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Also, I got out of the sub and talked to one of the survivors, then I hit a ghoul and it exploded killing that survivor.
Good times.
Hope this helps!
Speed potions, dash and Misty Step, split your party and don't waste time brawling. Just use disengage to rush past them. Had Shadowheart stay near centre throwing heals and disables, and depending on choices the duke might get a little extra help.
Speedy character helps also dashing. If you are still struggling remember that you can move mage hand pretty far.
Most fish people spawn in the water near the ilithid, so if you put down an aoe like hunger of hadar or cloudkill there you hardly have to figth anything.
And of course split the party, lile he tells you to do
Dimension Door does work on the Duke. It's a melee range spell so you need to be close.
Cast Longstrider on everyone before you go there. It lasts until Long Rest and you can use one of the hirelings to do it and then just switch party members. Same goes for Freedom of Movement and some other spells that last until Long Rest while not requiring Concentration. You can create dedicated hireling buffers that you use in your camp and then switch back to your preferred team.
Before going to Iron Throne stack on Potions of Glorious Vaulting / Misty Step scrolls / Arrows of Transposition. Drink the potions before you open the hatch since they'll last for 10 turns. Alternatively you could be casting Jump, but that takes more time and spell slots.
Misty Step scrolls and Arrows of Transposition can be used to quickly cover ground. The arrows especially are great since you can use them with extra attacks.
All in all you should reach all three hostage locations on the first turn while also being able to take most of the enemies down at the same time. For the area that is most flooded and serves as a spawning point for enemies, once you've gotten the two hostages out past the first doors, close the doors using the lever next to them. Enemies will continue spawning in there but they have no way of breaking the door since it's Sturdy.
I had Karlach hasted and ran to the side area with two caged gnomes, ignore the enemies and unlock the cages then keep their attention. As a wolf barbarian she can then shout to help them get to the sub in time, their slow asses was the hardest bit.
A decent fighter and Gale go towards the Duke. Gale can dimension door the Duke to ensure he gets out - just let the captives out first so they can get a bit of distance before the spiders Mizoram summons.
Likewise, whoever goes down to the respawning enemy area opens the door first, then once the gnomes are clear, goes down the flooded passage to unlock your squid friend. Squid can teleport himself and your friend to the sub on the last turn.
IRON THRONE SO EZ WUT ARE YOU TALKING ABOUT BRUV???
Every prisoners have double if not triple + dash long distance move you don't need to worry about them - you need to worry about unlock all and try not to make guard kill them. At least certain special ones.
I have Karlach (Avatar), Shadowheart, ♥♥♥♥♥♥ Bard from MP called Sill (with absolute garbage movement range), Vanessa Sunblossom (Hireling Elderich Knight replaced Lae'zel)
Initiative: All have Aleart and Shadowheart > Karlach > Vanessa Sunblossom > Sill the ♥♥♥♥♥♥ bard
6 rounds countdown start, camera turn face the submersible so Omelumn is at bottom wing, Duke at right wring, some Gonds at left.
Shadowheart go left wing, Karlach go right wing, Vanessa go bottom, Sill stay around ladder.
Dimensional Door spell or scroll definitely helps if you having serious trouble to plan your moves - I only ever used one just to save nuance for Shadowheart being pinned between two guards
Round 1 DASH ROUND: L Wing Shadowheart Dash (Double Movement) go as far as possible; R Wing Karlach half-ceremorphasis unlock Fly and go max distance, then Dash; Vanessa Elderich Knight have massive jump distance and go max, Dash to reach door of waterlogged room; Sill Dash unlock right side Gondians by ladder.
Round 2 UNLOCK + KILL: Shadowheart Ice shard two guards in L Wing, Prone 1 and the other go prone when they move on it (RNG; matter not if they didn't prone), go max distance; Karlach have 2 hits + bonus, move in kill guard champion with Cull the Weak, bonus on 2nd guard on his back (closer to cell door and easier crit); Vanessa Dash unlock waterlogged room Gondian, have 3 hits + bonus, miss 1 hit 2 hit kill guard in room and bonus attack on guard champion moving in from Omelumn wing; Sill go left where guard pop after Shadowheart goes full in L wing, only far enough to hit guard but not unlock door.
Round 3 DASH ROUND: Shadowheart reach door 1 unlock Gondians, jump to get close to 2nd door but not enough; Karlach Cull the Weak 2nd guard R Wing on its reaction turn, unlock GONDIAN FIRST THEN DUKE, Mizora + explosive spider pops, Karlach also have Unstable Blood that explodes aoe fire when lit, kill 2 spiders, 3/4th die by aoe, 5 missed by 1 hp alive; Vanessa miss 1 hit guard champion, jump and get crit attack by guard champion to get close to Omelumn door lever, Dash to unlock door and barely into the room; Sill get opportunity attack by guard but able unlock left side Gondians by ladder.
Round 4 GUARD WHACK A MOLE: 3 new guards in waterlogged room, 2 more in Omelumn wing outside room; one in Duke wing, and 1 in between left wing and ladder room Shadowheart get hit by guard's opportunity attack to reach 2nd door lever, turn around and bonus action hit minor on one guard; Karlach 2 hits kill guard, fly max distance, and Dash back into laddar room, use Duke throw one of the Gondian forward and move max distance; Vanessa reach Omelumn, 2 guards move toward room, and guard champion move toward waterlogged room; Sill kill guard in ladder room and move toward ladder.
Round 5 RUN: Shadowheart kill one guard and move as far as possible back toward ladder room; Karlach fly max and toward waterlogged room, 2 hit kill waterlogged room guard chasing escaping Gondians, Duke threw another Gondian from same wing forward, and move to ladder and escape; Vanessa went around guards and crit on guard champion, survived by measly 2 hp, Omelumn move to by door and stun both guard; Sill reach ladder and escape.
Round 6 ESCAPE: Beside round 4 new spawns, 2 new guards in waterlogged room, 2 more L wing; 2 in R wing Shadowheart dimensional door one falling behind Gondian (magically, when rest from L wing already reached ladder or least in ladder room) to by ladder and escape; Karlach smokepowder arrow into waterlogged room and push both new guards back, fly back toward ladder and max distance climb ladder but not close enough to submersible ladder; Vanessa kill guard champion and 1guard around her for fun, Omelumn use special ability to teleport both himself and Vanessa directly back onto submersible.
RESULT: 1 unsaved Human in waterlogged room (not Gondian anyway), 1 dead Human in L wing because guard magically crit (RNG) twice in a row, 1 dead Gondian named Biggs in L wing as well because he attacked one of the guard and due to nature of the low hp and guard magically crit on him kill him on spot. Karlach got away despite not on submersible, but I am already out of Iron Throne and in the waiting room per se.
Other two directions are quite straight forward, albeit a bit RNG depending on enemy targeting and how well they land the hits on prisoners.
Your character with the highest movement should get the Illithid and the prisoners on that side, the Illithid has an ability that can instantly teleport himself and one other to the submarine and can be used once a turn, and you get to control him each turn so you can teleport him and the character who saved him back to the submarine and then have them leave and help the others.
Whichever character has the best healing and/or damage/AOE's should save the duke, then you want at least one other character sent to the opposite side of the duke to get all the Gondians on that side. Your slowest character should save the people in the first room and help defend them.
I recommend before you get in the Submarine to go to the Iron Throne you use summon spells and summon as many as you can because it will help a lot, they can't open doors but they can help keep the enemies off of you and the Gondians/Duke. I had a Level 6 Water Elemental, a level 5 Air elemental, a Cambion from Wyll's sword from Mizora, and an Angel, forgot what they're called, I also summoned Us for the hell of it.
-Preped a handfull of Potion of Speed, Haste scrolls and Dimensional doors/Misty step.
Divied up the party on 3 groups
Had my TAV, Tiefling Dark Knight( Paladin/Bladelock), Shart whom i respecced into a War Cleric with some levels of Fighter so that outside just Buffing/healing and support She can actually pack a punch, Gale as a Necro/Storm Sorceror and Karlac at the time as a SPartan warrior (Barb/Ranger Hunter with Horde breaker, with the Throwing Trident, the one that comes back when thrown)
-All consumed their Pots/Scrolls so they all could basically either go to the cells at each end in 1 or 2 turns.
-Priority to releasing the prisoners first
-Then having them deal with the first 2 batches of enemies, to give enough time for the hostage to reach the center.
-Send TAV and Shart towards the cells with the Archduke, so that i could safe him from Mizora's attempt at killing him, with Shart's using her Guardian Spirit spell, wich would auto-kill the spiders that Mizora's summon around the Duke.
-Use Dimensional Door on the Duke(Duke is an allied character that you control, so the spell works on him) and Shart to reach the center.
-The 2 sections that endlessly summons Suahgins can actually be locked down, just interact with the double doors to close them once everyone's Out, the Suaghins are too dumb to activate the levers and keep trying to break the doors down, but they can't since they are Very Solid(damage under 50, doesn't leave a scratch on it)
Wich gives plenty of time for everyone to get on board when the last Turn comes up.