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bug with Demogorgon?


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I think there may be a bug of some kind with Demogorgon in my game...


Near as I can see, Demogorgon remains unaffected by the following protection removing spells: Khelben's Warding Whip, Pierce Magic, Ruby Ray of Reversal, Breach, Lower Resistance, Greater Malison, and Remove Magic. These spells register as hitting but they seem to have no effect at all. D.'s HP never gets down to more than 'barely injured'. Everyone in the party is using +4 or greater weapons.


Allso, Demogorgon sailed right through 60 skull traps I had placed without so much as a scratch. He passed right through them without triggering them. (Are skull traps magical energy?)


I'm playing in chapter 2, having completed most everything but clearing Bodhi's lair prior to leaving for Spellhold.




Cleric 14 - Ranger 12

Yoshimo - Bounty Hunter 22

Korgan - Berserker 18

Anomen - Fighter 7/ Cleric 20

Edwin - Conjurer 17

Valygar - Stalker 17


Here's the WeiDu log:


// Log of Currently Installed WeiDU Mods

// The top of the file is the 'oldest' mod

// ~TP2_File~ #language_number #component_number // [subcomponent Name -> ] Component Name

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1 // BG2 Fixpack - Game Text Update

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #103 // Mixed-Use Dagger Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-Classing Restriction from Archers and Stalkers

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun

~1PP/1PP.TP2~ #0 #0 // 1PP: Everything but Potions

~1PP/1PP.TP2~ #0 #1 // New Potion Graphics

~SETUP-UNDERREP.TP2~ #0 #0 // Underrepresented Items From Icewind Dale 2

~BW_HERBS_BG2/SETUP-BW_HERBS_BG2.TP2~ #0 #0 // Herbs and Potions Add-in for BG2 by Baronius, v1.0.3

~SETUP-CELESTIALS.TP2~ #0 #0 // PnP Celestials

~SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette

~SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship

~SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised

~SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain

~SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest

~SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest

~SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn

~SETUP-UB.TP2~ #0 #7 // Restored Encounters

~SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair

~SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations"

~SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0

~SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher

~SETUP-UB.TP2~ #0 #12 // Item Restorations

~SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts

~SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies

~SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs

~SETUP-UB.TP2~ #0 #19 // Restored Bhaalspawn Powers, by David Gaider

~SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions

~SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations

~SETUP-UB.TP2~ #0 #22 // Justifier Kit

~SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse

~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #2 // Creature & Area Improvements -> All Creature Improvements

~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only

~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot

~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence

~SETUP-D0QUESTPACK.TP2~ #0 #6 // Intrigue In The Copper Coronet

~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest

~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials

~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement

~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw

~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper

~SETUP-D0QUESTPACK.TP2~ #0 #13 // New Fate For The Dryads' Acorns

~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen

~SETUP-D0QUESTPACK.TP2~ #0 #15 // Further Slaver Involvement

~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home

~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich

~SETUP-D0QUESTPACK.TP2~ #0 #18 // Reward Negotiation

~SETUP-D0QUESTPACK.TP2~ #0 #19 // Infernal Thievery


~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #30 // Install Hexblade fighter kit

~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #31 // Install Duelist fighter kit

~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #32 // Install Fist of Order fighter kit

~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #33 // Install Blackguard fighter kit

~SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components)

~SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items

~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #0 // Divine Remix Core Components (Required for Everything)


~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Kick-out Dialogues

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1160 // Multiple Strongholds (Baldurdash) -> No Restrictions (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2050 // Description Updates for Universal Clubs Component

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grand Mastery (Baldurdash)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-Class HLA Tables

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not fight or complain about reputation) -> NPCs are never angry about reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring and Spell-Trap Animation

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3179 // Romance Cheats -> No Racial Requirements for Romance

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Staffs, Clubs, and Slings (Icelus)

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good

~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4100 // Change Korgan to Neutral Evil

~LVL1NPCS/LVL1NPCS.TP2~ #0 #0 // List party-joinable NPCs (required to install any other components)

~LVL1NPCS/LVL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing?

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I think there may be a bug of some kind with Demogorgon in my game...


Near as I can see, Demogorgon remains unaffected by the following protection removing spells: Khelben's Warding Whip, Pierce Magic, Ruby Ray of Reversal, Breach, Lower Resistance, Greater Malison, and Remove Magic. These spells register as hitting but they seem to have no effect at all. D.'s HP never gets down to more than 'barely injured'. Everyone in the party is using +4 or greater weapons.


Allso, Demogorgon sailed right through 60 skull traps I had placed without so much as a scratch. He passed right through them without triggering them. (Are skull traps magical energy?)


Demogorgon buffs with aura of flaming death, a variant stoneskin that counts as a spell defence rather than a combat defence, and an invisible globe of invulnerability.

Of the spells you're casting:


- greater malison and skull trap will be absorbed by the globe of invulnerability

- breach should take down the aura of flaming death

- warding whip, pierce magic, ruby ray should take down one or both of the stoneskin and the globe. (When he puts stoneskin back up, though, it'll be the normal version, which breach takes down.)

- he's immune to Lower Resistance.

- You might be too low level to have a chance with remove magic.


If some of that behaviour isn't being seen, there may be a bug, though I can't offhand think how.

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skull trap will be absorbed by the globe of invulnerability


Thanks, David. I guess it's not a bug then.


He is damaged by Yoshi's regular snares, btw. Those get Demogorgon to 'injured' when he first materializes.


To then try to finish him off I laid down 60 skull traps for him at the base of the right stairwell and lured him into them (in this case that's 1020-6120 damage, lol). D. breezed right through them without setting them off. So I tried sacrificing a NPC to trigger them right next to him, and D. was unfazed by the skull trap damage.


So it's globe of invulnerability that's protecting him from the skull traps then, hmm... I guess the globe will eventually wear off (duration = 1 round/level of caster). But if D. has chain contingencies or spell triggers to put Globe of Invulnerability right back up at the next sighting of a party member, then that's not going to work.


Maybe with this party (i.e., their levels) it boils down to getting lucky with a casting of Spellstrike? That does strip Globe of Invulnerability. But as far as I know, Spellstrike isn't available this early in the game. Plus, Edwin could only cast it via a scroll at this point.


Hate to say it, but I don't see how this battle (i.e., with party's current levels) is winnable... It bugs me to wait to complete this until after the Underdark, but I don't see a way to crack Demogorgon's protections at this point.

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Oy, I didn't read carefully enough what David wrote. I can bring down Globe of Invulnerability with Warding Whip, Pierce Magic, and Ruby Ray.


I'm only able to get a couple of castings out of Edwin. With a number of those spells I'm able to get Demogorgon to 'badly injured' just with melee combat. And although he now sets off the skull traps, he still doesn't seem to incur any damage from them. I'm encouraged that I can actually get a win, now. I just wish I could figure out if there is a real shot at stripping D.'s protections enough to kill him with thousands of point of skull trap damage.


The problem is that Edwin can get off two spells with the PC running around like a rodeo clown, and luring the mariliths up toward the portals for the party to fight. If I continue just having the PC run around in the proximity of Demogorgon, after about two rounds D. summons glabezrus. And that messes up the whole skull trap strategy--the glabs invariably run into the traps.


So Edwin can Cast Warding Whip twice. Or Warding Whiop and Pierce Magic, or what have you. But only two spells. I've been using Warding Whip because it removes up to three spells.


So far, as I say, D. even with Globe of Invulnerability removed still takes no damage from the skull traps when he triggers them. And those skull traps should deliver massive damage, in the thousands. If D. is vulnerable to them he'd be dying instantly (he has.. what? 290 HP? something like that).


Now even though the skull traps fail, however, it seems that I do still have a shot at defeating D. after that with melee attacks, and maybe some more spells. I've gotten D. down to 'badly injured' twice now. But D. keeps on killing my PC with Implosion before I can whittle him down.


when the party is meleeing with Demogorgon at this stage Edwin can cast a couple more spells. With a number of D's protections removed at that point, I wish I could just Flesh to Stone or Disintegrate him. But so far no luck.


Under this strategy what spells would you try, in what order? Remember, I have two spell castings before D. runs through the skull traps (I still hope that he'll somehow suffer damage from them). And then about two or three castings after that when the party is meleeing against him. What spells would you recommend?

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Just to put an endnote on this:


That has to be the hardest battle I've ever won. Simply because it was such a delicate orchestration of actions that had to come together to accomplish the goal. I can't even want to say how many tries it took all told. I lost count. Everything has to go just so.


I can now confirm that it is possible with one Khelben's Warding Whip to remove enough of Demogorgon's protections to kill him with skull traps. Possible yes, but hard as hell. Holy crap is it hard to maneuver him into those traps and have them work. At least in my game he had to stop smack dab in the middle of them and cast in order for the traps to injure him. Otherwise he would just blow through them and set them off, but incurred no damage from them.


I was actually just about to give up. But I figured what the heck, I'll give it one more try. Demogorgon pursued the PC and rounded the stairs, as I'd accomplished many times already without the traps injuring him. I expected the traps would most likely fail yet again. But then I'd try having Edwin cast more Warding Whips at him and try to melee him, even if the odds of winning that way were extremely slim.


Demogorgon was out of perception range and I could see the skulls exploding, a familiar sight by then. But then to my amazement I saw on the combat text that Edwin was actually damaging him. Then only a moment later the death cry "OH NO! IT CANNOT BE!"


The party was so beaten up by that point from fighting the mariliths that I quickly lost Valygar and Edwin in the ensuing battle with those summons. Then Anomen turned yellow and started running around in a panic. Yoshi started making noise about fleeing too. That would only have left the PC and Edwin. So I took the party through the portal. I wanted to head right back and kill the mariliths for the XP, but I foolishly rested first and thereby unsummoned them.


I forgot to save before resting because Anomen was still running around in a morale failure, and I was distracted by my annoyance with him. In retrospect it amuses me, though, that for all Anomen's boasting of his prowess in battle, it was his cowardice that cost the party the kill against the mariliths.


Naturally, I went back and raised Korgan and Valygar.


By far, the hardest won battle I've ever fought in this game.

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I wouldn't doubt that for a second. And my hat is off to anyone who could do that.


Here the problem for me was being in chapter 2 (although the party was about as high level as you can get at that stage). I realized afterward I could have gotten another level out of everyone from the Deck of Many Things with the Throne card, and that would have granted the first HLA to several party members. Might conceivably have made the difference in a melee approach... Main advantage would have been Edwin getting Improved Alacrity.


I just wondered intially if there was a bug, and I'm grateful that David pointed out to me that Demogorgon's Globe of Invulnerability is in place sans animation. Then I kind of got carried away in my posting about the fight in my determination to succeed somehow. :D


It's not something I would ever try again, btw. Using skull traps in the way I did requires endless reloads. It doesn't seem like it would be that hard, but based on what I just experienced I would estimate there must be something like a 1-2% chance of succeeding with it. I'm sure there are better strategies to kill Demogorgon than what I used. That's just the only one I could come up with with the party at those levels.

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