 poison which would have proved fatal.
Snitch gets the strength tome, while Vicker is revived with about 4000 less xp than everyone else. Kaxir has made the most of his strength potion to extend his lead on the killboard and is the first into triple figures:107 (+23), 70 (+11), 58 (+8), 76 (+11), 72 (+7), 62 (+15)
ussnorway, Grond0, Grimwald the Wise et 1 autre aiment ceci
@ussnorway: looks like an interesting party. Good luck.
(I don't know if it's a setting I have wrong, but to me, your screenies look compressed from the sides. This means that the portraits have the wrong proportions, etc.)
Yes I play on a widescreen laptop but convert all my images to 4:3 jpegs for posting to the internet... otherwise it would take 3 times longer for people to look at them.
With 10k xp each to the next level (closer to 15k for Vicker), Kaxir doubts if the party will reach level 7. Kindler has a throwing axe +2 so moves to the back of the party and swaps gear with Snitch (AC 2) who will partner Vicker (AC 1) as frontliners.
Cythandria and her ogre thugs may have died, but they ensure another temple visit is required for Vicker. Snitch was down to half health and had saved against confusion but Vicker had become uncontrollable and was lucky not to take a chunk sized blow at the end (11 slashing).
There are a few XP loose ends left so Kaxir hands a sphene gem to G'axir the Seer, and obtains a reward from Nadarin for killing the warehouse basilisk several sessions earlier. After purchasing the Sandthief's Ring from Ulgoth's Beard, Kindler looks for a lovelorn Flaming Fist but he's left without taking an Angel Skin ring so she heads upstairs to Rashad the Healer. She upsets Kent with dialogue option 1 but he moves away without attacking. Kensai know-how foils doppelganger buffs by waiting for haste and mirror image to wear off. She then calmly hurls her axe until the doppelganger dies. Another Sandthief invisibility is used to return to the party, and send the duke to the Harbor Master.
Slythe cuts into Vicker deeply but Vicker gets a chunky 30 to kill off the threat. Off to the Coronation next, where sensible buffs (AC, haste) are ignored and the kensai's rely on one Hill Giant and three Stone Giant strength so 3 have a strength of 19 and the other three strength of 20. Will it be enough?
Drood has to run, using one healing potion but still down to 11hp. With the other doppelgangers left, he is dropped to 2hp but the party have intercepted the final enemy and kill it off. Belt comes over and Sarevok turns hostile after the evidence is examined. Kaxir and Vicker take a few hits before Sarevok retreats.
The thieves maze sees overwhelming odds used against the initial enemies, then the kensai with least kills (Kindler) uses a Protection from Undead scroll to good effect. Two fire resistance rings, boots of grounding and the cloak of Balduran are enough for her to spring the nearby traps. Snitch triggers three Magic Missile traps and the party are though the maze.
Rahvin and his gang should be easy targets once an invisible Kindler has located them but someone oversteps the mark and battle commences. A firebreath potion and four oils of burning are not enough, and the party take two or three arrows of detonation in their retreat. Drood collapses so Kaxir drags his corpse as Kindler goes invisible and checks who is chasing. Gorf is on his own, so finished off. The other mercs are sticking together, and although badly wounded or near death they will overwhelm the kensais. Kaxir heads for a temple.
Vicker has 1hp, Snitch 35, Kaxir 61, Carlain 6 and Kindler 9. Revival and healing is a bargain, costing only 2500gp.
Kaxir reaches level 7 and with other party members almost there too, he makes a quick diversion to Ragefast.
A very nice set of hit points at level 7: Kaxir 89 (+13), Snitch 91 (+14), Vicker L6 (76 +10 at end), Drood 70 (+12), Carlain 81 (+14), Kindler 80 (+13).
Rahvin is killed off, as is Haseo and Wudei. Carston makes a decent last stand and Shaldrissa is unable to cast a spell before being dealt with. A final set of rests before heading into the Temple of Bhaal.
Final tally
Kaxir 112 kills
Snitch 76 kills, dropping the big guy
Vicker 80 kills
Drood 67 kills
Carlain 77 kills
Kindler 66 kills
ussnorway, Grond0, Grimwald the Wise et 1 autre aiment ceci
Seluna did the BG quests, Candlekeep, Werewolf Island, Ice Island and most of Durlag's Tower with no problem UNTIL the chess board. I think that in future I will have to take someone else's advice (I have forgotten who it was) and just take lots of potions to protect from electricity and use the lightning bolts to kill the enemy.
Seluna was doing fine until Xan was hit by a lightning bolt. He panicked and as a result set off a lot more.
Seluna didn't have time to take any potions.
This was annoying as the enemy was defeated!!
Bad planning on my part. If even Seluna had been protected, the others could have been raised. No shortage of gold!!
However this fulfilled her lover Xan's prophecy. We're all doomed.
with no problem UNTIL the chess board. I think that in future I will have to take someone else's advice (I have forgotten who it was) and just take lots of potions to protect from electricity and use the lightning bolts to kill the enemy.
That was probably me. But you got it a bit wrong - the chess pieces are (at least in my setup) immune to lightning. The plan is to rush downstairs, clear all (or most) of the floor below, then lure down chess pieces in smaller groups.
If you play with SCS, the whole party needs to be lightning-protected, invisible and hasted for it to work.
In my game I had been intending to hurt the last enemy, buff my party and then kill it. However it died too quickly. .
That's why i usually lure the last enemy (usually the slime) into the main area and kill it there because you're teleported onto the chess board only when in on e of the four challenge areas.
Over the last couple of months I've tried to complete the Enhanced Edition for the first time with several different classes (sun soul monk, wizardslayer dualling to thief and true class mage). Despite lots of attempts I haven't had a victory yet, mainly down to my perennial lack of concentration. To freshen things up a bit I've generated a new entrant and I will briefly document his progress on the Forums to give myself a bit more incentive to pay attention .
So much for paying attention - the first attempt didn't last long . I had a small spillage of ginger beer yesterday and it appears some got into the keyboard. Everything still works, but the space bar is now a bit sticky and doesn't recover immediately - meaning I can no longer double-tap it to reliably make a small amount of time pass. That resulted in getting caught by the spiders in Beregost and fatally poisoned.
The second time around I've not been relying on the ability to pause rapidly and have made decent progress. Shoal and the basilisks have provided a number of levels while collecting gem, scroll and potion bags and reducing reputation (not too much!) in order to get the evil Bhaal powers. Normal run and shoot has been supplemented by stealth attacks on a number of occasions - particularly to deal with Kirian's party.
Spoiler
beastmaster L6, 63 HPs (incl. 6 from familiar), 49 kills
Thanks Corey - it seems though I'll have to be hoping for 3rd time lucky!
Beastmaster{2} - (2nd and final update)
The potion of clarity allowed some more easy XP from the sirines at the Lighthouse before the golems were shot down to get the constitution tome. After stealthing through the Nashkel Mine Mulahey was shot down without being given the chance to talk - any character can do that by running round the pond, but stealth makes it easier. The amazons were then also stealth-shot without any of them being given enough of a sight to react.
Beating up a few ankhegs was enough for level 7 on the way to the Bandit Camp, where stealth attacks saw an easy enough triumph. Resting after that I realised I had made a mistake though in getting a reputation increase from Farmer Brun - resulting in gaining slow poison rather than the intended horror - at least for a stealthy character that's not a major problem.
After killing Drasus in a hard, running melee battle the mages were stealth-shot. A bit of stealing in Beregost then reduced reputation before a quick trip to the Cloakwood acquired a magic club from Krumm. After returning to the mine and stealthing down to Davaeorn the battle horrors were taken down in stealth attacks - though they got several blows in themselves due to not being able to pause as I'm used to. Rather than take the time for stealth shots on Davaeorn I then tried to take him down quickly using a magic blocking potion. However, once more I got caught out by pause problems when being slow to reorient on him after a dimension door. That meant the potion protected from a fireball and lightning bolt, but ran out just as Davaeorn cast a dire charm ...
By the way Grond0, you may consider using a USB keyboard - this works even if you are using a laptop. I had spilled large amount of soda on my laptop a while back and the keyboard was toast - but using USB keyboard has meant I am continuing to use the laptop (can't replace it yet).
Starting again I progressed up to the Nashkel Mine with just one close call when I only noticed Peter targeting me with a rigid thinking at the last moment - fortunately I retreated just out of sight range before being affected and the enemies ignored me while finishing off Korax.
Looking to get up to level 7 before going to the Bandit Camp I thought the sirines and a few ankhegs would do the job. At the Lighthouse the first group of sirines died according to plan - but the second lot didn't. You can see from the screenshot that the potion of clarity is still active, but I was charmed despite that. Unless anyone's got any other bright ideas that seems a pretty clear bug to me.
I don't like reloading for bugs generally and in this situation I would normally just start again from Candlekeep without comment. In this case though I did initially start writing this post asking for advice on whether I should reload. The reason for that temptation was that HPs were so good. In the previous run HPs were below average, but this time the total of 86 at 6th level (including 6 from the familiar) included an average roll to date of 9.2 on the d10 dice . However, in the unlikely event that the run was ultimately successful I know I wouldn't be happy with it, so I'll just bite the bullet and restart anyway.
Unless anyone's got any other bright ideas that seems a pretty clear bug to me.
Perhaps it's related to how the 30% immunity to charm spells for half-elves is implemented. As there is no such thing as X% immunity to effect Y the spell itself gives half-elves with 30% probability 100% immunity to charm effects for one second. Not sure what happens after this one second with immunities from other sources (like potion of clarity). Maybe they're lost as well? At least that could explain what has happened... your char got charmed (because he isn't immune anymore) but the icon is still there (as it's not touched by the 30% immunity implementation).
This could be tested by making a save after being (as a elf or half-elf, protected by potion of clarity) targeted by a dire charm spell and then checking the effects with EEKeeper - if the icon is there but the immunity effects are gone then it's a bug (but probably an unfixable one - at least a hardcoded one).
[edit]Some tests revealed my guess was wrong.[/edit]