The Black Pits II: Gladiators of Thay Walkthrough (Strategy) by Hohenheim

==Party Members==
# First, you need to create 6 party members. You don´t need a Thief.
# You are going to need a lot of Spell Sequencers, Spell Trigger, Contingencies and Chain Contingencies, so I highly recommend to create a Cleric/Mage (or a Cleric/Illusionist) to cast the protections needed quickly.
# If you choose to follow my recommendation of a Cleric/Mage (or a Cleric/Illusionist), you are going to need a Druid (any kind) to compensate the slow progression of divine spells from the Cleric/Mage.
# You are going to need a powerful Mage to carry out the Strategies. I recommend a Conjurer, a Wild Mage or a normal Mage. The Sorcerer is wonderful, but sometimes you are going to need some spells the Sorcerer can´t cast due to their spell progression and their innate limit of spells.
# I strongly recommend to create a Berserk specialized in Long Sword or a Fighter/Mage specialized in Long Swords (in Battle 17: The Demilich Twins cast “Imprisonment”, and I only know 3 different ways to avoid it: 1.- Berserker Rage – Barbarian Rage doesn´t protect versus Imprisonment-, 2.- Spell Immunity: Abjuration (can be cast by a Fighter/Mage, a Cleric/Mage, a Bard, etc.), 3.- Scroll Protection From Magic). Versus Undead, the long sword “Daystar” is wonderful.
===Party order===
# The first member usually must be the toughest one and if possible with a Charisma of 18. The first member is the one who usually stands the firsts attacks. When buying the first member is recommended to have a Charisma of 18 to save money. I recommend a Berserker, a Dwarven Defender, a Barbarian (in high level their skill “Hardiness” + their innate physical resistance + The Flail “The Defender of Easthaven” gains 80 % physical resistance no matter their low defense), an Inquisitor, a Blackguard, an Undead Hunter, etc.
# The second member must be like a complement. I like Skalds or Archers in this position.
# The third member must be a Druid of any kind. The Druid can heal, summon and cast Insect Plage.
# The fourth member must be a Cleric/Mage or a Cleric/Illusionist, to cast protections quickly.
# The fifth member must be a Mage (Conjurer, Wild Mage or normal Mage). In this position the Mage is protected by the other members.
# The sixth member maybe is the strongest/most vulnerable party member. I recommend a Kensai, Monk (of any kind), Fighter/Mage, Stalker (if you like backstabbing), Fighter/Thief (if you like backstabbing), etc. In the last position, this member is the last attacked and can Hide in Shadows (if you like backstabbing).
==Battles==
===Tier I===
====Battle 1: Orcs====
You need True sight, and Chaos. If you have a Druid, summon a Fire Elemental and cast Insect Plague.
====Battle 2: Minotaurs, Assassins and Archers====
Carry Antidotes and/or Elixirs of Health versus the Poison Arrows. Minotaurs like Barbarians are immune to backstab. You need True sight, and Chaos. If you have a Druid, summon a Fire Elemental and cast Insect Plague.
====Battle 3: Lizard Men====
Focus on the Shaman Lizard. Cast Remove Fear in case the Shaman Lizard can cast Insect Plague. Be careful of the Lizard Man Chieftain who can make a lot of damage. You need True sight, and Chaos. If you have a Druid, summon a Fire Elemental.
====Battle 4: Umber Hulk Elders====
If you have a Berserker or a Barbarian, cast Rage and start running to the Umber Hulk Elders to pull their kind of confusion spell while cast Chaotic Orders on other warriors and summon what you can.
====Battle 5: Drow====
Carry Antidotes and/or Elixirs of Health versus the spiders. First focus on the Drow Priestess. Avoid in this battle Illusions like Shadow Door or Mirror Image. The Drow Priestess usually cast “True Sight” and “Unholy Word” on any Cleric or Mage who will be deafened for 1 turn. The Drow Wizard tends to cast Shadow Door and Stoneskin. Cast “True Sight” and summon what you can. To break the Drow Wizard defenses you need “Dispel Magic” or “Eliminate magic”. A Druid, Cleric, Bard or Inquisitor shine in this Battle. The Drow Wizard cast “Mordenkainen's Sword”, so prepare “Death Spell” which also works very well against the spiders.
===Tier II===
====Battle 6: Vampires====
You need to cast “Negative Plane Protection” and “Chaotic Orders” on your main warriors. If you can, cast an Elemental Prince and a Deva or Planetar. If you have an Undead Hunter or Blackguard you don´t need to worry of the Level drain just of “Domination” (there is a helm and a shield to protect against it). If you have a Berserker or a Barbarian specialized in Long Swords, buy “Daystar”, cast “Rage” and run to the Vampires, and use the ability of the weapon to cast “Sunray”. When your warriors are protected send them to fight and return your Berserk/Barbarian to your group and cast “Invisibility, 10' Radius” to protect the rest of your group while the summons and rest of warriors defeat the Vampires.
====Battle 7: Githyanki====
Cast “True Sight” and I recommend “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”. “Dispel Magic” or “Eliminate Magic” break the Gish defenses.
====Battle 8: Water Elements====
Cast “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”, “Spell Secuencer” + 3 “Skull Traps”, summon a Deva and whatever makes crushing damage (Planetars wear a Silver Sword which makes slashing damage). Cast “Finger of Death”, “Disintegrate”, and if you have a Druid, cast “Call Lightning”.
====Battle 9: Mardii and his Elements====
Cast “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”, to kill Mardii. Once Mardii is dead focus on the elementals. NOTE: First focus or Mardii and DO NOT KILL any elemental until Mardii is dead.
====Battle 10: Demons and Devils====
Use illusions only if you cast “Spell Immunity: Adivination”. Cast “Remove Fear”, “Protection From Evil, 10' Radius”, “Chaotic Orders”, etc. I usually move my Berserker/Barbarian to the front and cast “Rage”. The point is to have your toughest member to the front immune to “Domination”, while the rest of the group moves back in a safer place. Cast “Chain Contingency” + 3 “Mordenkainen's Swords”. Use “True Sight” and be prepared with “Zone of Sweet Air”. Be careful with the Succubus who can Level drain and the T'alcor who has Vorpal attack (can kill in one hit).
===Tier III===
====Battle 11: Monks====
I like to cast “Contingency” + “Mirror Image” or “Mislead”, “Chain Contingency” + 3 “Mordenkainen's Swords”, “Spell Sequencer” + “Haste” + “Mirror Image” + “Stoneskin”. My Mage runs to the Monks while my group cast protections and summons. The Monks focus on the Mordenkainen's Swords while my warriors attack them. If you have a Druid “Shapeshifter”, the form Greater Werewolf is immune to the Monks attacks (I do not know why, but I suppose it is due to attack a Werewolf a magical weapon is needed, and the Monks Fists count as magical +2/+3 or +4, but not as “Weapon”).
====Battle 12: Clay Golem====
Summon a Deva, an Elemental Prince and any summons who make crushing damage.
====Battle 13: Lich====
Cast “Remove Fear”. Use illusions only if you cast “Spell Immunity: Adivination”. I usually cast “Spell Sequencer” + “Haste” + “Stoneskin” + “Spirit Armor”, “Chain Contingency” + 3 “Mordenkainen's Swords”. Summon a Deva. My Mage tends to move to Leah to cast “Eliminate Magic” on her, the Mordenkainen's Swords distract the Greater Bone Golem, and then the Deva (the Deva acts like wearing a “Mace of Disruption”, so can destroy undead in one attack) can focus on Leah.
====Battle 14: Rakshas====
Cast “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”, and summon a Planetar. Cast “Dispel Magic”/”Eliminate Magic” on the Maharajah.
====Battle 15: Illithids====
Cast “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”, and if you can, cast “Chain Contingency” + 3 “Mordenkainen's Swords”.
===Tier IV===
====Battle 16: The 6 fallen Devas====
The Devas tend to focus on your weakest party members so, I recommend to cast “Chain Contingency” + 3 “Abi-dalzim's horrid wilting”, “Spell Trigger” + “Spell Immunity: Abjuration” + “Spell Immunity:Adivination” + “Stoneskin”, “Contingency” + “Mirror Image”. Summon a Planetar, an Elemental Prince and whatever you can. If you have a Barbarian with “The Defender of Easthaven”, + “Hardiness” + “Innate Physical Immunity”, you have a great shield. If you have a Fighter/Mage, probably you can cast “Time Stop”, so you can be very dangerous at these moments.
====Battle 17: The Demilich Twins====
You need a Berserker who can cast “Rage” + the long sword “Daystar”, and that´s all. If you have a Fighter/Mage, cast “Spell Trigger” + “Spell Immunity: Abjuration” + “Spell Immunity: Conjuration”, + “Improved Haste” and “Daystar”, and you are done. If you have a Cleric/Mage cast “Spell Trigger” + “Spell Immunity: Abjuration” + “Spell Immunity: Conjuration”, + “Mirror Image” and cast “Holy/Unholy Word” x 3. If you do not know what to do, use your Mage, cast “Spell Trigger” + “Spell Immunity: Abjuration” + “Spell Immunity: Conjuration”, + “Mirror Image”, summon a Planetar and the Planetar can cast “Holy/Unholy word” x 3.
====Battle 18: The Three Dragons: YLLAXIA; Nyxxla and Orluss====
Cast “Remove Fear” and summon whatever you can. If you have a Fighter/Mage cast “Time Stop”. Cast “Dispel Magic” / “Eliminate Magic” to break YLLAXIA´s defenses. If you can, attack with the “Flail of Ages +4”, which can pass through YLLAXIA´s stoneskin.
====Battle 19: The Bhaalspawn====
Your greatest concern must be Enegar. For any reason DO NOT LET HIM TRANSFORM into The Ravager. If you have a Fighter/Mage cast “Time Stop” and focus on him. If you have a Mage, cast “Time Stop”, “Improved Alacrity”, “Chain Contingency” + 3 “Abi-dalzim's horrid wilting” x 2 (6 Abi-dalzim's horrid wilting). If you have a Fighter/Druid, Fighter/Cleric, Ranger/Cleric, Druid, Cleric, you can cast “Harm”; attack Enegar, and if you are successful Enegar will be left with 1 hit point of life and just needs another attack to fall.
===Final Battle===
First, focus on The Winged. The easiest way is with a Fighter/Mage, cast “Time Stop” and “Greater Whirlwind Attack”, anyway with two strong warriors, the Winged mustn´t be able to stand two Greater Whirlwind Attacks. The Winged has vorpal attack, so be very careful. Cast “Chain Contingency” + 3 “Mordenkainen's Swords” to distract Bannor. You surely have a Scroll of “Protection From Magic”, if you want; cast it on Pol Pyrrus or Joker to block them to keep casting protections. Cast “True Sight” to find Thassk Kun. Thassk Kun and Dormamus mustn´t be a problem at these moments. Bannor (due to his size) can enter to the center of the area, so if you are lazy, with some ranged weapon (axe, hammer or dagger) attack him from distance and be patient.
THE END?...
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