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Creatures: Drow warrior, drow priestess, drow mage, and drow archer Strategy: Obviously, when you journey to the Underdark, you will fight a good many drow. The most important thing to remember is that they use their own prized adamantite armor. It is the best armor you'll ever see and makes them wickedly hard to hit. Your best bet is to use greater malison and take down their magic resistance. Then, hit them with spells, while your fighters do what they can on the front lines. Remember to pick up their armor once you've killed your first few. It will set you equal to them for your stay in the Underdark. Elementals Creatures: Fire, earth, and air (lesser, normal, and greater) Strategy: Usually summoned by mages, including your own party, elementals usually have lots of hit points, but are not very tough. Though each elemental is resistant to its corresponding element, it is otherwise very susceptible to magic and is very easy to cast spells on. So, hit elementals will all you have before they get a chance to deal damage to you. If you find them in groups, try to use an opening area damage spell of an element opposite to the group. Ettercap Creatures: Ettercap Strategy: Serving mainly as an annoyance, the only real problem with ettercaps is their poison touch. Otherwise, hit them with all you have, and they will fall. If you have problems, use ward undead. Ettin Creatures: Ettin Strategy: Big brutes, ettins pose no challenge. They are weak and have no magic resistance. You shouldn't need much help dealing with these tubs o' lard. Evil Demons Creatures: Nabassu, pit fiend Strategy: Usually summoned by a high-level wizard, demons are relatively rare in Baldur's Gate II. Though immune to most elemental attacks, they should pose no problem if you cast protection from evil with a ten-foot radius on yourself. That will give you plenty of room to maneuver and take you out of harm's way. From there, feel free to do whatever you need to take them out. You will be perfectly safe. Genie Creatures: Djinni, efreeti Strategy: Genies are avid spellcasters and will cast defensive spells on themselves like greater invisibility and fireshield. A cast of breach will take care of most of their spells. Thankfully, they usually have low hit points and, with a few offensive spells, will soon by lying in ashes. Ghoul Creatures: Ghoul, ghast, fell ghast, greater ghoul, ghoul lord Strategy: Ghouls are very abundant, and appear in very deadly numbers, and pack a nasty punch. Though they have a paralysis attack, elves are immune to it. So, try to send elves in to do the dirty work, while the rest of your party hits them with ranged weapons. Unfortunately, they are magic resistant, so many spells will not get off. If you are having trouble, pull your cleric back and have him use turn undead. Not all will be turned immediately, but the spell will send a good number away each round and let you deal with a few at a time. Gibberling Creatures: Gibberling, mutated gibberling Strategy: Small balls of fur, gibberlings can't do much to harm most adventurers. Serving as a minor annoyance and nothing more, they were born to be killed. They don't do much but wait for the unsuspecting adventurer. Gnoll Creatures: Elite, slasher, captain, warrior, veteran, flind Strategy: Bringing back memories of Baldur's Gate, gnolls serve as a reminder of what came before. But, you won't have to think too long; they'll be dead before you noticed them. Goblin Creatures: Archer, elite archer, elite warrior, and captain Strategy: Goblins are deceptively powerful. Using ranged attacks and sometimes hitting from hard-to-reach places, goblins can pack quite a punch. If you see a group, don't feel bad casting an area damage spell to take care of them. In fact, hitting them with long-range weapons and spells is highly recommended. Since they give so little experience, don't feel like they aren't putting up a good fight. They are, so don't let them live, or you will take damage needlessly. Golem Creatures: Flesh, stone, clay, iron, brain, sand, juggernaut, and adamantium Strategy: In general, golems make some tough enemies. Most importantly, you'll need better than +1 weapons to hit a golem in the first place. Also, they are magic immune, so don't bother trying to cast on them. The only way to beat them is to haste your party, imbue yourself with spells, and concentrate on the golems with special abilities like stone and iron. Once you have taken out those that harm your party though magical means, hit them as hard as you can and as quickly as you can, and they will fall. Keep a priest nearby to heal your group and try using their size to your advantage. You can, cheaply, get them stuck in doorways and other bottlenecks, making your job easier.
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