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Creatures: Archer, warrior, mage killer, wizard, captain, elite, and shaman Strategy: Though hobgoblins give almost no experience and are beyond simple to kill, their priests do cast spells that are as annoying as any other. With a repertoire of confusion spells, you should take out their casters. Since those pose the only threat, you can then easily destroy the rest. Illithid Creatures: Mind flayer, alhoon, ulitharid, vampiric Strategy: Illithids are simply the most powerful pack of enemies in existence. You will run into illithids in groups, and they will kill you. With one cast of a spell, they will charm party members or confuse half your group. While one is doing that, the others will be attacking you and dealing hefty damage. Quickly, any strategy you have will turn into utter chaos, and all will be lost. The easiest way to defeat illithids is to send in hordes of summoned creatures beforehand to absorb the spells. Once they have cast their spells, defend yourself with spell-absorbing defensive spells and pray that it is enough. If you find yourself losing party members, especially your mage, don't bother continuing. Reload and try again. These will make some tough battles. Equipment-wise, there are some definite ways to combat illithids. First and foremost, fight them in their city in the Underdark. There, you will come across mind control circlets. They act like a permanent charm and let you easily control illithids whenever you see them. If you come across them at other times, wear helmets of charm protection and bombard them with melee attacks. Imp Creatures: Imp, quasit Strategy: Imps are something of an ultra-mephit, with similar hit points but a more powerful poisonous attack. They can perform instant kills if your characters fail a saving throw versus poison, so you might want to use a potion of invulnerability ahead of time if you can't afford to die. You can also select the character with the lowest saving throw of your group to take them on, as they aren't very strong, with fewer than 30 hit points. They generally like to make themselves invisible, so be prepared for that as well. Kobold Creatures: Archer, warrior, captain, commando, witch doctor, shaman, slave, and kamikaze Strategy: Much like hobgoblins, their casters can pose a slight annoyance. Also, their archers can deal a bit of damage, so for sheer ease, clear them all away simply with one fireball. Kuo-Toa Creatures: Kuo-toa, whip, warrior, monitor, lieutenant, priest, wizard, captain Strategy: You will only find kuo-toa in gigantic crowds, and they are actually somewhat difficult to beat. Their archers can pack a punch, and their shamans cast wicked confusion and charm spells. Any area damage works wonders against a pack of these, and it is definitely advised you kill the casters first. Lich Creatures: Lich, demilich Strategy: Liches are certainly among the elite monsters in Baldur's Gate II. These once-living spellcasters are now undead creatures with centuries of spell research to draw from, making them the most proficient mages in the game, with access to virtually every spell in the book. They'll use them, too, especially the higher-level spells like time stop and power word: kill. Once you face off against a lich, expect it to raise spell traps and mantle spells immediately, followed by time stop, horrid wilting, meteor storm, and other nasty spells. They're not unbeatable, though, especially if you can attack hard and early. One strategy that sometimes works is to send forth a sacrificial lamb. A character with high health, magic resistance, or saving throws might have a chance to suffer the lich's initial attacks and survive. Even if the character dies, the rest of your party can charge the lich and attempt to destroy it without worrying about time stops. You can find liches in the Underdark, the Drow City, and even in an inn near the city gates of Athkatla. There's only one demilich in the game, though, and most players will probably never beat him. Kangaxx is his name, and he dwells underneath the Cult of the Unseeing Eye in Athkatla. Though he only has 50 health, he can cast so many spells in such a short time that your characters will start dying before they have a chance to attack. His repertoire is similar to a lich, with power word: kill and wail of the banshee being his killer spells in the early going. Lizardmen Creatures: Red lizardmen, lizard king Strategy: Lizardmen pose no threat. Zero. Simply dice 'em to bits. Mephit Creatures: Lightning, fire, earth, steam, and so on Strategy: Contrary to popular belief, mephits are actually quite difficult at the beginning of the game. With all casting various spells, they deal a great amount of damage. In numbers, they can be lethal. Since they have very few hit points, our advice is to kill them as quickly as possible and use area damage spells to knock out many at once. Minotaur Creatures: Minotaur Strategy: Minotaurs are infrequent and mostly harmless. Though they have plenty of hit points, they'll rarely do any damage, and if you move in any character with a low armor class, they will do nothing. Simply hack and slash them away and keep your ranged weapons firing. If needed, cast spells, as minotaurs have very low magic resistance.
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