Run through Watcher's Keep
abazigal5
Member Posts: 290
This is just a documentation of my run through WK. If anyone wants to listen in, feel free.
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CHARNAME: Level 29 Cleric, Mace +1, -6 AC
Minsc: Level 14 Ranger, Frostreaver/Daystar/Hangard's Axe, AC -6
Valygar: Level 14 Stalker, dual-wield Flail of Ages/his katana, AC -2
Nalia: Dual-class 14 Mage/4 Thief, Arbane's Sword/shortbow, AC 0
Mazzy: Level 14 Fighter, Sword of Arvoreen/Bow of Arvoreen, AC -4
Keldorn: Level 12 Inquisitor, Carsomyr, AC 0
I'm planning to pick up Foebane (possibly give it to Nalia), do the Machine of Lum, hopefully get something good from the Deck of Many Things, get the White Dragon Scales.
I don't know how hard or easy it's going to be. The few times I did WK, I did it after having done all quests in level 2-3, or in Chapter 6. Either way, good luck!
I just completed the first level of Watcher's Keep. The statues were the toughest; especially the cleric (or Druid) who casts Insect Plague on your party. The second statue battle (right after you complete the ritual) was taken care of by casting Elemental Summoning in front of the golem, Aerial Servant in front of the Mage and Fighter, and Animate Dead by (I think) the archer. Then I cast minimal rebuffs and did the ritual, then took care of the statues.
As for the other monsters on the level, the Mists that disturb your rest and are in some rooms were taken care of by Turn Undead, I placated the priest (who I believe is a lich) by giving him his slippers, and the several mustard jellies in the Fireplace room were defeated by taking on one at a time.
Just open up the rar file and copy sw1h62.itm and sw1h63.itm into your override folder. It also fixes a bug that is present with the +5 version of Foebane where it is not doing any bonus damage against other creatures (this is not present in the +3 version).
Thanks for the tips, @elminster.
The Devil Shades that interrupt your rest and that spawn two Shadow Fiends upon death were killed with Turn Undead, as usual. After the Slime lab, I resurrected everyone who had died and then discovered that I had to defeat two Ice Golems and two Iron Golems and a Sand Golem. Which was very unfair. I predict that the rest of the level is going to be very difficult.
Me, I hate the portal level. Especially if I let a certain mod randomize it so I can't just go direct to the end. And I hate the battle with those wraithy things that swarm you and their boss wraith who's just annoying.
It's a Demon Wraith (a decent spellcaster), traps on the floor between you and him (prismatic rays, I think, so watch for accidental petrification), and a tiny army of Slave Wraiths that hit for decent cold damage.
The Demon Wraith is 90% resistant to physical damage, 100% resistant to elemental damage, and thus the way to go is magical damage- which he still has 75% magic resist. He's by no means the hardest fight in the game, but if you're doing WK low level, he's an incredible pain.
If I remember correctly, you have to lure him into the ice room. That will stop the regeneration and allow you to kill him.
If you want to rest without interruption, simply rest outside of the keep. For the golems, summons are great distractions. Let them tank and you party members focus fire. The imps/mephits are annoying. It's like getting the receiving end of the Staff of Magi. It takes patient to kill them. PAUSE immediately when they turn visible. About 20% of the times they return to invisibility about half a second slower than usual. Get a high APR fighter next to the imp and whack them.
To kill the fire giant, you need to
bring and freeze the 4 fire elementals into the Ice Room. The fire elemental spawns one at a time. Have someone with the boot of speed/oil of speed/haste to lure the fire elemental from the fire room to the ice room. The fire giant cannot venture out to far from the fire room.
Thanks for the help.