I believe I read somewhere on this forum that you can export a save on an ipad and email it to yourself. Then you could put it on a PC and use EEKeeper to put one of those illegal weapons in your character's hand and import the save back to your ipad game. As long as you didn't unequip it, you could use it.
I think that using ctrl-y is fair in this situation...
I think it's worthy to ask the developers as improvement too, maybe just add an NPC (that will anyway betray you in the end) just for fight the greater werewolf.
Nah, they just need to make a silver mace or hammer.
He just needs sick damage resistance instead of immunities. It's funny how he could solo any of the throne of bhaal bosses without an issue.
Is it just my PnP background that makes me paranoid about devious DMs and obsessive about making saves every step of the way, thus avoiding getting stuck in traps like Balduran's Island and the Planar Sphere?
Is it just my PnP background that makes me paranoid about devious DMs and obsessive about making saves every step of the way, thus avoiding getting stuck in traps like Balduran's Island and the Planar Sphere?
In my first playthrough, every major quest had its own save.
Thanks for everones help but but Looanda will have to spend the rest of her days stuck on an island with the Greater Werewolf. Perhaps she will contract lycanthropy and create a new clan of half orc werewolfs, as she cant kill him and he cant kill her.
Too bad. IDK, maybe it's a good thing BG lets some situations unfold which you can't get out of? Perhaps a thought for the unpopular opinions thread.
I certainly wouldn't agree with it. Unwinnable situations, sure, there's an argument there. But situations you can neither win nor back out of? I'm not so cool with that.
What bothers me the most is that of all the classes, it's the holy cleric who can't even kill a glorified werewolf (at least without the right combination of wands, potions, and spells...and a bit of luck). I realize that mechanically, clerics have powers to ward and destroy the undead, but a werewolf is still a traditional creature of darkness. The cleric should be the one who tells the hero how to destroy that werewolf plaguing the village, or give the hero a blessed weapon of purest silver that was an ancient relic of the church. At the very least, a cleric shouldn't be utterly helpless. To put it in further perspective, a jester can kill a werewolf, but not the cleric.
On a different note, as much as I hate slings, it's downright criminal that the game doesn't have silver bullets.
In PnP this wouldn't be as much of a problem as wolfwere's (and werewolves) can be affected by any magical weapon (then again you probably would also not be soloing the lair of a pack of wolfweres in pnp ).
That still doesn't alter the fact that a 'trapped' quest is a potential game-breaker and therefore badly designed.
The very first time I went to Balduran's Island my party of six (and myself) were woefully inadequate at that stage of the game and unable to kill the Greater Werewolf - luckily I had saved before getting on the boat.
The point is that every quest should have an 'emergency exit' - even if it costs you gold, XP, items, levels, whatever.
I had to ctrl-y him on my playthrough that i'm going through atm, I dealt with his friends easily enough and had 3 weapons that could hit him (unfortunately none that my guys were proficient in). I saved as many spells for karoug as I could but I just couldn't get him past badly injured and once my spells were used up I just CTRL-y'd him as I couldn't be bothered waiting for a save where all of my rolls were hits at the same time.
I believe I read somewhere on this forum that you can export a save on an ipad and email it to yourself. Then you could put it on a PC and use EEKeeper to put one of those illegal weapons in your character's hand and import the save back to your ipad game. As long as you didn't unequip it, you could use it.
Or put his save game online and someone here with a PC Copy can load it up and use the Console to warp him out of the area and send him a new save game with him at the new location.
@10Bazza11 Zip your save and attach to the post, we'll use the console (and I have a question - what would you like to do - just move back from the island, right?) and then you'll be able to continue playing.
Hi @10Bazza11, I know this post is dead but I've been thinking about it. So if you still have that save lurking around somewhere you might want to try not killing Karoug. Just go back to Kaishas and start killing on her. She should run away. Then go to the northwest building in that map to reveal a secret door. This door is not detectable, but should open automatically after Kaishas runs. Go through the tunnels to the exit on the other side. Find Kaishas at a docked ship, kill her, take her charts, click on the ships mast to go home.
Are you good and don't want to kill Kaishas?
You are a cleric, I imagine you have a detect evil available to you. Why don't you give that a try.
It's just too bad all the wolves don't have the magical protection Karoug does.
Hmm I just took a party of six to werewolf island on a no-reload game - the first encounter after the village (the one where the guy leads you into an ambush) for some reason featured a wolfwere and two greater wolfweres straight off the bat! TWO greater wolfweres. Damage immunities and massive regeneration.
TPK, no escape (they followed me into the village, wher everyone else ignored them), no reloads - restart game! I'm sure there was a magical resist vs. wand of the heavens as well.
Has that changed for 2.0? I'm sure greater wolfweres shouldn't crop up that early
Cool. Yeah, the ToSC expansion had some tricky clicks. I wandered around forever not knowing the mast needed to be clicked. No highlighting, no helpful question mark calling it out. Durlag being the other offender for that.
@FinnTheHuman awesome info! I have been almost-trapped on that island myself with a party of 6 clerics Luckily, with perseverance, 6 clerics can deal enough fire damage/turn to overcome the fearsome regen, but I had thought I was doomed with no other way off the island - it certainly involved more save-scumming than I was happy with
Finn The Human you have saved Looanda from a fate worse than death. It worked and she is now free of the cursed island and not destined to have half werewolf half orc babies. Until the next time she get stuck. Thanks for the help, I really would not have been able to do it without your insight.
Comments
If only there was a silver quarterstaff that a cleric/thief could use to backstab ... Oh wait.
He just needs sick damage resistance instead of immunities. It's funny how he could solo any of the throne of bhaal bosses without an issue.
In my first playthrough, every major quest had its own save.
Too bad. IDK, maybe it's a good thing BG lets some situations unfold which you can't get out of? Perhaps a thought for the unpopular opinions thread.
On a different note, as much as I hate slings, it's downright criminal that the game doesn't have silver bullets.
Lesson learned.
All those banters and bio were written to be used.
The very first time I went to Balduran's Island my party of six (and myself) were woefully inadequate at that stage of the game and unable to kill the Greater Werewolf - luckily I had saved before getting on the boat.
The point is that every quest should have an 'emergency exit' - even if it costs you gold, XP, items, levels, whatever.
Or put his save game online and someone here with a PC Copy can load it up and use the Console to warp him out of the area and send him a new save game with him at the new location.
Are you good and don't want to kill Kaishas?
TPK, no escape (they followed me into the village, wher everyone else ignored them), no reloads - restart game! I'm sure there was a magical resist vs. wand of the heavens as well.
Has that changed for 2.0? I'm sure greater wolfweres shouldn't crop up that early
I think I still have the game saved. I have already killed Kaishas but I don't think I clicked on the ship's mast. I will let you know how I get on.
Edit: Smileyer
2 blasts of the Wand of Heavens
Dead