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Old 04-03-2001, 05:31 PM   #6
Balgin
Elminster
 

Join Date: March 4, 2001
Location: Bournemouth,Hampshire,England
Posts: 443
Saz, I've got to totally disagree with you on this one (see my answer to Druadic's post on this subject). I've noticed that once you get close enough to her Ellissia is one of those NPC's who like to maintain a minimal dialogue distance between you until she's finished. In short, as soon as she walks round the alter she'll follow you until she's said her piece. So, I don't know if she'll actaully leave the room but here's a handy hint (for a seventh level party). As soon as she get's close and speaks back away from her up the left hand ramp towards the corner, aim at a space that'll put you between two of her accomplices and that'll get you in close combat immediately. If you're left handed you might find the other ramp easier to use. Ellissia won't come onto the top step or two but she will continue to regail you. Whilst she spouts off throw up an all out party bless, armour plate, heroic might (if you've got it), bloodlust (if anyone's been promoted to a fiendish magic using class) and then chuck a repel on any spell casters who have low hit points followed by a lure on any really tough characters who you can rely on to soak up a good load of damage. As soon as she finishes get you're primary offensive spell caster (usualy a wizard or a warlock) to hurl their mightiest spell (I think I might have had meteor then). Next lay into that nearest priest and he should drop fairly quickly, allow the magician (you'rs that is) to lob another spell at her. Once the nearest serpent priest is vanquished charge at the next one along the ledge (run through this move, don't walk it, I know that it's tempting to walk in combat but it does affect enemies recovery times). Don't forget to grab whatever the foe drops because it won't be there when the fight is over. After defeating all three priests on the ledge (paying no attention to the evil priestess, concentrate on them to get it over with quicker) run back up through the entrance. There now commences an complicated game of peekaboo involving you, Ellissia, her remaining three cohorts and every single corner in that circluar appraoch to her lair. To elaborate, wait by the side of the entrance (healing up) in order to gain a flank attack as they emerge into the "Tunnels of Death" (tm). As soon as it looks like one of them is about to do something hostile (take no chances), leggit round the corner. Do a full circle and come at them from behind. When they turn and get nasty either repeat the above or back around a corner and wait. Don't do anything too consistant (computers seem to be designed to predict things therefore a little random spontaneity can work wonders). During the course of this chase you'll probably take a lot of damage and this is where that little alcove opposite the lift comes in handy (as long as their behind it, if they're in either of the side tunnels or closer don't run the risk of getting cornered. When she's down to only one companion (or none if you get really lucky) rush her and start getting close and personal. You'll probably have to get diplomatic with her (diplomacy normally involves large hafted weapons so don't feel let down, after all she started it). One last word of warning concerning that insect swarm spell. It's homing (to a certain degree), if it hits you don't try to run out of it because it sticks with you. It's one of the nasty spells that breaks up the damage into small parts to make you take multiple resistance rolls (although the only decent protective item that you'll probably have at this level is the Mavin Signet). You can dodge it but once it gets you it's unavoidable. I hope this helps.

Balgin the Triumphant Dwarf

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Balgin, the Dwarf
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