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Baldur's Gate II: Shadows of Amn
Mist

Creatures: Vampiric, mist horror, wandering horror, and crimson death
Strategy: Mists seem to be difficult to hit in general, but like many other undead, they do require +1 weapons to touch. Hammer them with any and all fighters you have, then hit them with simple damage spells like magic missile to finish them off.

Moose (or Other Docile Creatures)

Creatures: Moose, rabbit, squirrel
Strategy: When walking through the forest in some pleasant town, a large moose crosses your path. What do you do? Do you kill it? Do you banish it? Or do you pass it by? No! This is a challenge... Can you resist the urge to kill it? Well if you like role-playing and don't want to kill innocent animals use the incredible, inedible polymorph on them! Yes, that's right... Turn that 1,500 pound, high-quality moose into a huggable, lovable squirrel. This is permanent and cannot be undone, so you must deal with the loss of food for the time being.

Mummy

Creatures: Lesser mummy, greater mummy
Strategy: Mummies prove annoying enemies. Since they have a knack for infecting you with disease and casting high-level spells, it's best to hit them using ranged weapons and magic. Once you are casting, they should fall fast, which is good, as their damage mounts up fast.

Myconid

Creatures: Warrior, king, and spore colony
Strategy: Myconids can ruin your day fast. With their deadly charm spell, it is best never to let them get in range. The single sure way to conquer them is never to let them touch you. Start with a web, then continually cast your favorite area damage spell. Those that break through the web should be picked off with archers. Also, use any other damaging spell to take out any approaching myconids that break through your spell line. If they manage to get their spores near you, have a priest cast a zone of sweet air. Since you will find multiple colonies near each other, web, cast, kill, rinse, and repeat.

Ogre

Creatures: Ogrillon, ogre, ogre mage, half ogre
Strategy: Falling into the "dumb brute" category with their hairy brothers the ettin, ogres are easy to kill and more fun to watch die. It's so humorous to hear them try to cry out: "Me will smash your face" and die before you even hear the whole phrase. So, for everyone's sake, smash their faces and be done with it.

Orc

Creatures: Archer, warrior, orog archer, orog warrior, wizard, priest
Strategy: Orcs are simply dumb and stupid. They pose no threat and never did (since the beginning of Baldur's Gate, at least). Just for fun, cast any low-level area damage spell and watch them all fall over at once. There is no joy in the world like mass slaughter...

Otyugh

Creatures: Otyugh
Strategy: Otyughs only defense is a mild disease attack. Otherwise, the only thing they seem good at is flapping their big tentacles around like a dog wags his tail. They look nasty, but are all soft and mushy on the inside.

Rakshasa

Creatures: Rakshasa, ruhk, rajah, maharajah
Strategy: Up there with beholders, rakshasa are some of the toughest pack-based enemies in the game. They cast wave after wave of spells, including area damage spells. In fact, they cast almost any high-level damage spell you can think of. Your best bet is to summon horde after horde of creatures and send them in. Once they are in and attacking, cast area damage spells repeatedly on the group or individual rakshasas (with your summons intertwined), then hit them with magic missiles and long-range weaponry. A web to keep them in place never hurt either.

Sahuagin

Creatures: Sahuagin, baronial guard, chieftain, baron, prince, royal guard, king, high priestess
Strategy: These cool blue enemies are fishlike creatures with low hit points and low magic resistance, but are dangerous if left unattended. They have warriors and priests, but very few wizards. Their warriors will use crossbows, and the priests have some nice spells, so the best thing to do is send buffed-up warriors into the fray and concentrate powers on the magic casters first. Once they are dead, it becomes a quick sweep up.

Salamanders

Creatures: Red and blue salamanders
Strategy: Relatively simple melee fighters, salamanders are notable mostly for their elemental alignments, with red salamanders being associated with fire attacks, and blue salamanders associated with cold creatures. You can use the opposite element to deal with each variety, but they're fairly easy to dispatch with simple fighting techniques.

Shadow

Creatures: Shadow, shade wolf, wraith, shimmering wraith, and spectre
Strategy: Dealing good damage and draining your strength, shadows can drain your party very fast. Though they are immune to cold damage, you can hit them with most other spells, and they will fall. In a worst-case scenario, you can fend them off with ward undead while you pick them off one by one.

Skeleton

Creatures: Skeleton, warrior, grimward archer, grimward warrior, and bone golem
Strategy: Rarely posing any threat, simply send in your fighters and deal out the damage. They are affected by most spells and can easily be kept at bay with ward undead. In general, they give a good deal of experience for very little effort. If you find an area populated with them, you can gain a lot of easy experience by simply plowing through them.

 
« Previous Page Enemies (cont.) »

 
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Baldur's Gate II: Shadows of Amn
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GAME GUIDE

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