Username:
B
I
U
S
"
url
img
#
code
sup
sub
font
size
color
smiley
embarassed
thumbsup
happy
Huh?
Angry
Roll Eyes
Undecided
Lips Sealed
Kiss
Cry
Grin
Wink
Tongue
Shocked
Cheesy
Smiley
Sad
1 page
--
--
List results:
Search options:
Use \ before commas in usernames
Recently I've been bitten by the Infinity Engine bug and I've been looking into a speedrun of my favourite IE game after the Baldur's Gate series, Icewind Dale 2. As it looks now, a run of this game will be 3+ hours long, as in general it takes 30 minutes a chapter, including the prologue. Note that this is using version 2.00, the official patch greatly reduces the effectiveness of Improved Invisibility and this would easily add hours to the run due to the increased amount of combat. I'll go over some of my thoughts and discoveries as of now.

Depending on what is "allowed" in terms of using Character Arbitration, the best possible way to do this run is either solo, or if its allowed - a duo once you've gotten improved invisibility on your starting character. I've mainly been doing things solo, but there is definitely a couple of places that a duo would significantly speed things up.

As far as character leveling and development go, its probably best to start as a human due to the extra feats and freedom in multiclassing. In addition, due to the lingering song glitch, in which you can stack the buff of "Ballad of the Three Heroes" up to an infinite amount (although the damage bonus stops at +20), I find its extremely effective to start as a Bard. This makes a lot of the annoying fights at the Targos Palisade, particularly the boss goblin shaman a great deal less lengthy. Although if you're using v2.00 the monsters you're fighting also benefit from these stacks if they're in range, so you have to use it with a ranged attack, or only when mirror image is up.  After the first level in bard you should start taking levels in Sorcerer up to the ability to cast 9th level spells as this will allow us to get all of the spells we need early (generally you'll get improved invis inside the goblin warrens). I'm not entirely set on what spells are needed, but for sure you'll need haste, improved invis, resilient sphere, animate dead, mass haste, finger of death and wail of the banshee. As far as feats are concerned the only ones that stick out at the moment are dash, the spell focuses (necromancy, evocation) and rapid shot. I find that this combination has what we need in terms of magical and physical damage to quickly dispose of bosses. It may be worth while to put 8 levels into druid for shambler transform as well, if any places in which a wall hop would save a significant amount of time are found.

Using some of my prior infinity engine experience I've found a couple of glitches that help out. In particular, for the beginning of the game - it is possible to underflow thrown potions/oils in order to greatly speed up sections where you dont have area spells (the Shaengarne bridge for example). This is done by simply throwing the potion, swapping its location on the quick action bar - then throwing it again while you're holding it in the inventory. This is also possible with scrolls, as long as they're ground targetable. Note that you have to take 1-99 away from the 65k pile in order to actually use the items on the quickbar. Unfortunately you cannot cast haste from a scroll for whatever reason, probably because haste is a single target spell in 3rd edition, but the IE still counts it as an area targetable spell as a hold over from previous games. Cutscene breaking works the same as it did in BG2, so you can interrupt them with dialogue and area transition saves. There are a few places where this would be applicable early on, but overall its not worth the experience loss from having two characters in order to pull this off in my opinion.

There is an infinite experience exploit fairly early on in the game. In chapter two, once you've freed the prisoners in the cell inside the ice temple and have gotten your ~8000xp from doing so, simply go and quicksave IN the cell they came out of. Load the quick save and you'll be granted the xp again. Repeat this until you've reached the desired level. This allows for early access to finger of death, which will decimate every boss for the next couple chapters. Note that enemies do scale with your own level, so the random mooks will have a decent amount of hp if you exploit this.

One glitch that I'm positive will save a great deal of time is the multiple dialog glitch. However, despite my best efforts I've been unable to replicate it using the methods I know -  so I'm not holding my breath on it appearing in this run.

I'll post a brief overview of my route for the first 3 chapters below.

Prologue:
Talk lock guys at the docks, immediately head into town. Grab the flaming oil from the myrkul priests house and underflow it.

Head over to Oswald, sell the oils and buy 30x Greater Healing Potions, 1x Healing Potion, 2x Freedom, 2x Master Thievery, 1x Potion of Explosions and a potion bag.

Underflow the Explosions potion, use these to clear out the docks, while completing the easy sidequests (potion quest, warehouse quest) for xp.

Once cleared, 2 levels in sorcerer and head to Ulbrec. Buy some equipment from his wife (robes, rings, necklace, etc.) and head up to Phaen, confront him, and kill him with lingering song+attack. Head for Palisade.

Talk to Shawford to get the lumber quest. While heading north, do the drunken guy, racks and inspiration speech for 1.5k xp. Complete the lumber quest, while grabbing the warhammer in the barrels near the drydocked ship at the docks.

Before talking to the guy about the arrows, fix the catapult to the south for 900xp. Complete the Arrows quest, while buying 80x +1 darts from Deidre.

Complete the dead goblin quest, then the mercenary quest by threating them. Head back to Shawford for the battle.

Dispose of the first two waves using explosion potions, grabbing the collar from the warg rider. For the final wave, kill all the little goblins then use Lingering song glitch and the darts to take out the shaman. Dont hit any friendlies or you wont be able to complete the game.

Talk to Ulbrec and head to the ford for chapter 1.

Chapter 1:

Once the cutscene is over, immediately rest. If successful Torak will still be there with a blue circle. Try to kill him along with the orcs, and grab the key he carries. Clear out all the orcs in order to open up the path north. You should have haste by this point.

While stealthed, go and head north through all the cutscenes. Head into the next area, opening the gate in the orc fortress and exiting through the northwest. Again, go to the northwest to exit the next area.

Rest at a safe spot in the next area to get hastes back, sneak through the guys in order to grab the lumber and collapse the bridge, head to the final area by placing the lumber at the western exit.

At Shaengarne Bridge, immedately head to where the ogres are, talk locking Xuki in order to skip her dialogue. Kill the ogres and Xuki with explosion potions while remaining off screen, rest once they're dead. From here on out, make your way across the bridge, staying out of vision and tossing explosion potions. Once you've killed the Bugbear at the end of the bridge, cast haste and corrall EVERY monster in the remaining area by aggroing and then going invisible. Again, head out of sight and launch explosion potions at the largest mass of monsters. Until the head Bugbear tells units to attack, you will be able to keep this up with zero risk to your character. Kill the rest using either magic/potions or lingering song+attacks. Head back to Ulbrec to report the news.

Head to the Goblin fort, giving the scout girl a potion for an easy 525xp. Use her dialog in order to rest safely. Prep up with hastes, mirror image, mage armor and invis. Head up to Trognak, go to the clearing to the northeast of him to reapply haste and mirror image. Go invis, and then head to where you can attack Trognak. Use lingering songx20 and attack him with darts (Have rapid shot up). He should die in 2-3 darts, rush over to his corpse and grab the key and go invis. If you get surrounded, you lose. Head to the southeast and go into the goblin warrens.

Go to the spider pen, killing ALL of the spiders for about 1800xp. Then head up to the next level and get xp for being stealthy(lol). This should get you your level up for improved invis. Head to the empty corridor to the southwest in order to cast it. Then go and kill the Taskmaster and the orc for the two wardstones using lingering song. Head up and into the fortress.

To corral the bugbears to be hit by potions, cast monster summon 1 in the center of them. Then toss away. Kill the old orc using darts and lingering song. Watch the cutscene and then assassinate Guthma. Head back to Targos and complete the quest.

Chapter 2:

*oddity: you can save and load during the beginning here and advance chapters -  can this be useful later?

Get woken up by the beetle (no other options?) and head out. Talk lock the panther and head to the exit to the north east.

Watch the cutscene, head up and pull the middle lever. Head back down and grab the necklace. Head through the middle door and kill the queen to open the passage. Talk lock the demon knight, as well as sharincal and head into the ice palace.

Drink the potion of master thievery and unlock the cell door with the prisoners. Quicksave and load until you've reached level 20. Get the spells (tbd) and kill the priestess to the north, grab her key. Open the northern doors in order to get the name from the demon dudes.

Head outside and deal with Sharincal (finger of death), then back inside.

Head into the center room and kill the priestess there (wait until she talks to you first, or else she'll be invulnerable) grabbing her key. Go to Djinn room and get Caged Fury's name. Kill the trolls with sunfire and head to level 2.

Go into Lysara's room and grab her journal, read it and head into the middle room. Fire the cannon, then point it south. Do battle squares rank 1 level 1 and get oria's key. Open the coffin and the door to nathaniel's equipment. Head back into the middle, fire the cannon and  then head to Oria's room. Oria breaks her staff, talk to Nicademus and then go into the inner sanctum. Destroy Oria's essence and then return to normal in the game room. Head up the stairs on the right.

Choose "Lysan" and open up the secret passage. Head south, grabbing Nathaniel's gear and then to the middle room. Point the cannon north and then head back to the secret room. Caged Fury tries to capture you, simply run out of the room and head back upstairs. Talk to nathaniel and then the demons. Head outside for the cutscene. Head north and enter chapter 3.


I'll continue to add things as I explore the game further. Any thoughts or ideas are always greatly appreciated.
Thread title:  
Well I've continued to look into this game, and as far as sequence breaks go - its not looking promising. The flags are extremely linear and very rigid in their requirements from what I can tell. The best example of this is seen in Chapter 5 at Dragon's Eye. When you're supposed to put the wyvern poison into the 4 different pools, there is one in the south east that is not normally accessable until after you've killed the Yuan-ti high priest. However, using some infinity engine magic I pushed a character through the door and proceeded to place the poison inside the pool. The pool ate it up, but the flag for it being poisoned was never set, and the hydraulic door to the magma chamber didnt open - sad days. Also, there is one segment in which you're supposed to transform into a Yuan-ti in order to pass an obstacle (eye of sethiss(?)). This involves a long ass transformation that leads to you absolutely needing to rest, which is extremely risky in this part of the dungeon. I managed to get past the obstacle with the usage of quicksaves. However, the game wont allow you to hit the switch to lower the drawbridge unless you're transformed, and in fact it actually makes the game impossible to complete if you do this for whatever reason. Might have just been some wonky circumstance though.

My time estimate is looking to be pretty spot on, at least for a non segmented RTA. Pretty much every chapter is completable in under 30 minutes, except for chapter 5 which is going to be the big hurdle of the run. There are some decent time saves I have in mind involving cutscene skips, and just generally having a second party member for some parts. Without any real idea on the legitimacy of adding characters via character arbitration, I think that just creating a 3 con sorcerer and having them kill themselves at the start then getting one level in Cleric on the main character in order to raise them with scrolls when needed later on is a good compromise.

Since I can't stream any of my progress due to IWD2 being pretty much unplayable in windowed mode, I think I'll post videos of the chapters for some evaluations/criticisms on the route if anyone is interested. I'm fairly confident in the beginning chapters, but 4-6 definitely need some more refining. I'll start out with the prologue. Keep in mind that I'm not aiming for perfection in these videos, just a general overview of the route.

I'll continue on with Chapter 1. Odd occurance at the start, if you rest after Torak's dialogue it makes his character model not vanish after the cutscene. I've tried manipulating it, such as triggering all of his cutscenes simultaneously - however this just ends up locking the game up when you approach their real triggers, which are almost impossible to avoid. But there is a small benefit, he usually dies with the rest of the orcs in the fireball swarm (although he didnt here, tons of reflex saves on his part). From his corpse we can get the key for area 2, and not have to waste time pickpocketing him. I walk over to the northern orc pack in order to get full effectiveness out of my invisibility here. If you have the barrels in the fog of war, they cant break them and thus we can gather all the orcs at the one spot, saving a ton of time. After all the battling, we rescue Dereth, get the xp for the quests which gives us sorc 6 and we acquire haste (finally). A quick rest to replenish our spells and we head through the next 2 areas.

At the Dam area, the route to the wooden support is blocked. So we have to cast invis on the northern part of the middle ice platform in order to lure the monsters away. The AI for this is extremely odd -  they will not stop following you until you actually physically touch them. In any event, we break the dam, wait for the xp reward and head into the final area: the bridge battle.

The Shaengarne Bridge is one of the lengthier battles in the game. However, we can exploit an AI oversight in which the monsters will not persue past fog UNLESS the head bugbear orders units to attack. Talk locking Xuki saves a small amount of time, and a large headache if she casts sleep - but we lose 600xp because of it. In addition, the villagers didnt die for whatever reason in area 2, so their reanimated corpses arent there for bonus exp either - creating a small exp deficit. You have to proceed carefully down the bridge, or else you risk getting stuck. Thats why we take it nice and slow for the first part. Once the bridge is cleared, we grab Xuki's bag of holding in order to place some dead bodies in it later to exploit the over encumbered talk mechanic in future segments. The last part of the battle involves corralling the monsters in one area for maximum damage using haste and invisibility, and I have never seen it go better than what is in this recording. Once the bulk are dead, we kill the remaining with magic missiles and lingering song darts. Back to Targos we go, and then to the Goblin Fortress.

I take out a healing potion in order to give it to the ranger for some easy xp, and also take advantage of the guaranteed rest she can provide. Once preparations are made we head up to Trognuk. This is where things go wrong. Because I was standing too close to the ranged units before I used my lingering song buff, they melted through my mirror images and a troll hit me for 22 (ouch!). I think its important to highlight this section, as it is by far the most dangerous part of the beginning of the game using my strategy. If you go for a pure sorcerer build you'll have improved invisibility by this point, and can laugh at how easy it is to kill the poor shaman. I load a quicksave and proceed to do things right, maintaining a good distance from the ranged units before using lingering song, grabbing the key and getting the hell out of there. With the hardest part of the chapter out of the way we can now continue into the warrens.

While in the warrens, we have to kill 3 spiders in order to make up the small exp deficit from earlier. This is very simple and allows us to get the full stealth bonus for the exp reward on the next level. Once we go up to level two, we get level 8 sorc and can finally use the most overpowered spell in the game: Improved Invisibility. I want to briefly mention about how incredibly long this game would take without this spell. Only certain monsters can find you when you have this spell on, specifically bosses and other enemies with specific scripts. This allows us to perform every action without alerting common mooks to our presense, including killing them. Without it, we'd have to go invisible EVERYTIME we did something, or we'd have to fight every battle we started, which would mean more resting, which would mean more battles, and so on and so forth. Anyways, we get the godly spell and take out the two runestone holders in order to reach the inner sanctum of the goblin fort.

The interior of the fort is extremely basic, with only one trouble: that Old Orc. He is one of the monsters that have the ability to see through improved invis, and he is, surprisingly, really powerful as far as attack/damage are concerned. Doubled with the fact we need to use lingering song to kill him quickly, its always best to kite him until you get mirror image up. Luckily he dies before this is necessary, and we move on to Guthma. Small note about this cutscene: its impossible to reach the door in time, even with two party members in order to skip it, so thats a drag. Anyways, we kill Guthma the same way we did the Old Orc, and head back to Targos. I think in future runs its best to stop by the ranger girl near the start to get the guaranteed rest, so theres no risk resting in chapter 2.  And so ends this segment.

In other news, its possible to create an invulnerable character in this game. By creating a 1 constitution mage/sorc/bard, you get a character with 1 hit point. Due to the newbie protection system, you absolutely cannot go below 1 hitpoint from one attack from full health. Two attacks and you'll die. However, since they're perpetually stuck at 1 hitpoint, the only way to kill them is with instant death magic. This could be useful info somewhere down the road.


sda loyalist
Don't be discouraged that you aren't getting much feedback; you're doing excellent work! This is the Infinity Engine game I have the least experience with, so I'm unable to contribute anything at this stage, but I am definitely enjoying what you've done so far.
I'm glad people are enjoying it. I know its a little awkward just watching youtube videos - I'd much prefer to stream. However, this is how its gotta go down unfortunately, so we'll keep on trucking.

The next segments are actually a lot shorter now that I've gotten some of the fluff sorted out, the first of which is Chapter 2. Right at the start of the chapter an inescapable (to my knowledge) sleep occurs. Normally you wait until the beetle comes and wakes you up from it, which happens in this recording. However, since there is a small window between regaining control and then falling down, there may be an opportunity in which we can either poison ourselves or have a summon attack us in order to wake up around 10 seconds earlier. Although, the loading zone for the crash site doesnt even open up until after the beetles appear. Something to investigate for future runs I suppose. At any rate, once we've gotten back on our feet we completely ignore everything in the first area (Oswald's got this right?) and immediately go to the Glacial Wall.

The reason we skip all of the beginning area is two-fold: We no longer need the xp from the quests here due to the prisoner xp exploit, and the 4 triggers for chapter advancement have no involvement with the area. For those who are interested the 4 triggers are:
1. Kill Sherincal
2. Kill the Priestess Sisters
3. Get Nathaniel's Gear
4. Destroy the Altar (Caged Fury)

Surprisingly enough, you dont even need to fix Oswald's ship - which is really awesome due to how time consuming it is (the druid with the Belladonna plant is incredibly dangerous as well). So, we just head straight for the wall. After the cutscene we have to go all the way around north in order to pull one switch that spawns the necklace needed to get through the doors. We kill the queen that blocks the way to the Ice Palace, in addition we talk lock the Demon Knight in order to avoid getting stunned during the dash to the temple as well as him showing up and doing so during the Sherincal "fight". It is important to have the Sherincal conversation right when you see her, as she is invulnerable until after its completed and having her turn hostile before you enter the temple sets you up for killing her without bothering with the stairs/LOS. In any case, we dash straight into the temple afterwards to do a glitch that significantly speeds up the run.

The first thing we do is head straight for the prison in order to get the xp exploit going. The potion of master thievery is absolutely required due to magic being blocked in the prison, and our relatively low lockpick skill. Its important to unlock Nathaniel's cage and then NOT open it in order to skip some useless dialog as well. Once we unlock/open the north prison, we go to the top left corner in order to perform the glitch. The way this works is, due to you releasing the prisoners, you get around 6300 xp. Since the amount of xp is based on how many prisoners are left (they'll die 1 by 1 for each 8 hours you rest) and pretty much solely on that we can exploit the trigger. By heading into Character Arbitration, hitting modify, then accept we reload the area. Since the prisoners spawn again, and they are set as being freed, you get the xp again. This also works with saving/reloading or simply going in and out of the temple. The method shown is the fastest, and arguably the most convenient as well. Please feel free to skip 5:15-8:45 in the video unless you're a fan of constant menus. After we do the glitch around 20 times, we're finally done and proceed to level up.

I'll talk a little about feats, skills and spells needed/reccommended for the run. First of all, we need 10 spellcraft for the +damage to elements spells. Dumping points into concentration is a no-brainer, and we get Alchemy up to 15 in order to speed up a couple of quests later. The interesting skills we take are search (find trap essentially) and disable device. These two are important for ONE reason: Dragon's Eye. More on that in the chapter 5 segment. As far as feats are concerned, the important ones to have are: Dash, Rapid Shot, Spell Focus: Necromancy, Spell Focus: Alteration(!), Improved Critical, Heart of Flame and Lingering Song. Alteration is important because once we get to dragon's eye, we really need an alternative to Finger of Death in order to kill enemies, as we'll be using the bulk of level 7 spells on Seven Eyes and Morde's Sword. This just happens to be where Disintegrate steps in, and thats why we get the points in Spell Focus: Alteration. Heart of Flame increases the damage of fire spells by 20%, and seeing as most of the good damage spells are fire (Flame Arrow, Sunfire, Meteor Swarm) its a definite no brainer. Improved crit allows us to reach a 30% crit chance with executioner's eyes which absolutely obliterates enemies in chapter 6. Another interesting talent is improved initiative, which says it lowers cast times and allows for somewhat faster attacks. I've read reports that its either completely broken, or only one or the other works. As of now without a definitive answer, I don't believe its worth taking until AFTER you've gotten your core feats.

Spells are pretty much set as is, although there is a decent amount of filler. I'll list what I believe are the "must haves" for every level.
Level 1: Magic Missile
Level 2: Invisibility, Mirror Image, Melf's (?)
Level 3: Haste, Skull Trap, Flame Arrow
Level 4: Improved Invisibility, Force Missiles
Level 5: Animate Dead, Sunfire
Level 6: Mass Haste, Disintegrate
Level 7: Morde's Sword, Finger of Death, Seven Eyes
Level 8: Abi Dalzim's Horrid Wilting
Level 9: Wail of the Banshee, Aegis, Executioner's Eyes

The value of having these spells should be fairly easy to understand, but as the run continues I'll elaborate further on why they're useful.

After we've finished leveling, its a simple matter of using finger of death to kill our primary targets. Its always important to initiate dialogue before killing them or else the game will bug out. For example, if you attack Cathin before she's auto-talked to you she'll become invulnerable permanently. Likewise with Oria. We also have to go into the room above Lysara in order to ask the genie about Caged Fury later. This can be bypassed with an intimidate score of 7, but I'm not sure if we have the points to spare. Perhaps it might be possible with a lucky roll on Bull's Strength. To get to the second level, we have to eliminate the trolls around it, and a well positioned sunfire does exactly that.

I'm pretty happy with the route on level 2, although it could potentially be faster to have two characters here in order to grab Nathaniel's bag while the other takes care of combat. Starting out by setting up getting the bag, doing the battle squares, setting up Caged Fury and then killing Oria. I made a mistake by not heading out of the Inner Sanctum before I tried going upstairs here though. We go up the left exit in order to use the stair warp to Caged Fury ("Lysan"). After opening the door for the lighting to get through, we grab Nathaniel's stuff and then launch the bolt, opening up Caged Fury's altar. You can simply run out of the room before the whirlwind shows up, as shown in the video. After this is all done, we go upstairs and talk to Nathaniel, getting through all of the required dialogue, finally heading outside to trigger the end of the chapter.

Chapter 3 is done fairly well by my standards, only a few small improvements here and there in terms of overall routing. We grab the protection against magic scroll from Nym here in order to use it in the final battle. However, after some revisions to my final battle strategy it is no longer needed, as we get one in Dragon's Eye anyways. It should still be picked up if you're looking to be extra cautious though. Before we can progress in the main story, we have to do a couple quests for the villagers here. The first quest we set out on is to find the children. Nina, with her keen deductive mind, throws a dart at Limha which causes her to teleport outside and get killed, thereby solving the case (?). Note that it is impossible to kill Limha in the tent, and that she should be killed off screen in order to reduce lag from particle effects.

The next task is to stop the barrow wight. We have to talk to him at his mound in order to open up the proper paths in the Fell Wood. Once this is done we head to the next area. Since the AI of the enemies has been activated due to the Limha battle, we take out the bulk of the trolls in order to have an unobstructed path back and forth, as they will always block the entrance eventually. Talk locking the spirit at the beginning saves a little time, as we just have to initiate conversation with him the next time we go in the woods anyways. By taking the correct path we end up at the horn, retrieve it, and head back into town. Once the horn is returned, we get our next task - solving a disappearance. Note that we also buy some ropes here, in order to actually go into the passage after the white dragon.

This task also takes us into the woods. We now talk to the spirit, and get his intro talk as well as setting up the "deal" for this quest - namely killing the will-o-wisp leaders. Again, following the correct paths through the wood (a lot of repetition here) we end up in the clearing with the will-o-wisps. Killing these monsters is a bit of a challenge as after every hit they disappear, and they never really group up for easy kills with horrid wilting either. So I've found the best strategy is to kill them with morde's sword and lingering song, with some support from executioner's eyes (20% crit rate). The fight in this recording doesnt go perfectly, but its generally what you'll see in a run. Once they're dead, we learn about Kyosti's grave in the previous map from the restless spirit. Once we're done with all the talking we head back to the main camp.

Its here that I import a character. In a normal run, this would simply be me rezzing the level 1 character I've been carrying around since Targos dock. However, I wanted to highlight an important skip - so I compromised with this. After you learn how to get through the fell woods from Suoma, a cutscene begins with Isair and Madae (our absent antagonists). Its a fairly lengthy one that ends in an annoying battle. However, if you have two characters converse with Suoma one after the other, you can break the cutscene and escape before it begins. Afterwords, I level up our second character in Paladin (this is for Dragon's Eye) and this allows her to actually be killed. I fail at doing this in the first map, much to my dismay. However the Dark Treants take care of her in the next screen, and then I take care of them. A quick rest to restore my spells, and its back on the road.

The snow section is a little annoying. The strategy for the barbarians definitely needs to be fine tuned. I think that talk-locking the head guy, then killing the rest using the boulders is probably the best plan here. I opt for the more basic wail of the banshee everything tactic, which works okay. The next screen, the white dragon shows up. I really dont know why this happens. In my first playthrough when I was relearning the game, this cinematic didnt occur. I'll have to do more tests on it at any rate. I kill the dragon and her brood in the cave, using a summon in order to speed things up a bit. Once they're dead, we can finally descend down the cliffs.

This small underdark section is really straight forward. Just grab the key, head back to the Duergar place, get the tools and head out. Unfortunately, I failed to talk-lock the head guy at the Duergar headquarters which would save a bit of time. In the next area, the final "boss" of the chapter shows up. Its important to cast Aegis here in order to minimize the damage you'll take from the swarm of enemies. The damage isnt going to kill you, but failing a spellcast might. I opt to take the slightly quicker, but more dangerous method of killing just the head guy with finger of death. The plan backfires, and I waste a bunch of time navigating through the enemies to the gate after I grab the key. Obviously you can also just kill everything with wail of the banshee, but the lag generated really slows things down. Once we're out, its time to move on to the shortest chapter in the game, chapter 4.

Edit history:
Jiseed: 2014-08-30 04:15:14 pm
Chapter 4 is a short but sweet chapter. Important to note that you need to hug the right side of the bridge at the start or else you'll fall down and get knocked unconscious, wasting a good amount of time. Before we get into the meat of the route, I'm going to talk a little about the extra classes we pick up. At the end of chapter 2 I picked up Barbarian. This allows for a very slight movement speed increase, as well as giving us an extra attack per round. In this chapter I pick up Cleric, specifically Battle Guard of Tempest. We need cleric in order to rez our other character at key points in Dragon's Eye. The battleguard specialty just gives us some bonus proficiency in axes, which is a little bit of a benefit when we pick up our infinite throwing axe in Chapter 5. IF enough xp is acquired,I also recommended to get a level in thief before doing the third level of Dragon's Eye in order to have high enough disable device to get the wall to disarm faster there.  More levels in Sorc will simply cost too much time getting spells we dont need.

This chapter would normally be around 12-15 minutes if you do the trials at the monastery. However, we can bypass all that shenanigans by simply killing the head monk and taking the key. Once that's done we get into the Underdark and are forced to talk to Malavon. However, after I was finished recording this, I experimented and found out that its possible to talk-lock him if you pause once the area loads. By doing this, we can skip the lengthy cutscene and grab our priest scrolls immediately. Additionally, if we make the camp hostile, we can skip returning to Malavon - again skipping a cutscene and some unnecessary walking. While this denies us getting the infinite improved hastes and the ring, it saves over 30 seconds. The hastes arent such a big deal, as the scroll cast ones are effectively only level 13 and we can simply use our own hastes to replace them. Over the course of the game I only ended up using ~22 of the scrolls anyways. With 4 rests left in the game, there is more than enough to go around. The ring can be picked up at Kuldahar at the final shop, so no problem there.

No matter what we do, it is mandatory to kill the maw that creates the Driders. This section is fairly simple, but we absolutely have to "talk" to the lab while the red wizard is alive or else there is a chance that the game will become stuck. I dont know why this is, but its a relatively painless measure in order to ensure you can continue. Once we create the potion and dump it in the Maw, we can go to Sorcece.

To gain entry to the fortress, all we have to do is kill the mind flayer outside. Once that condition is met, and we're inside, we have to kill the Elder Brain to leave to the airship. Talk-locking the brain is important in that both his conversation is long, and if he goes hostile you can get charmed. Once he dies, the final battle of the chapter begins. This is another easy fight, easily taken care of using Wail of the Banshee + Corralling the monsters with a summon.

Some extra things I'd like to add here. Firstly, the chapter 5 segment will not be using the same character as the previous segments. I accidentally overwrote it with a new playthrough using some different strats. However, since these videos are about discussing the route as a whole and not a playthrough, I dont see this being an issue. Some good news for the next section though; after some investigation, I've managed to find a way to completely skip days 4-2 in the Magma Chamber - which cuts down on at least 7 minutes of cutscenes! So, while chapter 5 is still undoubtedly the longest (thanks Kuldahar battle) this should make things a little more bearable. Lastly, after playing around with starting with 2 characters, it seems that the dead character DOES influence the monster levels/numbers. So what this means is there is a little bit of extra stuff to do in chapter 1, namely completing the spider quests for Pondmuk in order to acquire some needed exp. However on the flipside, this means that the orc extermination and Shaengarne Bridge fights are noticeably faster due to the lower hp and fewer monsters.

Chapter 5 is easily the most annoying part of this game. Anyone who's played through this casually will remember the tedium that is Dragon's Eye. This tedium is most certainly not relieved in the run, but it is taken care of a little quicker. At the start its important to talk-lock Oswald in order to skip a lengthy cutscene/dialogue with the Banite cleric. Once we're actually in Kuldahar, the first stop is the item shop. Here we buy our returning throwing axe (although the named one may be a little better), 2 defensive items and the boots of speed. After this, corralling the Yuan-ti is the next goal. They are actually required kills, and since we get a free rest after the guardian - its best to use the remaining wail of the banshees to kill them relatively quickly. I have extremely bad luck when it comes to the Yuan-ti making their saving throws in this recording unfortunately. Once they're dispatched its time to enter the portal.

The Yuan-ti jungle is pretty straightforward. Grab the columns and summon the dragon. Its important to talk-lock the snake surrounded by the initiates in order to skip some lengthy dialogue while grabbing the western-most column. The 5th column is in the temple, and its pretty easy to get. If the trap triggers you simply have to go around the bottom side, wasting 3 seconds tops. When actually summoning the dragon, it is vital to have the actual summoning take place offscreen. The simple presence of the dragon lags the game to hell, and top that off with the massive amount of particle effects - you've got a crash waiting to happen. The fastest way to kill him is with disintegrate. The chances of this are abysmally low, and he seems to resist Malison every time you cast it. So in single-segment, this is most definitely off the table unless some sort of way to reliably reduce his saving throws is discovered. He is also immune to death magic, so no Finger of Death or Wail of the Banshee here as well. The consistent and relatively quick way to kill him is with Morde's Sword and lingering song, as long as you're attacking him while he's (mostly) off screen. Once hes dead you get a free rest and its on to the next fight.

The Kuldahar battle is pretty easy. Once all the Yuan-ti are dead the positions of the remaining monsters are all scripted. Its a simple matter of using wail of the banshee at the right locations. In addition, its helpful to only use improved invisibility after the second wave, in order to properly round up the enemies at the beginning. Once all the remaining monsters have died you talk to Iselore and get the Dragon's Eye location on your map. Its important to go there and then return, as for whatever reason its impossible to rest in Kuldahar immediately following the battle. After the rest, its time to tackle Dragon's Eye.

The beginning can be annoying, the arrows and constant damage from the salamander's frost aura lags up the screen and prevents fluid movement. The best strat against Izabelah is to clear the salamanders+damage her with horrid wilting, then throw some axes at her. Her script activates after she reaches a certain damage threshold, and you cant use death magic on her. I grab the Fire Agate gem off of her corpse and underflow it because as I mentioned earlier in the thread, this playthrough was a different character. Normally the 5 agate gems we bought in the tutorial would be used here. Aegis is used to prevent the dispel after opening the prison, and we use disintegrate on the enemies in the prison in order to save our level 7 spells for seven eyes. You absolutely have to do Nheero's quest up to a certain point in order to complete the dungeon, so we start up on it here. Mirror Image prevents the swinging blade trap from damaging us, and also, oddly enough, doesn't eat up a charge. Place the gems on the altars, and try to keep the bulk of the monsters off screen in order to reduce lag here, as one cast of prayer will eat up your computer.

On level 2 we use Seven Eye's sword eye to block the dispel arrow from the trap. After we locate the body, the boulder gets us. It is possible to not get hit by it, but I havent quite determined what stops it (besides sleep immunity). After we return to Nheero, its time to go back down (yay). The trap before level 3 that is quite annoying. It is impossible to dodge the first time, and when it triggers the half breed Yuan-Ti sorceresses teleport in front of the exit which stops us from going down to level 3. With some luck, its actually possible to bypass it the second time you go down. This first visit it relatively short, you need to summon a monster in order to make the Iron Golem move off of the sword. I forgot that the wolf died instantly here, so its best to use either animate dead or conjure greater shadow here. After we return the sword we get the cutscene. If you break/skip this it makes the modified root actually not spawn, so we get to enjoy it in its entirety.

Once the cutscene is over, we need to grab 4 wyvern tails on the way to the root. Once we're in the room with the ancient wyvern, you can go into melee range in order to pull him off of the root. Once we have the root we go back to Nheero, and it activates the alchemy lab on level 2. Another Seven Eyes is used to stop a dispel arrow when heading to the left on level 2. Due to having 15 alchemy, we can skip doing the intimidate/persuasion part of making the brew. The 4 wyvern poisons are also created here. Once everything is done its actually not required to head back to Nheero, so instead we take the potion for ourselves and head down to level 3 luckily skipping the trap.

The main goal on level 3 is to put the poison in the 4 fountains, and to kill the head priest. For whatever reason, the northeast fountain sometimes eats up the poison without triggering if you do things too fast - so its important to take it a little slow here. In addition, we grab a body off of the table to use in the next areas. An interesting thing to note is the room where the screen constantly shakes. Normally once the trap is triggered some walls come down and you have to search/disable device to get rid of them (the reason we put points in these skills in fact). However, if there is a Yuan-Ti in the area where the wall spawns, it simply wont activate. That is exactly what happens here. Once we're near the Eye of Sethiss room, we finally revive our dead companion and have them drink the transformation potion immediately. If we split up our characters, the main character can put the poisons in the fountains while the transformed one can open the drawbridge. Once the drawbridge has been opened, its important to kill the second character. If they remain alive they risk messing up the final room by drawing the Djinns to them, as well as we need to bring them across the drawbridge and the only reasonable way to do this is with a raise dead scroll. Once the southwest fountain is poisoned we go across the bridge and kill the djinns. This is where we have to raise our companion again. Due to the level of Paladin that was given to them earlier in the run they can access the detect evil dialogue when speaking to the little kid. This allows us to skip having Nheero do the research, which saves A TON of time. Anyways, he goes down and we go through the secret passage; grabbing the antimagic scroll and heading into the Magma Chamber.

Normally you have to head right when you enter the chamber, and go around the long way. However, since we can over encumber ourselves at will using the body we can abuse the fact that dialogue can initiate without proximity when you're past capacity and simply talk to Archon from the cliff. The beholder is a real pain, however he can be killed with death spells so you just have to get lucky here. Its after hes dead that we see the only major sequence break I've come across. In the scenario in the Magma Chamber, you go back a day for every time you enter the fields of slaughter exit due to the time distortion. Normally you can only enter once the events of the day have been completed however. But, for whatever reason when you beat day 1 and go through, the flag for it to be entered doesnt disappear and you can simply just keep going through with well timed pauses. It is important to note that you can overshoot the mark and make the game impossible to complete. There is an easy way to prevent this though. Just keep going through until the message "Paused for saving game" appears. This indicates that you're on the last step of the Magma Chamber. After this its just killing the sorceress and heading out. This saves a ton of time in unskippable cutscenes and pointless wandering/dialogue.

The fields are really straight forward. The fastest way through involves bluffing the dread orc, and then interrupting the cutscene. However this is a little hard to pull off with the random spawning and script firing. It may be a little faster to simply kill the head orc for the key, but I thought I'd show that it is possible to get the key with a high bluff score and no combat. In order to head to the shattered hand, you have to kill Saablic Tan - and I have no shortage of bad luck getting the insta kill here. Once thats done, its time for the final chapter.

Joke of all trades
looking good Jiseed, always loved this game. great to see someone giving it the attention it deserves!
At long last we've reached the end; Chapter 6. My first recording of this section was a little too embarassing even for something that isn't meant to be too serious - so I recorded it again. This time its not so bad, and has some of the marginal improvements that I found along the way. I've opted for not going back to Kuldahar to rest, as we really dont need any additional casts to beat the game. The first guard here can be talk-locked, but the game has to want to co-operate with you. If you have around 8 points in bluff and a high charisma score it doesnt matter much though, as you can just talk your way out of combat. On the next floor, the cutscene is all but inescapable with less than 5 characters. In the interest of not getting the stairs to level 2 blocked when we make our return visit I pause the game and move as far right as I can before the cutscene starts in order to get up the stairs before the guards can surround the exit.

Heading right up to the top in order to start the two necessary quests (poisoning and the ritual) is the fastest method of completing this section. The route in the video seems to be the best way of getting through this part with minimal backtracking. Some special notes on the "reagent gathering" section here; its best to attack the Pit Fiend instead of talk-locking it (although his teleporting causes some decent lag) because of some odd bug in which your character will continuously stutter step after you've initiated the talk. At the worst of times it would add 25 seconds to the completion of the level. The auto-fire dialogue is extremely long too, so throwing an axe actually saves a ton of time and hassle in my opinion. Of course if you're not careful you can get cornered - but thats extremely unlikely. In addition, its best to talk lock the Half-dragon on level 2 because even with improved invisibility on she will sometimes fire her dialogue for whatever reason.

Once we've gotten the poison and 3/4 of the reagents for the ritual, we poison the food and move immediately out of the room. By this time there is usually a guard patrolling, and if we run into them it seems as if the poison cutscene goes a little bit faster for whatever reason. If this were Baldur's Gate it would probably even interrupt it... Anyways, this sets us up to go into the wizard tower and grab the tome quickly, and then its off to the cleric tower on the other side.

In this video, I fail the disintegration cast a bunch of times. It is, of course, the fastest method of dealing with him but I'm not sure what to do here for reliability, but I am considering killing this guy in chapter 1 in order to stop him from showing up here. If that doesn't prove viable, I think that I'll just do my pre-summoning for Xvim while offscreen, then see if I can just keep the troll off screen. Talking with the statue is doable anywhere in the room, so its not that hard of a feat to accomplish tbh. 5 summons may seem excessive, but if you have 4 or less, he tends to kill them before he dies - leaving you with a large problem. Anyways, once hes dead we can talk to the statue and get the tears. Its interesting to note that you get the tears BEFORE the cutscene, and it is technically possible to skip this cutscene without losing anything. However, to do so reliably absolutely requires you to have two characters. All of my attempts with just one have ended in disaster due to the constant shaking and repositioning of the camera. I even managed to pause once and I couldnt get out in time. With a second character it would be extremely easy to just time the talk with the statue just before the second character initiates a zone transition. Rezzing a character takes around 5 seconds, and the cutscene is about 10 seconds - so with room for error you're probably gonna save about 3 seconds. I'm not convinced its worth it.

Moving on to the final required quest. There is a reason we haven't turned in the poison quest until after the ritual - Riki simply tells you to get lost until you resolve the pool/demon situation anyways. Since we've got that out of the way already, she gives us the quest to disrupt the meeting with the Half-dragon emissary. This spawns Captain Pudu in the top chamber of the officer tower (you'll see the janitor get despawned when we get up there, I always find it amusing), and you absolutely need to get his key to progress as there is no loading zone until the gate is actually physically opened. The combat here is a bit sloppy, but its the best way to kill him (outside of a lucky disintegrate of course). Once we get the key, its up the war tower again and at the top we kill most of the enemies with wail of the banshee, though this wasn't the luckiest I've been here. After they're all dead, we cast our prep for the final boss: haste, mirror image, imp. invisibility and (always last) Morde's Sword. Morde's Sword is extremely important because Isair (who we'll be attacking) has zero slashing resist, and oddly enough they count as +5 as opposed to +3 and can actually hit him. If you want to be safe you can rest here before preparations are made as well, although this costs a couple seconds if you're unlucky. Once its done we head down to the final battle.

The final battle would be hilarious if it wasn't so sad. They really did a rush job here, and it shows. If you choose the bottom option when telling Isair your motivations for destroying the legion, it immediately cuts to combat - but doesn't set the flag for Madae to attack quite yet. Thus we can talk lock her, and easily push Isair into phase 2 (using the anti magic scroll to remove his protections first of course). After they teleport to the fountain, you can again talk lock Madae. Heres where it gets even worse. Normally you're supposed to put the vial of elven water in BEFORE the fight; however, doing so actually will break the game and make it impossible to complete. Yet if you put it in DURING the fight it will instantly put Isair's HP to 1 before the trigger that summons Orrick the Grey, which means a single successful attack ends the fight. Don't know how they missed that one. Timing ends once you hit the steps after the dialogue.



I'm fairly happy with things regarding the route now. I've found a couple more tricks that may or may not save some time and once I've gotten that ironed out I think I'll begin trying to record a single segment of this game for submission. I think a time that goes below 2:25 would be pretty solid, and that'll be my goal to start with at least. I am always open to criticism on my routing, and if anyone has any suggestions at all I'll be more than happy to hear them. In addition, if theres any interest I'll keep this thread up to date with my progression, although I'm not sure how frequently I'll be able to make attempts.
Very impressive run you've made here! I've never managed to finish the game, so seeing it beaten this fast is quite entertaining to watch.
There's a few things I've thought of by watching this run.

One thing I've noticed is that every time you click where to move, your character pauses for a short moment before moving again, mostly noticeable in the prologue. Is it possible to save on clicks by using the map to find which location you need to go or would your character walk into every obstacle in the way and you'd lose time anyway?

Whenever you try to group enemies together, like in the prologue in the cave and Chapter 1 on Shanegarne Bridge, why not lob around a few explosive potions in the meantime? That way you'll deal some extra damage/kill some at the same time as you corral them together. Since the goblins tend to get panic attacks and run around like crazy, it means you'll have to search for them again afterwards.

In Chapter 2 when you fight the Ice trolls, why not use an explosive potion for the second round of fire damage? It's faster than chanting the same spell again.

These are the first things that came into my mind after seeing your run, I'll maybe think of something more later on. But in overall it's a very solid run. Well done Jiseed!
Hey there, thanks for the feedback!

As far as the stutter stepping is concerned that has to do with the game's pathfinding nodes. Its possible to reduce delay by reducing the number of nodes it searches for in the game's configuration. However, this would also make it near impossible to get around enemies and tricky locations. There are some specific locations such as Targos Town in which you have to be very careful and not use the map for movement. In the example of the town: the logs that block the path to the palisade eventually disappear, and as such they have pathfinding nodes beneath them. In order to actually get around them you have to hug the left side of the narrow corridor between the logs and the tent, or else your character just plain stops because they're trying to get underneath the logs. Overall though, its a good idea to use the map, and its something I've been working on!

I agree with staggered explosions on the goblins, the fight in the recording was a pretty big disaster haha. Shaengarne is a bit different though. If you kill too many guys, or damage the head bugbear too much the script activates to pursue beyond the fog of war. This happening greatly increases the length of the fight as a result of you constantly running around. Good idea though; I do need to work on casting during movement.

I believe sunfire has a bit of a larger radius than the potion of explosions, and thats why I use it there - I may be mistaken though. However, I came up with a new strat that only involves one cast - it turns out that despite the troll's relatively large health pool they can get killed by Circle of Death (level 6 spell), which eliminates the need to use fire/acid on their corpses. I suppose wail of the banshee could work as well, but the cast time and lag would cost a bit of time there.