- set XXX traps: skip. everyone will be immun to fire (exploding), and even time-trap.
- set SPIKE traps: definitely, a lot of it. Though you might get away not picking these in the end, as you always will have Harm...
From what I've read, using a time trap could allow you to hit an enemy with Harm without the enemy having any chance of dodging it.
Your hits will land every time if timestop works. Problem is the Immun to Time Stop enemies, which you want to hit, aka. all the bhaalspawn bosses and the ravager.
Ok, face it: I won't get substantialy stronger from here. It's mostly picking more Spike Traps.
To test things out,, I think 'll get BladeBarrier, and Aura of Flaming Death and such crap, especialy as I simply nt that much in the need of HLAs, given Harm.
So it's time to advance the main plot. Sure, I've encountered some vampires I could NOT blow up in Windspear Hills, but I think I made them afraid, and that's equally good with summons (just don't do skeletons, I heared EE made TU party-friendly, but in my version it isn't - what can comein handy if I have theToo Many Summons problem).
But before taking the journey, I thought I'll check out how good the Skeletons are against Mind Flayers. Well - in contrary to the common belief - not much. Sure, they're pretty much immun to the initial mindblast and confusion, but otherwise they are easily shredded. By umber hulks too. 1 vs 5 is working, but don't push your luck.
PS: to get access to this part, had to dispose Tranor's group. Strange, how suseptible Devais to all kinds of conditions (fear, stun, hold).
NOTE: the tax-collector thief did not show up. I heared occasionaly he delays some days. We'll see what happens on this front when I arrive back, and I'll gather the next fiveday's income too. Will he ask for two period, one, or the game bugs out?
Also, I'm planning on skipping the Shark Kingdom for low exp, the beholder city being too tough, same with the illithids. I might evendecide to attack Adalon and skip the whole drow city! Although I barely have 4.4 million exp (2.2 in both classes). And have no idea how to beat the 3rdlevel of Watcher's Keep. I mean i can skip most of it by sneaking, drop large summons on the rest, negotiate with one group, blow up the wraith - but how to beat the tanari(?) group?? Heck, according to the wiki, I'd have to beat BOTH group (or Shadowkeeper my alignment to chaotic good, which would not change a bit of the outcomes yet, or further fortunately).
Right before leaving I realised there's free exp under the Graveyard (though I met a super-vampire which ran but not blew up), and if there, I tried my luck against the spider nest. Summoning a Dave (sufficiently low casting speed) at arrival, leaving, entering back stealthed worked.
Arriving at Pirate Island I did not monkey around (pun intended). Fortunately the Welcoming Wampires were the regular type (blown up).
With 3CHA I had no choice but get the Wardstone and enter that way.
Ginia for some reason was not at her place. This might have to do with I preemptivly disposed Chermy.
Went during night to Spellhold, thought that's a good thing, undeads can't pose a problem. Joke on me. Poison Mist wasn't effected at all, Wandering Horror fled.
On the Final Dream:
IF I could be sure to be able to reach the Machine of Lum, I'd give Constitution, probably. As I can not, and I can not give Charisma, I'll give Intellect.
Energy Blades is the perfet thing to deal with the place which stopps ever solo poverty monk. If you pause quick enough, you'll be able to dispose the myconids too.
Ah, and Lonk did not accept my bribe.
For the fight against Irenicus either have True Seeing (castat the end of the fight), or Deva running to be able to see the Murderes.
NOTE: Just so you know, despite peoplefigured out you can, I NEVER stack-cast spells.
Rescuing Phaere: lay 7 traps, get 5 skeletons, cast Chaotic Command. Also note that you can pass the hostile adventurer party by sneaking through them. I dunno what's the actiual time-limit, but the drow guy mentioned 12 hours, and that's barely enough for 1 sleep, and I arrived at Ust Natha pretty used.
Against the Eye Tyrant, and the Cult use your traps too, in time.
It isa good idea to take on the Kuo Toas, second reason (aside the blood-quest) being to clear the drow group at the exit. Teleporting there would just mean mess.
Drizzt offered his help IF I mentioned I helped him out in BG1 (which I either did or not).
When gathering allies though, NEVER hire the Order, as sooner or later their sword will activate, and that'll mean some extra enemies on your throuat, enemies who can't just blow up. Unless, of course, if you want that sword. In some regular solo playthrough it might be considerable.
Bodhi herself is very strong, make Drizzt (if he's still around) block her until you Energy Blades her.
Also take note that Grimwardens are NOT undead, so they won't blow up.
The only things left to do is Shuldanesselar, and Watcher's Keep. Even if I can not pass till the statboosts, early exp is early exp. Though I have ca. 6 million at the moment, so I have no worries for that.
Reaching the door of S. made me lvl22 Medic, what means 3 slot lvl7 spell, so I decided to check out Kangaxx.
Problem became a Crimson Death, which either is no undead, or unreachably high lvl,as it didn't even flinch on TU.
Problem with Kangaxx: you COULD win here IF you'd have 4*7th lvl spell slots. Then start with a bunch of Spike Traps, 5 minion, and energy blades. The traps get rid of his lich-form. There are 3 problems, namely Kangaxx NEVER moves in its demilich-form so you can't lureit to a second set of traps, the fact that imprisonment ignores magic resistence, and that reaching the end of your second set of energy blades K is at the border of Badly Hurt/Near Dead only, and you run out of minions. So you'd need an Archon Shield, AND a 3rd set of EB, but you simply can't have enough slots.
So the only thing you can do is turn Slayer if you want this badge.
Remember I suffered in Shulda... with my Sorcerer? It is even worse if you try to care, so I gave a flying F-bomb to the place, sneaking around whenever I could. House of Horn? Sanctuary. I mean those golems didn't even try to hurt those elves, probablythey just guarded some hostages for ransom. The head-elf (Demin)? Only gives info, so skip.
The house of Moonblade was especialy troublesome as the enemy outside (rakshasas) reset when leaving/entering (and I had my quicksave inside, and the archive save at entering the city). Fortunately they do follow you in, so cast 2-3 Aerial Servant and in small dozageslure them in. They ignored my summons, so it was a lot of running around Benny Hill-style. Skeletons are not good here, as they lack thac0 seemingly.
At the House of Harp I felt it would be safer to get rid of the golems in front of it, because I had only 1 Sanctuary left (which I even forgot about), and leaving the place sneak would have been risky given no chance to re-hide after it start to fade for stepping through the door.
Btw, at lvl24 Thief, I had all my thief-skills at 100%. So it still overflows.
For the Dragon: obviously it is convenient to give it everythingyou have. IF there's truly a gold-requirement too, I had no trouble reaching that, as not picking up a single coin, keeping everything from quests, spending when quest demanded it (and for inns for sleeping) I had ca. 40K gold. Before leaving to enter S., I sold the quest-items I had no chance to use, wear etc., and ended up almost 55K gold, I had a couple of leftovers for trophy sake, they all gone, except Falil of Ages, which according to this counts as a quest item for some reason. Remember: I never used these, just kept in the backpack so it gave me the feeling of progress. But this dragon is a very good reason
why the original inventor's of this challenge https://gamefaqs.gamespot.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/32480
rule about forcing you to drop gold is unnecessary
. This moment is exactly like a forsight that someone stupid enough would come up with this nonsense challenge.
Before entering the Tree of Life, let's consider the consequences.
I mean I could retroactively reverse my alignemnt to Chaotic Good from Neutral Good. But at the Gate of Tears I'll turn Evil anyway (the only people who not turn evil are paladins, rangers - IF you don't want to be fallen, which I did once with paladin -, or people with the original games abusing the clockwise-bug (if you went from right to left you didn't change alignment independently from choice)), then I'm at the same with the dmeons of WK lvl 3.
But then I'll be Evil, that mean no more blowing up undeads unfortunately. But does is that a problem?
If I am correct, there area bunch of shadows at the start (unless the game rolls the alternatives of course), and maybe 1 room in lvl 2. Lvl 3 has the Master Wraith or what in the room right before the exit-room, but there controlling the ghosts could even be advantageous.
IT REALLY HAPPENED: I clicked on the stairs to Tree of Life, and the note came that my thieves did their 5 days cicle.