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If the Gnomes become hostile for any reason, you can knock them out with non-lethal attacks and still do their quest. I had to do this when in the final turns of the 30 minute fight they turned on me.
My ogres lasted until the architects and people from the docks came. They did better than I thought they would.
That's not cheating. It is smart strategy using the environment and the correct class to be successful.
I kept Nere in the room you free him from and simply burned him down after first taking care of the outside the room enemies.
I have to agree about the Orges, While they can be beneficial in early fights before your char reaches level 5, they also seem to not show up on occasion when called. The crown and the experience for killing them all earlier is the way to go I think.
At first glance, the fight is pretty stacked, but you should be *more* than ready to do it.
Also siding with the Duegar against Nere does also help.
The GrymForge, while one place, is semi-split into four areas - the main hall (where the main dig is happening), the upper docks, the lower docks and the other dig far from the main action, to take you on to the escarpments. The escarpments are the conventional way to traverse across the docks and on to the main metal walkway.
If you start a fight in one of these areas, as long as you kill your foe and do not (through repositioning or fleeing) wander into another area, you can tackle them separately, without dragging in more duergar.
You should hopefully be about level 5, though level 4 is do-able, depending on your level difficulty.
Each of them areas is it's own little mini fight and each has it's own way to cut down on potential reinforcements.
1. Lower docks.
The two disposing of bodies - One can be pushed into the lake, halving your odds. This is the 2nd easiest fight.
The two drinking and teasing the deep gnome - just talk to the gnome first on your way to the fight (above) to initiate acknowledgement that you are there to help, then just poison their beer keg. You won't have to lift a finger.
The spider keeper - He is a quite tough archer with lots of spiders to confuse you but should be reasonably easy considering the enemies you'll have had to face to get there in the first place.
2. The far dig
Two ways to do this - animal potion to convince the Roth to help you kill the miners. They are still tough little buggers, very hard to knock off the side into the chasm so you will invariably have to fight them, but with help of Roth, it's easier.
The second way is to YOLO it, with no potion. Good luck - tough fight.
3. Upper docks
Wandering guards can be taken out separately, just make sure to keep away from the eye orb. The eye orb negates the first 8 points of damage from anything, before applying resistance, so you have to hit it hard. Shatter is a good way, or a good smite etc.
Leave the architects - they generally won't get involved unless you wander past them covered in blood and duergar gore.
4. Main hall
This is two fights. Don't do it as one. You can use the plots (previous posts) of dividing their forces or get the the gnomes to help you if you wish but I didn't . . so can't help you that. I just fought them.
[edit] i.e kill the duergar, before freeing Nere.
As you go up the stairs you pass by 2 duergar, arguing / discussing all of the things that are going on, on a semi large balcony type area, before you go into the main hall. If you go over to the ledge, to the (male duergar's left), just before the large pillars (and the single female archer), you can actually jump over the small chasm. This is another way to get across the main chasm / docks area on to the other side of the GrymForge and where the second lever is for progressing on to the actual forge itself.
That little area up there is where you are going to make your stand. It has exceptional field of vision and advantageous fire control over the entire hall for your archers and magic users and the place where you jump across can be held by one good fighter (with maybe another behind healing, firing etc). This is an unbelievably good choke point and you can potentially push people off, or just go toe to toe with them. If you fall or if they do and you want to revive someone or loot bodies, they can be accessed through the hole in the wall, above the cages, with the spider keeper (as above).
This is a much more simple way of doing it than trying to take the duergar on, all at once, or even worse, involve Nere in the fight as well. They aren't huge magic users as such, but they are tough fighters. It will be a slog.
The Grey are nasty buggers . . kill 'em all.
:) Have fun.
So to be clear; If I initiate the fight and kill the Dragurs too, I'll have to fight EVERYONE in the area? So it's not like the Goblin Camp where you can kill one group and the rest will still be friendly?
Gale had his thunderwave so he could push several into the lava at a time. Start the combat with that one. There is a chasm at the far end side of the magma pool where they fall down and die instantly.
If you drink a potion of hill giant strength to get strength to 20 you can throw people as well.
Potion of speed to get extra turn etc.