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When I failed the speech-check in the Driftwood tavern to get the pupil elf to eat the weird stew, my only option was to kill him right there on the spot.
Before that I placed one of the teleport-pyramids at the ghosts location in the west, then I killed the elf which made the whole bar hostile. But before they could reach me, I escaped with the elfs head using the pyramid teleport. Then once there I fled the battle.
Later when I returned, the bar wasn't hostile any more!
Brilliant!
I don't know how many hours I've wasted in that area with stealing attempts...successful or not.
I can't think of anything for myself...probably went out on a limb and mixed Blackroot with peanut butter or something.
what i don't even need to persuade him to get him to take the stew, he thought me was a waiter lol
(1) Fort Joy prison (underground) -- Fighting the jailer and his helpers in the open was pretty tough. There's a jail cell on the left side with the door blocked up by rubble that makes the room only accessible via ladder. You can teleport your party in that room (spread out away from the NE corner). You can initiate a fight by teleporting one of the archers into that room and the beat on him. The enemies you face do not have teleport or tactical retreat and can only access the room one at a time using a ladder. You should be able to gang up on them and kill them all in an uneven fight. Note, the NE corner of the room and the E wall have some openings that will allow the enemy to shoot or cast through.
(2) Black Pits -- The execution scene has four tough Magisters and a wandering magister guard that will get drawn into a fight if you go right at them. This is a really tough fight (or at least it was for me). The enemies aren't immediately hostile, especially the wandering guard. Instead, there is a area north (near the portal) with a gate you can close. . Set most of your party up inside that gate. Using one character with teleport, get close enough to the wandering guard to teleport him inside the gated area. A fight will initiate, and you will have 4 on 1 against that guard (move your other character back inside the gated area and close the gate). The other closest magister is an archer who will probably join the fight and get into shooting range into a nearby tower, but you should have no trouble dealing with him either. It's no worse than 4 on 2. With those 2 killed, you have a 4 on 3 for the remaining battle that is vastly easier.
(3) Black Pits -- The burning house has a challenging group of 3 or 4 magisters (there's another wandering guard who will get involved), but the bigger issue is you will likely have an unarmed NPC to keep alive and there are potentially two other groups of nearby magisters who could get involved: (I) the 3 gate guards just south of the burning house; and (II) the execution scene just north with the 5 magisters. I'd recommend beating the execution scene first, so that you aren't between a rock and a hard place. I'd also do your best to keep this fight away from the south gate to avoid drawing in those guards (they do not trigger if your characters stay near the burning house. Anyway, the toughest magister in this fight is a tank-type with no ranged ability. There is a high platform very close to the house with no way down. I wasn't expecting it to work this well to my favor, but I teleported that magister to the top of the platform. It turns out he has no teleport or ranged attack other than a fireball that he can throw every three or four turns. Teleporting him up there takes him completely out of the fight and you can just kill him at your leisure when you're done with the others.
As for my most creative moment? I wanted in that little hidden room in the undertavern. But being lone wolf, I only had two characters to press the buttons. So I threw the stool the bartender down there sits on so it was on a button. While the stool didn’t weigh enough, she did and would come all the way over to sit, activating the button and letting me in.