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See Icewind Dale FAQ, FAQ #2, FAQ #3, FAQ #4, FAQ #5, HEX-code, Solution, Solution #2, Cheat-code here!
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FAQ for Icewind Dale
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Icewind Dale (PC) &
Heart of Winter (PC)
FAQ/Walkthrough
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February 10, 2003
Version 5.1
Written by: Dan Simpson
Email: manymoose@hotmail.com
Use this subject: Icewind Dale v5.1
(Emails with improper subjects MAY BE DELETED!)
______________________________________Notes____________________________________
You will find the most up to date version of this FAQ at:
http://www.gamefaqs.com/
http://www.gamewinners.com/
http://www.cheatcc.com/
Several of the Heart of Winter designers are working on a new dungeon that
will be available for free.
There is a patch out for Icewind Dale, which you can find here:*
Patch: ftp://ftp.interplay.com/pub/patches/IWDPatch106.exe
Readme: ftp://ftp.interplay.com/pub/misc/patch106.txt
* If you have Heart of Winter, you do not need the patch!
If you have Heart of Winter, there is a FREE downloadable dungeon to try,
called Trials of the Luremaster:
http://www.fileplanet.com/index.asp?file=62184
There are also some "bonus" portraits available:*
ftp://ftp.interplay.com/pub/misc/iwd_ports.zip
ftp://ftp.interplay.com/pub/misc/t_port.zip
* These are included with Heart of Winter
Portraits need to be placed in the \portraits folder in the game directory.
This folder needs to be created by you.
I quote directly from other people who have sent in information. When I want
to comment on their strategies, I use the "Ed. Note", or Editor's Note.
_______________________________________________________________________________
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What's New in 5.1:
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Added Adam Roebuck's Mytos paladin trick. Other small changes.
For a complete Version History, check out the Final Words Section at the end
of the FAQ.
Note: In the FAQ I use the abbreviation IWD to stand in for the full title of
Icewind Dale, HoW for Heart of Winter, BG to abbreviate Baldur's Gate
and BG2 for Baldur's Gate 2.
----------------------------------
Table of Contents:
----------------------------------
x... What's New in Heart of Winter?
x... My Party
x... Creating a Balanced Party
x... General Strategies
Frequently Asked Questions
x... Gameplay Specific Questions
x... Heart of Winter Questions
x... General Gaming Questions
x... Monster Questions
x... Technical Questions
x... Other Questions
Walkthrough
1... Easthaven
1.1... The Lost Caravan
2... Kuldahar Pass
3... Kuldahar
4... Vale of Shadows
4.1... Kresselack's Tomb
4.2... Post Vale Kuldahar
5... Temple of the Forgotten God
6... Dragon's Eye
7... Severed Hand
8... Dorn's Deep
9... Wyrm's Tooth
10... Lower Dorn's Deep
11... Easthaven (again)
Heart of Winter Walkthrough
1... Lonelywood
2... Barbarian Camp
3... Burial Isle
4... Lonelywood Interlude
5... Gloomfrost
6... Sea of Moving Ice
7... Trials of the Luremaster (free downloadable dungeon)
Appendices
x... Guide to Naming Characters
x... Cheats
x... Bugs
x... Strange Things
Final Words...
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What's New in Heart of Winter?
----------------------------------
This section is mostly for people who don't own the expansion and wonder
whether it is worth a purchase. However, there are some other minute changes
that even owners of HoW might not be aware of. (many of these are taken from
the manual)
Major Additions:
* New areas to explore, accessible through Kuldahar. These areas can be
played before or after completing the normal game. You can even play in
"Expansion Only" mode if you don't even want to complete the normal game.
* Now supports 800x600 resolutions, including drop-away side panels (from
BG2).
* New difficulty mode, Heart of Fury. This is meant for people who think the
game is too easy. What it does is pump up enemies stats (and exp too) to
the point where they become tanks. Ex: All creatures have x3, +80 hit
points. A creature with 20 hit points in regular mode would have 20x3 = 60,
60+80 = 140 hit points.
Note: Your summoned monsters get the same bonuses as all the other
monsters, making summoning spells even MORE powerful in HoF mode.
Note: The amount of EXP you get from monsters goes up with the
difficulty. At HARD you get 150% normal, at INSANE you get 200%
normal. In HoF you get more than that (I have no exact details
on it yet).
* Enemies can now "call for help." (they don't ALWAYS do this) What it means
is that you can't pick enemies off one by one, they'll yell to their
friends.
From JE Sawyer:
Places where it definitely is used:
* The expansion areas.
* Most of Dragon's Eye (L1,2,3, and parts of 5)
* The Orc Cave
* Kuldahar Pass
* Parts of Lower Dorn's (Entrance, Artisan's District, Mines, Palace
Level 3, the Great Forge, the Broken Temple)
Places where I believe it is used:
* Temple of the Forgotten God
* Upper Dorn's Deep
* Parts of Wyrm's Tooth
Places where I believe it is not used:
* Easthaven
* The Vale of Shadows
Minor Additions:
* Experience Cap allows characters to reach 30th level.
* New Portraits
* New Character Sounds
* New Gem Bags, Scroll Cases and Potion Bags (similar to things found in BG2)
* New spells:
Druid
1st Level: Cause Light Wounds
1st Level: Sunscorch
2nd Level: Alicorn Lance
2nd Level: Beast Claw
2nd Level: Cause Moderate Wounds
3rd Level: Cloudburst
3rd Level: Mold Touch
3rd Level: Moonblade
3rd Level: Spike Growth
3rd Level: Storm Shell
4th Level: Smashing Wave
4th Level: Star Metal Cudgel
4th Level: Thorn Spray
4th Level: Wall of Moonlight
5th Level: Animal Rage
6th Level: Whirlwind
7th Level: Earthquake
7th Level: Mist of Eldath
7th Level: Stalker
Cleric:
1st Level: Cause Light Wounds
2nd Level: Cause Moderate Wounds
3rd Level: Cause Disease
3rd Level: Circle of Bones
3rd Level: Exaltation
3rd Level: Holy Smite
3rd Level: Unholy Blight
4th Level: Blood Rage
4th Level: Cause Serious Wounds
4th Level: Cloud of Pestilence
4th Level: Poison
4th Level: Unfailing Endurance
5th Level: Cause Critical Wounds
5th Level: Greater Command
5th Level: Magic Resistance
5th Level: Shield of Lathander
5th Level: Slay Living
5th Level: Undead Ward
6th Level: Blade Barrier
6th Level: Harm
6th Level: Spiritual Wrath
7th Level: Destruction
7th Level: Greater Shield of Lathander
7th Level: Holy Word
7th Level: Unholy Word
Wizard:
2nd Level: Cat's Grace
3rd Level: Lance of Disruption
4th Level: Mordenkainen's Force Missiles
4th Level: Shout
4th Level: Vitriolic Sphere
5th Level: Contact Other Plane
5th Level: Lower Resistance
5th Level: Sunfire
6th Level: Darts of Bone
6th Level: Soul Eater
6th Level: Trollish Fortitude
7th Level: Seven Eyes
7th Level: Suffocate
8th Level: Abi-Dalzim's Horrid Wilting
8th Level: Great Shout
8th Level: Iron Body
8th Level: Power Word: Blind
* New Items
* New "Hotkey" that highlights all significant items in the area (such as
doors, chests and items). Very handy if you can't see where certain levers
are... (Use by pressing ALT)
* Ability to buy more than one item at a time
* Paladins get new abilities:
Smite Evil - Column of holy light that does 1d6 + (1d6 / 3 levels) damage
to evil enemies.
Divine Courage - At 3rd level, immune to fear. (Also immune to disease)
Earlier Spell Access (at level 6 instead of 9)
* Rangers get new abilities:
Tracking - Ranger checks to see what monsters are in the area, and often
where the monsters are. +5% chance per level, +5% per point
of wisdom.
Earlier Spell Access (same)
* Druids get new abilities:
Druidic Shape Chance - now available at 5th level, gains a new for every
other level after that. Some HP healed with the change.
Elemental Form - At 11th level, the Druid can transform himself into a
Fire Elemental. At 13th, Earth elemental, at 15th a Water
elemental.
Immunity to Poison - At 9th level.
Timeless Body - At 15th level, no longer get tired.
* Thieves get new abilities:
Sneak Attack - An alternative to backstabbing (must be switched in the
options menu). Doesn't require being in shadows, merely that
you are behind or to the side of the enemy. The damage is an
extra 1d6 for every 4 levels of experience. Critical hits do
not double the sneak attack damage.
Evasion - At 7th level, thieves can evade effects (such as Fireball,
Lightning bolt, etc.), the thief can Save to completely evade
the spell (as opposed to Saving and getting half damage).
You cannot evade your own effects (such as a Mage/Thief
casting fireball right in front of himself).
Crippling Strike - At 5th level, thieves learn how to cripple their
opponents. Crippling only works WITH the Sneak Attack. A
successful cripple causes the victim to suffer a -1 to attack,
at 9th level -2 to attack and damage, at 13th level -3 to
attack and damage, etc. (every 4 levels another -1 to attack
and damage)
* Bards get new songs:
The Ballad of Three Heroes - Allies gain +1 to hit, damage and Saving.
The Tale of Curran Strongheart - 3rd level. Removes fear.
Tymora's Melody - 5th level. Allies get +1 luck, +3 saving throws, and
+10% to lore and thieving skills.
The Song of Kaudies - 7th level. 50% chance to evade sound-based
attacks.
The Siren's Yearning - 9th level. Chance of enemies becoming Enthralled
(unable to move for a minute or so, or until they take dmg).
War Chant of Sith - 11th level. Allies get +2 bonus to AC, +10% res. to
slashing, piercing, crushing and missile attacks, plus
regenerate 2 HP per round.
Changes:
* Spells have been changes somewhat. Some spells are now Alignment (Good,
Evil) specific. Ex: Raise Dead and Cure Critical Wounds cannot be cast by
Evil clerics, Resurrection and Heal can only be cast by Good clerics.
* Opposition schools have been altered. Your old mages won't lose spells
they already know, but they will be unable to learn new spells out of their
sphere.
From JE Sawyer:
Specialist mages now have 1 or 2 barred schools. If your specialist mages
from IWD already have spells, they will not be taken away. However, they
will be unable to take new spells from the barred schools. Here's how it
breaks down:
Abjurer: Alteration, Illusion
Conjurer: Invocation
Diviner: Conjuration/Summoning
Enchanter: Invocation
Illusionist: Necromancy, Abjuration
Invoker: Divination, Conjuration/Summoning
Necromancer: Illusion, Enchantment/Charm
Transmuter: Necromancy, Abjuration
* Ranger/Clerics no longer get the Druid spells from level 1. (You must wait
until the Ranger is level 6)
Items Removed/Changed:
* Many of the random item tables have been changed. I have most of these
changes in the IWD walkthrough (where it says "removed in HoW", or "HoW
only").
* Mithril Plate +2 is now considered "magical" and thusly cannot be worn with
protective rings/cloaks. (If you were wearing it before installing HoW,
you'll still have it on... just don't take it off!)
* Necromancer's Robe is now AC6 rather than AC8.
* Kontik's Ring of Wizardry increases cold damage the wearer takes by 15%
----------------------------------
My Party:
----------------------------------
The party I first beat the game with:
Human Fighter
Elf Fighter
Half-Elf Cleric/Ranger (has access to both Druid and Cleric spells this
way, and also gets the "dual wield" which is just
an extra attack when a shield is not equipped)
Human Bard (useful to identify things, and can cast magic!)
Halfling Fighter/Thief (don't bother ever giving points to the Pickpocket
skill, it's useless in IWD)
Human Conjurer
I actually started the game with a Human Thief instead of the Halfling, but
switched over later. (You can bring in new characters at any time) Then I
just stayed in the area I was at, and leveled my new character up a bit.
What monsters was I fighting? Cold Wights! One of my favorite monsters in
all of Dragon's Eye. Easy to beat, and decent Exp (1500) as well.
Pickpocket is useful especially for the bard who has nothing to do but
pickpocket. I pick a few NPC's pockets and got some nice item especially
from the archdruid himself (I got 2 rings of free movement; I will never be
held by spells or item like wise). (from Mike Gan)
The party I played through IWD with the second time:
Dwarf Fighter (with proficiencies in Axes and Crossbows)
Half-Elf Cleric/Ranger (is actually IMPORTED from my first party, though
not from the end of the game, at level 8/8 with a
lot of cool items)
Halfling Fighter/Thief
Elf Fighter/Mage (I'd found a cool weapon my first go through of the
game that could only be used by Fighter/Mages
so...)
And they were all EVIL (except the Cleric/Ranger)! I was really surprised by
how many items in IWD couldn't be used by GOOD characters, so I had to have
some EVIL characters. And for more role-playing fun, I said all the "jerk"
responses in the dialogs. After this maybe I'll go through with a party of
Gnomes...
----------------------------------
Creating a Balanced Party
----------------------------------
One of the most important decisions that you have to make comes before you
ever start the game. What will your party look like? Naturally I would
recommend the party I used to beat the game (see My Party above) as it worked
well, but I know that that party isn't for everyone. So here we now have a
section on creating that balanced party that you can use to smite your
enemies!
Decision 1: How many characters to have in the party?
---------
You can have anywhere from 1 to 6 characters in your party. Naturally
going through the game with just one character would be extraordinarily
difficult. The minimum number of characters that I think would keep the
game playable is 4. 3 could probably be done, but you're pushing it.
Four characters allows you to cover all the bases (one fighter, mage,
cleric, and thief type characters), with the obvious advantage that they
will get more experience per battle, as there are less people to share the
experience with. (Whenever you defeat a creature, each character gets the
exp that that creature was worth divided by how many characters you have
in your party. So if you just beat a 2000 exp monster, and had 4 people,
then each person gets 500 exp, but if you have 6 people then they only get
333 experience)
That being said, if you are a newcomer to AD&D games, such as Icewind Dale
and Baldur's Gate, then I would recommend that you go with the full 6
member party. Even if you are pretty good at Baldur's Gate, you may still
want to go with the full 6 member party.
But if you enjoy a challenge, try 4 (or 3).
And if you're suicidal, try just one character.
Decision 2: What classes should be in my party?
------------------------------------------------
You need to balance your party in IWD. All melee parties will do pretty
poorly in IWD, as they get slaughtered by nasty enemies. Magic heavy
parties do poorly as well as you don't have enough standing between you and
certain death. As such, careful balance is in order.
Let's take a look at the party I used to beat the game:
Human Fighter
Elf Fighter
Half-Elf Cleric/Ranger
Human Bard
Halfling Fighter/Thief
Human Conjurer
At level 1 this party has 4 melee fighter types, two thief types (the Bard
can only Pick Pockets, but this frees the Fighter/Thief from having to use
any skill points on Pickpockets), two mage types (the bard gets spells on
level 2), and one Cleric type. The only weakness at the beginning is that
the Conjurer only gets 6 HP to start out with.
What you need:
A thief
A cleric
And enough Hp's to not get killed in every battle
Everything past that is extremely helpful, but not specifically NEEDED.
Naturally you get the HP's from Fighters. A thief and a Cleric alone will
get killed easily, so add a few Fighters to the mix, and/or multi-class the
thief and cleric.
Adding in Magic is a really good idea as it supplements your melee power.
Therefore my recommended party looks very much like the party I first used,
with the six party members.
If I were to play with only three characters, this is how I would do it:
Cleric/Ranger (I love these)
Fighter/Thief
Fighter/Mage
ERSKINE makes this recommendation about which type of Mage to play:
If you make your wizard a specialty Conjurer then you can use all the
spells currently in the game! Conjurers in Icewind Dale (IWD) have
an opposition school of Divination, but all wizards can learn/cast
"lesser divinations" of up to and including 3rd level (maybe 4th, but I
don't think so)-- there are no divinations in IWD above second level, so
a conjurer can cast all spells in the game and gains the bonus spells
for being a specialist-- I do not think IWD uses any of the disadvantages
of being a specialist like in AD&D.
Alignment Note: There are various items in the game that can only be used
by Good or Evil characters, so try to have a mix of
alignments. Maybe 2 Good, 2 Neutral and 2 Evil. Also
your reputation is based on the Alignment of the character
in the first slot, Lawful Good being the best, Chaotic
Evil being the worst.
The "All-Fighter" Party:
------------------------
This is a "powergamer" type of party, that takes advantage of the Human's
Dual Classing.
Create a party of six (or how ever many people you want) fighters. While
creating each of them, keep in mind what you would like them to dual class
over to later. So, when you are creating your Fighter who will dual to
Cleric, you need to get not only good Fighter stats, but also good Wisdom.
The same would go for your Fighter who will be Thief, needing good
Dexterity, Fighter who will be Mage needs good Intelligence, etc. Now
when they reach level two, instantly dual class them over to their new
class. What this accomplishes is creating better versions of
Clerics/Thieves/Mages/etc., at a low cost of experience. (2000 exp for the
Fighter level 2)
Fighter (stays a fighter)
Fighter (stays a fighter)
Ranger dualled to Cleric at level 2
Fighter dualled to Thief at level 2
Fighter dualled to Mage at level 2
+1 more character if desired (I'd take a Bard)
ERSKINE's party making strategies:
----------------------------------
My thoughts on party composition --
at least two Fighters--- great hit points, great THAC0's, wear almost any
armor, 5 levels of weapon specialization, and they
usually have the best strength with which to carry
your heavy items without being encumbered
one Mage --- make it a conjurer (use all the spells, memorize 1 extra spell
per spell level) they can use almost all of the wands, and
their spells rock at high levels
one Druid--- I think their spells are better (like Creeping Doom, Fire
seeds, Static Charge), the loss of turning undead is not that
much of a problem-- I hate chasing down skeletons and wights
that ran away, and they can even use some good armor and
shields later in the game (Umber Hulk plate and Rhino Beetle
Shields) (Ed. Note: You're almost at the END of the game
before you get THOSE items! Though they are quite good)
a multi-classed thief--- true thieves in IWD are a little bit lacking, make
your thief a thief/mage or a fighter/thief for
better effect (you can still reach lvl 14/12 with
a thief/mage or 14/11 with a thief/fighter)
Your 6th character can be what ever you like--- if you love mages add
another one, or try out a Paladin or even a cleric
I would avoid Rangers-- they are great in AD&D but they have some limitations
in IWD: there are not a lot of animals to charm, only 2 levels of weapon
specialization, more xp's to level up and if you want to hide in shadows
then you are limited in your choice of armor. Two weapons can be
useful, and so can the racial enemy, but I don't think that makes up for
their deficiencies. Also, their druid spells are rather weak when you
finally get them.
Ed. Note: Which is why I like Cleric/Rangers. Complements the Ranger
abilities perfectly.
Paladins are a better choice--they can lay on hands, better saving
throws, cast protection from evil, are immune to disease, and can cure
disease, and can cast cleric spells (although the spells are only a
minor help late in the game).
I haven't played with bards yet so I can only speculate, but there are
some cool items that only they can use, and they can cast spells and
sing for your party so they could be very helpful--- also I think that
there are some places in the game where bards can do things that other
classes can't (Talking to the Sea-Elf in Easthaven, the bard can sing to
her for extra xp's).
When choosing a race for your class stick mostly to elves, half-elves and
humans. However, Dwarven fighters can have a 19 constitution and their
hit points can really get up there, also dwarves are very resistant to
poison, and have some resistance to magic. Elves and Half-Elves have a
resistance to sleep and charm related spells (90% for elves and 30% for
Half-Elves--if they followed AD&D rules on this) Personally, I have
never had much use for gnomes and halflings (big noses and hairy feet,
respectively)
Note, the resistances are implemented as Saving Throw Bonuses
Gnome +5 vs Rod/Staff/Wand and Spells
Dwarf +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells
Halfling +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells
Different classes also have different saving throw bonuses.
My 1st party -- Human Male Fighter
Half Elven Female Ranger
Human Male Fighter
Elven Female Mage/Thief
Dwarven Female Cleric (just for fun)
Elven Male Conjurer
this party got the job done, but this is where I learned of some
problems with the classes-
My new party -- Human Male Fighter
Human Male Paladin
Dwarven Male Fighter
Elven Female Mage/Thief
Elven Male Druid
Human Female Conjurer
Ed. Note: With the Druid above, I'd start with a Fighter, then at level 2
dual over to a Druid. This way, once your Druid hits level 3,
then they can wear normal armors and weapons.
Souma's Party Making Strategies:
--------------------------------
My first time through I played with 6 characters (Human Paladin, Dwarven
Fighter/Thief, Human Cleric, Human Ranger, Elven Fighter/Mage and Half-Elf
Bard) and had a pretty rough old time as I got to grips with the way the game
works. All in all, it wasn't too tough. My second time 4 (Human Fighter, Elf
Thief, Half-Elf Druid and Half-Elf Mage) and I had great fun using all those
abilities that a fighter heavy party lets rust as they pound through a
dungeon (it's a lot different when only 1 party member can use the big
missile weapons like longbows and crossbows!). For my third time through, I'm
testing what I suspect to be the "ultimate" party. I'll cover them one at a
time (there are only 3).
I've taken a Halfling Fighter/Thief as my front character. This gives me all
the thiefly skills you need from the get go (you do not want to be hit by
traps with a small party!) and a sturdy fighter. I also look forward to
casting Haste spells on her without fear of her becoming exhausted (due to
the halfling/gnome only helmet, Helm of the Trusted Defender). As her max Str
is only 17 though, I will be using up Giant Strength Potions as I find them
to make her into a killing machine (especially when she backstabs!). Once you
reach Kuldahar you can equip her with Plate Armor, a +2 Ring of Protection
(from Oswald), the Helm of the Trusted Defender and a shield (magical if you
get one) for a total of about -7 AC. That's just awesome and the monsters
will have no idea of how to hurt you for a long time (short of a lucky 20 on
the hit roll). I've specialized her in Bows and Large Swords and recommend
specializing in Axe (so as to take advantage of the Battleaxe +2 Defender and
Throwing Axe +2) or Small Swords (to get another weapon you can backstab
with) after that.
For my second character I've picked a Human Ranger with the intention of
dual classing to cleric once I reach level 9 (thus allowing me to reach
level 14 and have access to all cleric/druid spells in the game). I picked
specialization in Missile Weapons and Mace and have been running around with
Slings and Morning Stars. As I leveled I also specialized in Hammers so as
to be able to use Conlan's Hammer to the best of her ability. I picked
Skeletal Undead as her racial enemy and have been going through them like
holes in swiss cheese. With the extra attack that Rangers get with any
single-handed weapon and no shield, my Ranger really lays on the hurt in
close combat and has been known to kill as much as both the other characters
put together. If I can remember it, I'll also be looking forward to using
the Charm Animal special ability on as many Winter Wolves as I can (sneak up
on them, use the skill and maybe they won't even get to ice breath me). When
I dual to Cleric, I will be able to use both Druid and Cleric spells making
her an awesome powerhouse of enhancement, healing and attack spells. I've
found that I really haven't needed a cleric so far (right up to the end of
the Dragon's Eye)...
For my third character I've picked a Human Fighter with the intention of
dual classing to Mage (Conjurer if I can) once I reach level 9 (thus
allowing my to reach level 14 and have access to the highest mage level in
the game). I started off with specialisation in crossbow and large swords
and then increased that to mastery in both. I find that a mage is not really
necessary early in the game, and you should be able to go mage some time
around about the Elven Hand. Big hit points, massive strength, lots of
attacks, great armor, all the mage spells in the game. That's pretty
awesome.
Note that with my characters I maximised their Strength, Constitution and
Dexterity first and then gave the Fighter/Thief max Charisma, the
Ranger>Cleric max Wisdom and the Fighter>Mage max Intelligence. It's very
munchkin behaviour, but IWD is a very munchkin game I think.
The benefits of this 3 character group should be made clear. Firstly, your
characters level up a lot faster, a couple of extra levels at every point in
the game makes a substantial difference. Secondly, the fewer characters you
have, the easier it is to focus your attacks and reducing the number of
monsters that can get to you in hand to hand. Thirdly, you have half the
number of characters to spread the best equipment over so each character
tends to be better equipped. Fourthly, you can sell off half the magical
stuff you'd normally have to keep, allowing you to buy stuff from the stores
earlier. Finally, because you have no magic users in the first half of the
game, you don't have to rest much (you can't either. Quaff healing potions
or get healed by a cleric or rest for weeks to get those hit points back.
Lucky you've got heaps of money eh?)
The main drawback of this party is in the early game when you have no lore
skill to speak of (10-20 lore on the 18 Wisdom ranger is just not enough!)
so you spend a fair chunk of money paying other people to identifying things
(or use up about 3 +4 Int potions in one go to get 25 Int for 50-60 lore and
you still won't identify everything). The fact that you don't have any
spells to speak off until you reach the elven hand is actually not as big a
deal as I thought it would be (although if you missed pickpocketing for
those two rings of free action you would be in deep trouble with clerics
that like casting hold person).
----------------------------------
General Strategies
----------------------------------
Fighting Battles:
-----------------
Let them come to you. When you first see an enemy, your first instinct may
be to run over to it and slaughter it. Well don't. Let it come to you,
and attack it there. This way if there are 50 more of these creatures,
they won't see you and won't attack. You can then pick off each creature
one at a time. This is especially useful in dungeons where the enemies may
be more difficult. So when you first see an enemy (let's say that it's a
Umber Hulk), turn off the AI (it's the left button in the bottom right
corner of the screen), and let him come up to you. You should also have
your archers/mages hit the enemy with everything they can, but don't move
any closer to the enemy! The last thing that you want is to fight TWO
Umber Hulks at the same time!
Secondly, KEEP YOUR PARTY TOGETHER! This is extremely important in IWD,
much more so than in Baldur's Gate. Think of it like the army. Those who
broke formation and ran out to meet the enemy were the first to die. So
keep your people together in a "turtle" formation.
E - Enemy
X - Fighter-type
A - Ranged-type (Mage & Archer)
E X
E X A
E X A
E X
The idea is to treat your party as a whole, rather than separate people.
Also realize that some monsters (like Yxunomei) require that you hit
them with Magic Weapons only. You should never use Magic Arrows on a
normal creature; you should save the special arrows for enemies that need
them, such as Imbued Wights, Iron Golems, etc.
Area spells can take out a lot of enemies without them even knowing that
you are there. Suppose for a moment, that you are walking along, and a
Giant comes to attack you. You immediately stop, wait for him to come to
you and kill him. Well, where there is one Giant there are probably more,
so you launch a fireball in the direction that the Giant came from, and
immediately hear the screams of dying Giants.
Leo Wang has this to add:
Take a character with the Hide in Shadows ability or a way to cast
Invisibility and scout out the area before doing any area-effect spells.
Example of where random fireballing can result in a bad situation: Mother
Egenia in the Troll Caves. The only place where scouting with an
invisible character won't work is Lower Dorn's Deep (the area immediately
after the Wyrm Tooth area, not the other areas of Lower Dorn's Deep), as
Tarnished Sentries can see invisible characters apparently.
Composite Long Bows can hit monsters outside of your "fog of war" area
sometimes. A good place for an example of this in action: The Orc caves
in the beginning--let your characters kill the two orcs in the beginning
by themselves without moving from the entrance (i.e. everyone's got a
ranged attack, so they don't need to move); if the first two characters
have Composite Long Bows, they will automatically pick off the third orc
in the black area without the orc fighting back.
Useful spells and tough Enemies
-------------------------------
When fighting 2 or more difficult enemies use the Dire Charm spell (or
Domination, or Charm Animal, etc.) to quickly turn the odds in your favor.
If you have 2 magic users who can cast charm in the first round of a fight,
not only does the enemy lose two characters, you gain them temporarily (so
the odds change from 10 enemies vs. 6 of you to 8 enemies and 8 of you).
Once they are charmed, pull back your big bruisers from the front lines and
replace them by the newly acquired members while continually pelting the
remaining enemies with ranged weapons. If any charmed characters survive
the encounter, simply force-attack them to get rid of them.
Also, the spell Entangle is pretty useful to stop any melee intensive enemy
from hitting your party. Once entangled, they can't move and you can get
rid of them easily and safely with ranged weapons. The spell Web is also
good since a webbed creature can't even attack with a ranged weapon, but
the spell can last for several rounds and could eventually web some of your
own party members from round to round if they get in the affected area.
You can, of course, use Free Action (either by Item or by Spell) to keep
your party from being affected by these webs.
Monsters summoning and the Elemental Summons, are great spells. Although
the early summoned monsters do not do a lot of damage, their primary
purpose resides in the cannon fodder that they become. While they keep the
enemy busy, you can pick them off one by one with ranged weapons or spells
(saving all your potions, and more potent spells for later more powerful
enemies). Even the powerful Elementals best usage is to soak up the damage
from enemies.
Fireballs and those other major area effect spells should be used only to
weaken the enemy or for luring them to you and thus, do not memorize a lot
of these (memorize others, such as Fire Arrow instead). These major area
effect spells, when not cast at the right place, can literally damage your
whole party so unless you know exactly where to cast them, don't use them.
Keep them instead for when an area is completely filled with a group of
weaker enemies to get rid of them quickly and with minimal damage (happens
when you quickloads or loads a lot of times in the same map).
Jeremy Treanor has this to add:
I have a suggestion that wasn't mentioned in your general strategies. It
involves using a druid (or cleric? not sure if they get it) and having
them cast protection from fire on all the members of your party. This
spell lasts long enough that your mage who should know fireball becomes a
portable explosive. Basically, have your other characters surrounding the
mage as best they can when a group starts to surround you and launch a
fireball at your feet. This is especially useful in the aquarium and the
areas where you encounter snow and ice trolls.
Memorize a lot of Dispel Magic spells. Dispel Magic negates any magic
affecting your party (fear, horror, paralysis, entangle, slow, etc...)
while it can also be used to dispel the enemy magics that they use (haste,
minor globe of invulnerability, protection from normal missiles, etc...).
Dispel Magic is an Area Effect Spell, so don't forget that casting dispel
magic will negate both magics affecting your party and the enemy so knowing
when to cast what spell when is crucial in an important battle. Usually,
though, it is preferable to dispel everyone's magics than having one or
more of your party members being paralysed, charmed, running in fear,
etc...
Save a Lot:
-----------
There are 3 times when you should definitely save the game. When you win a
battle, before you go to sleep, and everywhere else. You never know when
you will go to a new area, have your best warrior charmed, and have half
your party killed. So save often. Also don't just save over the same slot
over and over, use at least 10 slots. This also means you should probably
avoid the Quick Save. Well... not avoid, just don't use it exclusively.
What I would do is to create an "Archive Save" whenever you enter a new
major area. So when you start the Vale of Shadows create a "Vale of
Shadows Beginning Save" so if you screw up, you can start over from the
start of the Vale.
That said, I have heard reports where game performance drags when someone
saves in TOO MANY DIFFERENT slots. I'm not sure how many it takes to drag
down performance, but I think you'll be safe between 10-15 saves.
Scribing Scrolls:
-----------------
Since at 18 INT you have only an 85% chance to successfully scribe a spell
from a scroll into your spellbook, I would recommend using Potions to
temporarily increase your INT to raise your success rate. The Potion of
Genius works great, but any potion that raises your INT is good. So, what
I usually did was this: I would wait until I had about 4 spells that
needed to be scribed, then I would use a potion and learn them all at once.
Unless, of course, I got a really really useful spell then I would learn it
as soon as I got it.
Alternatively you could just SAVE before you scribe any spell. If you fail
to learn it, then you can just reload and try again. I don't like this
method as much, but it's just as effective.
Proficiency Tip:
----------------
Don't have all your characters specialize in the same weapons. That is not
only boring, but counterproductive as well. If everyone in your party is
specialized in Long Swords, and you find a really cool axe, you are out of
luck! There is quite the penalty for using weapons that you aren't
familiar with. So I would recommend something like this:
Character 1: Long Swords and Great Swords
Character 2: Axes and Crossbows
Character 3: Halberds and Great Swords
and so forth...
If you have an Elf, specialize in Large Swords and Bows and if you have a
Halfling choose Missile and give them a Sling as they get a +1 THACO Bonus
and they can have 19 DEX giving them an extra point of Missile Damage.
Souma's Pickpocketing Advice
----------------------------
In Easthaven, the priest Everard has 2 Healing Potions you can pick pocket
from him. In Kuldahar, you can pick pocket a number of valuable items. The
archdruid Arundel has a Ring of Free Action that you can pick pocket. The
mage Orrick has a Ring of Free Action and a Necklace of Metaspell Influence
(gives an extra level 2 mage spell!) that can be pickpocketed. Oswald
Fiddlebender has a Necklace of Missiles (three or less charges of a 6d6
damage fireball usable by anyone), a Ring of Protection +2, 2 Oils of Fiery
Burning and a Firebreath Potion. On a side note, if you kill Oswald
Fiddlebender (-4 Reputation and important townsfolk become hostile) you get
Boots of Grounding (50% electricity resistance), a Golden Girdle (+3 AC vs
slashing), an Oil of Fiery Burning, a Fire Resistance Potion and some loose
change. Not too shabby. There may be some places later in the game where
you can get things by pick pocketing, but I can't recall them at this time.
In any case, the best of the items you can pick pocket is the Ring of Free
Action, a brilliant item that I've never found any other way. It allows all
sorts of cheeky tactics with Web spells and grants your main fighters
immunity from irritating hold person spells (it negates boots of speed
however, so it's not smart to combine the two). There are Free Action
potions and Free Action spells, but they don't give the 24 hrs a day
protection of the ring. In short, it is well worth the cost of investing up
to 40% in pick pockets (or taking a bard) so that you can grab these nice
items...
(Ed. Note: I just took a Bard. Bards rule.)
===============================================================================
Frequently Asked Questions
===============================================================================
----------------------------------
Gameplay Specific Questions:
----------------------------------
Easthaven
---------
Q: What do I do with the Caravan Contract? Neither Pomab nor Hrothgar seem
to care about it.
A: Give it to the Fishmonger (he lives between Hrothgar's house and the
Tavern) for some experience.
Q: What's with that weird Aqua-Elf in the SW corner of Easthaven?
A: That "Aqua Elf" is part of a mini-subquest. There's a man a bit
further north of her, standing by the lake just mumbling to himself.
Talk to him to learn about her, then talk to her about it, and she gives
you a broken sword to give to him
Kuldahar Pass
-------------
Q: How do I get to Kuldahar?
A: Head east, cross the bridge, and leave the area to the east.
Kuldahar
--------
Q: There's this one locked door here that I can't open. How do I open it?
A: This door is where you would go to get to the Heart of Winter areas
(if you had Heart of Winter installed, that is). Heart of Winter is an
expansion pack to Icewind Dale, and can be purchased at a store near you.
Q: Where do I find Mirek's Family Heirloom?
A: In the Vale of Shadows, on the Yeti Chieftan. It's a necklace. You can
find the Yeti Chieftan just south of the Giant Statue in the center of
the Vale. Return it to Mirek for some experience (Mirek is the
frightened townsperson who first ran from the Yeti, I found him near the
Potter's).
Vale of Shadows
---------------
Q: I'm in the final crypt in the Vale of Shadows. I have the gate key and
the sanctum key but neither seems to open the gate that is in the middle
of the crypt (the one with the blue pools of skeleton goo.) How do I get
this gate open?
A: Go through the doors to the left, and search the coffin there to get the
Priest's Key. Take that key, and open the doors to the right. Search
this coffin to pick up Myrkul's Holy Symbol. Now with the Holy Symbol,
you can now open the big double doors.
Q: I am at this big GEAR DOOR, and I can't figure out how to open it. Is
there a switch that I need to find?
A: Yes there is! Just to the south of the door is a triangle with three
pillars, check the pillar on the lower right (that is, the one farthest
from the door), and on the left side of the pillar is the switch. Switch
it to open.
Q: OK, I found the switch on the Column, but it says that it is locked? Now
what?
A: The "key" for the switch is the Black Wolf Talisman, which can be found
on a skeleton which can be found by heading almost directly south from
the column. This leads to an "L" shaped room, there is a door in the
southern end of this room that leads to the room with the skeleton in it.
Getting into this room requires the use of the Plain Key, which is found
through the Northeast passage in a similar L shaped room.
Q: I went through the Crypt in the vale, and found this skeletal knight
(Kresselack) who asked me to find and eliminate a Priestess. Where is
she?
A: You can only do this once you have agreed to kill her. You must go out
of the crypt, and back into the vale. Now, on this screen you want to
head into the cave in the bottom-middle of the area (just south of the
Statue in the center of the area). This is a Yeti cave, rather than a
crypt. Go inside, and she'll be there.
After killing the frostmaiden priestess go back to the tavern and talk to
the barkeeper. He will say that he wants to throw away her items, and if
you say the right things he will pass them on to you. I got an ice
mantle which is very nice item with +30 to ice/fire resistance. Plus
some other stuff as well. (from Mike Gan)
Q: So, how do I open Kresselack's coffin? I can't KNOCK it, BASH it, or
PICK it!
A: Just kill the Priestess and then talk to Kresselack again. Then it will
be automatically opened for you.
Temple of the Lost God
----------------------
Q: I got to the end of this area, but found nothing. Where is the Gem?
A: Not here, someone has beaten you to it. Head back to Arundel for more
information.
Dragon's Eye
------------
Q: I'm in Dragon's Eye, and there are these weird Peaceful Monks here, and
they don't let me go in all these doors. What's their deal?
A: If you wander around there enough you'll start picking up clues about
them. Go check out their carpet, or the books in their library to learn
that they are up to no good. Make sure you're ready for a fight though,
these Monks are nasty, and they like to summon more monsters as well.
Q: OK, I cleared the Monks area out, so where's the Heartstone Gem?
A: It's on a later level in Dragon's Eye. Head to the next level via the
passage in the SE of the area. When you find the BOSS, you'll find the
Gem.
Q: I cannot seem to damage this BOSS (Yxunomei) at all! How do I kill her?
A: With magical weapons. I'm not entirely clear on what it requires to kill
her since Erevain's Broadsword didn't hurt her, and Conlan's Hammer does.
(Both are +2 weapons) To get Conlan's Hammer, once Sheemish has been
rescued, go back to Kuldahar, visit the Smithy and talk to Sheemish to
get the key to the chest that contains the Hammer.
Adonis has some insight on this:
[Yxunomei] has to be hit by +3 weapons or better. The +2 arrows hit
her because they are launched by +1 bows, total +3. Conlan's hammer
hits her because it is capable of hitting anything that requires a
magic weapon to hit regardless of it's plus factor. This is why
Erevain's broadsword can't hit her; it's only plus 2.
Q: I fought the Big Evil Snake Goddess (Yxunomei), but was unable to kill
her so I went back to the previous level to rest up. But when I
returned, she wasn't where she should be! Where'd she go?
A: She can be found in the very NW corner of this area. However, this
doesn't happen if you have the latest patch installed.
http://www.interplay.com/icewind/
Q: I returned to Kuldahar after Dragon's Eye, but now Arundel is dead. What
do I do now?
A: What you have seen is the false Arundel on the main floor disappear. Go
upstairs to find the real Arundel to get to the next area.
Shattered Hand (aka Severed Hand)
--------------
Q: Where is the Severed Hand? I can't find it on my map.
A: You have to scroll the map down to find the Severed Hand. This can be
done either by clicking and dragging the mouse, or by using the arrow
buttons in the top right corner.
Q: This Elf in the Arboretum has asked for animals, or seeds, where can I
get these?
A: You don't find these in the Hand, but don't worry, you will bump into
these things eventually. You will find the Pure Water in Wyrm's Tooth
(near the frozen aquarium) in the frost giant's cave. The animals and
seeds can both be found in Lower Dorn's Deep from Nym.
Q: In the Shattered Hand, I need to find Larrel... where is he?
A: As you go up the tower, it eventually splits into five smaller towers, or
fingers. You want to go in the far right tower, up that until you get
the option of going to a passage to the left. Go across the skybridge,
and over to another tower. Go up the stairs here, up the next stairs and
you'll be in the Astrolabe, with Larrel.
Q: In the library in the Shattered Hand, are any of these books important?
A: As far as I know, only the book on the Mythal has any significance, which
you give to Orrick back in Kuldahar.
Q: OK... Larrel seems to want me to fix the Astrolabe, how do I do that?
A: By giving his companion machinery pieces. The first is found in the War
Room, the second on Kaylessa (she'll let you fight for it when you "free"
her subordinates on the levels above her), the third is found in the
southern tower, in a chest guarded by some Shadow Clerics, the fourth is
found several levels below: to get there you have to take the Lift down
(the Lift can be found one level below the level where the five towers
split off) and then go down the stairs, search the area to find it. Give
all four pieces to the Mage there, then when the machine is finished,
talk to Larrel and he'll be a bit more forthcoming.
Dorn's Deep
-----------
Q: In the Dorn's Deep cavern (with all the pretty mushrooms), where do I go?
A: Your eventual goal is the main Dwarven Complex, which is in the lower
right of the area. Go to the center of the area to the giant statues,
and go right from those. Since that leads to the next areas in the game,
you'll probably want to explore the other areas first.
Q: Also in Dorn's Deep Cavern, I can see another building in the very top
right of the map, but I can't find a way to get there. So, how DO you
get up that way?
A: Go all the way back to the beginning. Now there is a small path that
leads all the way to the right, along the side of the wall. It's kinda
hard to see at first, but it's there. Along the way there is a cave with
some Orog's (but nothing else, really). Go into the building in the Top
Right, and talk to Bandoth. You won't ever really get anything of
interest out of him, EXCEPT that you can BARTER with him for some really
cool spells! (and potions too, but you can get those anywhere) Be
careful while talking to him, as he might attack you. (and if you beat
him you get neither experience nor any items!)
Q: Can I do anything with the bottle of Razorvine Extract? Or were the
developers just having fun?
A: You can find the Bottle on a corpse in the Ettin's Lair (the big cave in
the bottom part of the area), and it calls itself then "Razorvine Extract
-- Property of Mourns-for-Trees." If you never played Torment, that
won't really make sense to you.
The container of Razor-vine extract is part of a mini-quest. If you
talk to Bandoth (in the tower in the NE of Upper Dorn's he will ask you
to find his apprentice and return the extract. (from ERSKINE)
However, you MUST talk to Bandoth before retrieving the Razorvine Extract
else this quest is really buggy. (Once he attacked me, and another time
he simply didn't bring up the quest) (partially from Scott Werner)
Q: In Dorn's Deep, I met an Umber Hulk named Saablik Tan who asked me to
retrieve a badge for him. Where do I find it?
A: Go right, and south to find an Orog who will talk to you. Kill him and
take the badge. Return it to Saablik for experience. Also, you're going
to need to gather 6 of these badges.
Q: In Dorn's Deep, I found a secret door in a Dwarven Round Table Room,
which lead to a big circular trap thing. I've wandered around it with my
Thief, but can't disarm the traps. What do I do??
A: This is a puzzle! If you look at the three statues it will show you what
you are supposed to do. Anyway, here's the solution. The idea here is
to disarm the three rings of the trap. So, moving around the edges,
careful not to step on any of the RUNED squares, move to the top right
and step on the tile that looks like an ANVIL & HAMMER. You have now
unlocked the outer ring. Now move around to the bottom, careful not to
touch any of the inner ring tiles, and step on the tile with the TWO
CROSSED SWORDS. Finally move around to the upper left and step on the
tile with the two INTERLOCKING CIRCLES to disarm the entire trap. Now go
back to the conference room, and the Dwarf Statue just to the right of
the secret passage will have his Hammer down, click on the hammer, and
then go back through the secret passage. There will now be a set of
stairs here.
Q: I killed the Lich, but he keeps coming back. How do I finally get rid of
him?
A: You have to get rid of his life force. In the Hall of Heroes, in one of
the left crypts you will find Terrikan's Phylactery, this is the essence
of the Lich, and is needed to destroy him. Now take this item to
Jamoth's crypt, which is the second one from the entrance on the right
side. The phylactery will vanish, and so too will the Lich.
Q: I found Evayne's Diary (Larrel's Daughter) is there anything that I
should do with it?
A: Yes, take it to Larrel, and get yourself some Experience! Sure it means
going all the way back to the Shattered Hand, but what else were you
going to do with it? He doesn't actually TAKE the journal, so just leave
it there when you're done.
Q: And then how do I get through those big double doors in the Hall of
Heroes?
A: Go back to the spirit you talked to about Terrikan, and you'll get some
experience. (He's moved to the bottom of the stairs) Now check the
caldron on the statue to open a small compartment. Check inside for the
key to the doors.
Q: Is there anywhere to REST in Dorn's Deep? Seems like it won't let me
sleep anywhere!
A: After the Dwarven Conference Room, you won't be able to rest until you
hit the glacier. Which means that you have to do the entire Lich thing
restless.
You can, actually, rest in the Forge Room (where the Ghost is). There is
a chance of monsters here, though.
Wyrm's Tooth
------------
Q: I'm now in the Glacier area, where now?
A: Go south and you'll find a broken bridge. That is your overall goal for
this area, to repair that bridge. Head into that large building
(Aquarium, I suppose) and talk to the Ice Salamanders there. They won't
attack, and think that you were sent by the BOSS. Whatever. Head down
the stairs that are located just to the left of the entrance to find the
revolted slaves.
Q: In the Aquarium, I keep getting damaged! Who is attacking me?
A: In the frozen aquarium you are getting damaged by walking too
close to the frost salamanders, if you try to walk around them as much
as possible then you will cut down the damage, but occasionally you
can't avoid passing close to them. (from ERSKINE)
Q: I met a woman named Vera in the western part of this area, who is she,
and what's she doing here?
A: Vera was instrumental in the slave revolt, and is now hiding out from the
Salamanders. Talk to her if you want, then drop down the stairs and tell
Garth about her (he's one of the slaves at the far right) for some
experience.
Q: How do I get the slaves out? Do I have to fight all those Salamanders?
A: No, you don't have to fight them, as long as they still think that you
are working for the BOSS. Before doing this, be sure to get the Book on
Suspension (to fix the bridge with) from Soth (see the next question for
more information). Anyway, talk to Gareth, and he'll reveal that they
have found a new way out, but that they need a key. Then go back to
Kerish (the Salamander leader, located at the far right in the Aquarium)
and ask for the key. He'll give it to you if you say that you'll keep
the slaves from escaping. Give the key to Gareth and all the slaves will
be free, and you get some experience for your trouble. If you go back
upstairs after freeing the slaves, you will be attacked. Oh, and if you
go back to Vera and talk to her after the slaves are freed, you get more
experience.
If you want, you can follow the slaves out. It leads to a new area. To
get back to the main map, go up and right, to go back to Wyrm's Tooth go
down and left, and to go to the next chapter, go down and right (but we
still have things to do in this chapter).
Q: So, how do I fix that bridge?
A: Once you're on the lower level of the Aquarium (it's really a temple, but
since it has fish in it, I call it an Aquarium), talk to Soth at the far
left. Ask him about the books, and ask for a book on bridges. I suppose
that you can only do this after you've SEEN the broken bridge. He'll
give you a book on suspension and the like, and you also get some
experience. Walk back to the bridge, and when you get near it, it will
automatically get repaired, and you get some experience.
Q: What do I need to accomplish in this cave?
A: Just head west until you run into some Frost Giants. One of them is the
BOSS of this area, Joril. Kill him and take his pendant, which is the
second part of the six part key. That's all you need to do in this cave,
although there are a lot of other cool things in here... such as a lot
more Frost Giants! (and their treasures!) There are also some slaves to
be freed, and some dragons to be slain (ok, they are only small wyrms,
but still, also search where the Wyrms were for a couple of treasures).
When you're done with this, leave the cave, and go back to the earlier
area (it's reached from the top right of this map), and then take the
lower right passage to reach the next chapter.
Scott Werner has another method of getting Joril's Badge:
I actually managed to talk Joril out of his pendant. My paladin (18
charisma) convinced him that the BOSS was disappointed in him and
insinuated if he didn't hand over the pendant to us that he'd be killed
(if not by us, then by someone more powerful later on). I received
experience for talking him out of the pendant, experience for
retrieving the pendant, and experience for later killing him.
Q: What do I do with the Barrel of Pure Water that I found when I defeated
the follower of Auril?
A: Take it to the Arboretum in the Shattered Hand, and give it to its Elven
Caretaker, Valestis, of course! You get experience for this.
Lower Dorn's Deep (fire Salamander area)
-----------------
Q: How do I get into the Watchtower in the SE (lower right) of this area?
A: Go across the bridge into the top right of this area, and there will be
a gnomish girl named FENGLA, who will give you the key to the watchtower.
Now go inside, and kill all the archers here (they all have about 40
Arrows of Piercing so ... beware). When you clear out all the archers,
Fengla reappears, thanks you, and you get some experience, as well as the
satisfaction in knowing that you have helped some gnomes out. Whee.
Q: So what do I do here?
A: Go into the door at the very top of the map (it's sorta in the middle,
and has a Blue Thing above it) here to get into the Boarded Up City. I
would assume that this was a Deep Gnome city before it was taken over by
this Umber Hulk horde. We want to go north into the weird Green
Building. Once inside, head right and up to find Malavon. Be careful
with this one, it's one of the more difficult battles in the game. Once
Malavon is gone take the third Emblem (of six).
ERSKINE had this to add:
In the deep gnome area with the green dome--- on the left side, about
2/3 of the way north there is a building that you can enter and find a
corpse-- if you search the corpse it appears to be just a normal long
sword he was carrying-- but it is actually "PALE JUSTICE" a sort of
"Holy Avenger"-- it just doesn't appear to be magical but it is
actually extremely powerful, and you can sell it for a whole 15-30 gp
(I guess the merchants are really as dumb as we think).
Ed. Note: You don't actually ENTER the building as you would, say to
go into a shop. You merely go THROUGH the building, like a
tunnel.
Also one of the designers (JE Sawyer) has pointed out that
since the Pale Justice looks and acts like a normal sword to
anyone but a Paladin, that is why it sells so poorly.
Q: What's with those weird drawings of EYES on the ground?
A: They're traps.
Q: In the Boarded Up City, is there anything to do besides going into the
large green obvious building?
A: There are a couple of barrels with some treasure (I got spells) in about
the center of the area, just south of the green building. Beyond that,
just some Umber Hulks to go through, and a big green building to go into.
Q: What do I do with these Seeds that I found in Malavon's room?
A: Take them to the Arboretum in the Severed Hand, of course!
Q: What is with this garden-type room? There seems to be a never ending
stream of monsters here!
A: You have to take out the "screamers" (the stationary mushrooms) in order
to stop new monsters from coming in.
Q: OK, I've taken out Malavon, now where?
A: To take out Ilmadia, of course! From the Boarded City (the area which
has Malavon's massive green laboratory), go south through the RIGHT
passage to get to the garden. From the garden take the South East (lower
right) passage to get to the Mines (you can help the Gnomes here if you
want by killing the Salamanders here), then continue all the way to the
right to get to the Fire Giant chamber (there are two passages on the
right, we want the far right one). Get past the guard, and head south to
the lake of lava, then go east to find Ilmadia, an evil Elven wench. (In
case you were wondering, she's the elf maid who visited the library in
the Severed Hand) Never underestimate women who control Fire Giants
should be your motto, so you should make some preparations before talking
to her (such as summoning a few Water Elementals, or whatever). Beat her
and get the 4th part of the key.
Q: Where is Marketh?
A: From the Garden, take the passage in the top left. There are some of the
absolute COOLEST items in his mansion, but beware Thieves! (The easiest
way to get to the garden from the main Salamander cave is to go into the
building in the top right -- where FENGLA was) Go upstairs, find Marketh
(he's the Thief that insists on talking to you), kill him or agree to
spare him, and take his Badge, the 5th part of the key.
Q: What do I do with the Drow Ginafae?
A: She's being held in Marketh's palace against her will, and should she try
to leave, she will be killed. First thing's first, you have to take out
Marketh (don't kill him), then talk to her with a Potion of Null Effect
(which you should have gotten from Malavon) in your possession to try to
help her out.
Q: What on earth do I do with a Sack of Potatoes?
A: Give it to some Gnomes, of course! From the main cavern of Lower Dorn's
Deep (where you came in), take the Lift in the top middle of the screen
down to a holding area. A gnome will talk to you, ask if there is
anything that you can do to help, then give him the Spuds, it's good for
some experience. Plus then you can free the Gnomes, and find their
hidden city, which has some interesting shops in it. (such as Nym)
Q: Nym sells Squirrels and Birds. Let me guess: these are for the
Arboretum in the Severed Hand?
A: Yes, they sure are. You get experience for both.
Q: Where is the last badge?
A: In the temple. From the garden it is the path that leads up and right.
Q: I'm getting killed in this temple, what do I do?
A: All you need to do to win in here is to take out the Idol. It is located
just north of Perdiem. Take it out, and all the undead will die, and the
priests will be freed of some form of mind control. Oh, and you get the
6th and final badge from Perdiem.
Q: How do I get up these stairs located just north of the Idol?
A: You need all 6 of the badge-keys. Just under the stairs are 6
"containers", click on them to place each badge in them, and the stairs
will "unlock" allowing you to go up them. I'd rest up (you can do so in
the garden) before going up the stairs. Once up there, I'd cast all the
preparatory spells you can, then move up and you'll find Poquelin.
The 6 badges are:
Brother Perdiem's Badge
Joril's Badge
Krilag's Badge
Maiden Ilmadia's Badge
Malavon's Badge
Marketh's Badge
The one that people miss the most is Joril's Badge. To get it, leave
Lower Dorn's Deep, and go back to the main Wyrm's Tooth area. Take the
southwest passage to get back to the frozen aquarium area. Now to the
very southwest of this map is a bridge that leads to a cave. You need
to cross this bridge and go into the cave. Joril is in there. (If you
can't cross the bridge, then you have to go into the Aquarium, see above
for more information)
Easthaven Again
---------------
Q: Is there anywhere that I can rest up here?
A: Yes, the tavern. It's just north of where you appear.
Q: So what do I do here?
A: First head down to the lake in the bottom left corner of the screen and
talk to the townsperson there. He'll tell you to rescue the people from
some camp. And he'll give you a nifty new sword. Now go to the east end
of the village, and head south across the bridge to find the Camp. Talk
to the Priest of Tempus (Everard) there to learn how to get into the
tower.
Q: The battle with the False Pomab's is impossible! Whenever I beat one of
his sentry's they just get back up, and there always seem to be more
Pomab's! How do I win?
A: Ignore the Sentries as best you can, and concentrate on getting rid of
all the False Pomab's. Once they are all gone, the real Pomab will
reveal himself. Kill him, and all the Sentries will die with him.
The battle with the false Pomab's can be tough--You have to find the
real Pomab---Attacking the mirror images (I wish my mirror-image spell
worked like that) doesn't do anything, but when you attack the right one
one of the other images disappear instead. So find the right one to
attack and just wail on his scrawny ass. (from ERSKINE)
Q: Where do I go on the level above Pomab, the Crystal won't let me go
anywhere!
A: Go into the mirror to the left.
Q: Any final advice on winning this battle?
A: Take out the Golems first, then take out the BOSS. This battle didn't
seem as tough as some of the earlier ones (Malavon comes to mind).
Misc
----
Q: What do I do with all of these keys? Do I need to keep them for
something? What about these other Items I've got? (Myrkul's Holy Symbol,
etc.)
A: I kept keys only while I was still in the area in which I got the keys,
then when I got back to Kuldahar, I sold the keys in the item shop (not
the armory). They aren't worth much, but if you discover later that you
really DID need them, you can always buy them back.
As for the other items, I would suspect that they are useless past the
area that you got them in, but as I haven't gotten through the game yet,
I can't say for sure. If you want to get rid of them, but want to make
sure that they are still around (you can't sell them, by the way), just
drop them in a treasure chest somewhere.
Q: I gave Valestis (The Elf caretaker in Severed Hand's Arboretum) Seeds,
Pure Water, Squirrels, and Birds, but he still says that the Arboretum
isn't restored! What else does he need?
A: I have no idea. He only asked for three things, seeds, water, and
animals. Maybe he wants a way to restore that statue, or maybe... who
knows!
----------------------------------
Heart of Winter Questions
----------------------------------
Interplay's Support page: http://www.interplay.com/support/iwdhow/
Q: What happened to the cheats?
A: You need to use GETYOURCHEATON:... instead of CHEATERSDOPROSPER:...
EX: GETYOURCHEATON:EnableCheatKeys()
Q: The shops in Kuldahar aren't selling any new items... what gives?
A: This happens if you are using an old IWD save that had already visited
these stores. You only get the new items if you are starting a new game,
or simply haven't been to those stores yet.
Q: If I start an Expansion Only game, can I get back to the regular game?
A: No. In Expansion Only games, you are (surprise) limited to the new
areas. If you simply wandered in from Kuldahar, you can leave by talking
to Hjollder.
Q: The expansion is just too easy!
A: The expansion is designed for level 9 characters (they would have been
better off going for level 11...) and since your characters were probably
tough enough to beat Belhifet at the end of IWD... you see the point.
Anyway, just boost the difficulty a bit, and that should take care of
that.
If you really want a challenge, start a new party (full game) and set it
to Heart of Fury mode. Then for added fun try going with just ONE
character in Heart of Fury mode. You can activate the Heart of Fury mode
by running the Config.exe, which you can find in the game directory.
(ex: C:\program files\black isle\icewind dale\config.exe)
Q: How do I change over to the new "Sneak Attack"?
A: Open the Config.exe program, and you'll find it on the second tab, titled
"Game."
Q: How do I switch Bard Songs?
A: Right click the harp icon, then choose your song.
Q: Burial Island is really sluggish, what can I do?
A: (From JE Sawyer)
1) There are ambient sounds all over the Burial Isle. Lots and lots of
them. Try turning off your ambient sounds and see if it makes any
difference.
2) You made a team of enemies mad and ran away from them. They're trying
to path to you and slowing everything down into mush.
I believe the former is more likely than the latter.
----------------------------------
General Gaming Questions
----------------------------------
Q: Got any advice on winning [insert tough battle here]?
A: Yeah, save and retry. Usually what I'll do first is to save it, then
rush the area hacking at everything. When that fails, and it usually
does, I begin my planning. Were there magic users? Clerics? What
monsters need to be taken out first? Can I clear the area with an Area
Effect Spell (Fireball, Icestorm, etc.)?
Next I'll try to draw off monsters one by one. It's a lot easier to beat
a horde of monsters one at a time, rather than all at once. So I'll move
until I spot one monster, make sure it sees me, then slowly lead it back
to the waiting party. Make sure the monster follows you, as they have a
tendency to just wander back if they lose sight of you.
If you can't draw monsters off one by one (i.e. all monsters see you at
the same time), you have to start thinking more Tactically. Hit the
mages first to prevent them from spellcasting (nothing worse than getting
hit by Confusion, or Hold Person, much less a Lightning Bolt) then rush
the archers to get them to switch to melee weapons. Try to keep the
party together for support, and to prevent flanking. And of course, have
your own mages and clerics casting their devastating magics. I usually
would have my Conjurer bring up a host of goblins to deal with archers,
leaving the tougher enemies for my main party.
Finally, if there is a "BOSS", try to deal with it first, as they tend to
have the most devastating attacks.
Q: I recently played through an area, got some really cool treasures, but
then I had to reload to an earlier save, now the when I get the
treasures, they are all different! What gives?
A: To enhance replay value, most of the better treasures are "randomized."
So one time you might get the "Armor of Goodness", the next time you
might get "Potion of Not so Goodness." Usually the treasures have the
same value, but don't count on it.
If you're curious about what Random Items are possible, check out the
Walkthrough below.
Q: Is Charisma/Reputation important in IWD?
A: Not really, no. I think you still get the Charisma Discount at the
shops, but it doesn't affect conversations. Reputation exists, but only
for the sake of Paladins and Rangers. If your Rep. drops low enough,
then the Paladin/Ranger is "fallen" and loses their special abilities.
Q: I just stole something right in front of someone's face! Don't they
care?
A: Ransacking people's homes seems to have fewer consequences in IWD, than
it did in BG. No guard ever seems to be called. There are, however,
some situations in which an NPC will tell you to leave a
door/chest/whatever alone, and they will attack if you ignore that
warning.
Q: How do I dual-class? Is it worth it? Can I dual more than once?
A: Dual classing is reserved only for Human characters, and may not be
performed by Bard or Paladins (and you can't dual TO a Bard or a Paladin,
either). In order to successfully dual to another class, you must have
at least a 15 score in your current classes prime attribute (for a
Fighter, that would be STR) and at least a 17 score in the prime
attribute of whichever class you want to dual to (so a Mage would be Int
of 17). Also, you must be at least level 2 before dual classing.
Once you are "dual classed" you are essentially a level 1 of your new
class. You are NOT a multi class! So if you were a Fighter, who dualled
to Thief, you are now a level 1 Thief, until your Thief level SURPASSES
your Fighter level, at which point, your old abilities come back.
As to whether it is worth it, is sort of up to personal preference. The
advantages are that you end out with a far more powerful character, the
disadvantages are that you are very weak while just starting your new
class. "Powergamers" will often dual class several of their party
members at the same time; such as a Fighter dualling to a Thief, and a
Thief dualling to a Mage, while the Mage duals to a Fighter.
Finally, no, you can't dual one character more than once.
Q: Can my Ranger Dual Wield two swords?
A: In a way yes, but not really. If a Ranger is using a one handed weapon,
any one handed weapon, without a shield, he will get an extra attack.
That's it. No special animations, no cool effects, nothing. Just an
extra attack.
Q: What was your favorite armor in the game?
A: I liked the Mithril Field Plate +2. Sure there is a better armor out
there, but, the best feature of the Mithril Plate is that it ISN'T
considered magical! Therefore you can wear a Cloak of Protection +2 at
the same time to get the best armor class in the game! (Technically there
is a better cloak, but it's more rare)
Note: With HoW installed the Mithril Field Plate is considered
magical. So, the above strategy will only work in HoW if you
already had the armor on, and don't remove it.
Q: Is there any Elven Chainmail in the game?
A: Yes. There is a whole bunch found in the Severed Hand area. If you
don't know, then Elven Chainmail can be worn by your Fighter/Mages,
Bards, or Fighter/Thieves and they can still cast spells (where
applicable) or use thieving skills. Naturally this is a very good item
to have! It should be noted that getting ANY Elven Chain is random. So
one person might get three sets, while another won't get any. If you
don't get one, simply reload the area and try again.
Q: I've heard that there is this really cool armor called the Glory of
Suffering. How do I get this?
A: Yes it is an interesting armor, a Plate Mail +6 (although it drains 25
HP from your max) making it a full 2 AC better than the next best Armor.
However, it appears as though the subplot needed to get this armor, as
well as several other interesting items, was removed from the game. I
thought at one point that it might surface in HoW, but that doesn't seem
to be the case.
----------------------------------
Monster Questions:
----------------------------------
Q: How do I kill trolls? They just keep getting back up!
A: Annoying, aren't they? Anyway, to kill a troll, first you have to beat
it normally so that it falls down to the ground. It isn't dead yet. Now,
your party will still be attacking the troll, but they can't kill it, so
pull them back. Now you have to hit the troll with either Fire or Acid.
This is easiest to do magically (Burning Hands, Melf's Acid Arrow,
Fireball), just be sure not to hit your own party at the same time
(Burning Hands and Fireball especially). There are also items such as
Burning Oil, and Arrows such as Flame Arrows which also work nicely.
Also note that some Trolls seem to get back up even after you've knocked
them down AND hit them with Acid/Fire! Then you have to knock them down
AGAIN, and then acid/fire them again as well. And even more rare is the
case where you manage to kill Trolls without fire or acid, either by
repeatedly knocking them down or mere luck.
Q: I can't seem to make any headway on these Cryshal Sentries, how do I kill
them?
A: You can't kill them. You must kill whoever is controlling them to get
rid of them. At best you can knock them down, but they will get back up.
If you knock them down AND Phase them at the same time they will die, but
that isn't the easiest thing to try.
----------------------------------
Technical Questions:
----------------------------------
Q: Can I get IWD to run at any higher resolutions than 640x480?
A: Not unless you go out and purchase the expansion pack, Heart of Winter.
Then you can change resolutions in the Config menu (which you can access
either from the Autorun screen -- when you first put the disc in -- or
from the config.exe in the game directory).
Q: Can I play IWD in a Window, rather than in Full Screen Mode?
A: Yes, just press ALT-ENTER at anytime while playing. Black Isle says that
this will be a drag on performance of the game, but it actually seemed
FASTER when I did it. There's also an OPTION for this in the "Graphics"
options.
Q: How can I get rid of this silly "Register Now!" thing without
registering?
A: You can either register, or if that thought horrifies you, then after
three times of ignoring it, it will bring up a little console, type 123
in it, and it will go away forever. (thanks to lauren for that)
Q: Can I set HOTKEYS to certain spells, or whatever?
A: Sure, just run the IWD Configuration Program located in the Start Menu.
(Usually, Start > Programs > Black Isle > Icewind Dale > )
You can also monkey about with some other game options here, such as the
Search Nodes (used in pathfinding), Cache size, or AI Speed. What is
AI Speed? It literally speeds up the entire game. Monsters, your
characters, everything will run faster. I hear that there are weird bugs
that happen if you increase this, however.
HoW adds quite a few new things to the Config program, including the
new difficulty, Heart of Fury, new resolution settings, etc.
----------------------------------
Other Questions:
----------------------------------
Q: Is Icewind Dale worth getting? Is it better than Diablo II? Or is it
just "Baldur's Gate Lite"?
A: I was surprised by just how much I liked Icewind Dale. I was somewhat
expecting a "BG Lite" type of game, but Icewind Dale is anything but a
lightweight. I've only played the first Diablo, and so I can't really
comment on whether IWD is a better game.
So, yes, Icewind Dale is worth getting.
Q: Any cheats for IWD?
A: Yes, check out the CHEATS section further down in the FAQ. Also there is
a Character Editor from the good people at TeamBG:
http://www.teambg.com/
If you want the in-game cheats added to the game, simply download the
latest patch located at http://www.interplay.com/icewind/
Q: I have the Official Strategy Guide, and it SAYS that there are cheats,
but when I try them, they just plain don't work. What gives?
A: The in-game cheats were taken out of the Release version of IWD at the
last minute. In order to get these cheats to work, you must first
download and install the latest patch (right now, it's 1.06). You can
find any and all patches at:
http://www.interplay.com/icewind/
Q: What is the Experience Cap in IWD? And is there a way to remove it?
A: Yes, it's about 1.8 million exp points. This is usually done to keep the
end of the game balanced, otherwise you might win too easily. However,
most people only get to about 1 million exp points by the end of the
game, so there isn't much purpose to removing the cap.
And of course there is a way to remove it. Just check out TeamBG:
http://www.teambg.com/
The Experience Cap under Heart of Winter will be 8 MILLION, which is
higher than even Baldur's Gate II. With 8 mil. exp. your characters can
get to level 30.
Q: What's with all the little x's?
A: You mean in the version number and contents? At the time, I didn't know
if I was even going to release this FAQ, and so the version number (x.1)
reflected that. I also thought that I might want to later turn this into
a full Walkthrough/Guide, which when completed would naturally be version
1.0, therefore a FAQ-only would have to have a "lesser" version number.
Currently the Walkthrough portion isn't finished, but when it is the
version number will be 2.0.
The contents (x... My Party for example) were done out of whimsy.
Q: I have another question ....
A: Got other questions? Email me!
manymoose@hotmail.com
For a speedier response, make sure to put "Icewind Dale Questions" as
the subject.
===============================================================================
Walkthrough
===============================================================================
This walkthrough was written during my third time going through the game.
The party I used this time was as follows:
Human Male Paladin (to take advantage of the Pale Justice sword)
Human Male Fighter dualled to Conjurer at level 3
Human Female Bard (to identify items and cast Magic Missile)
Half-Elf Female Cleric/Ranger
Human Female Fighter (using Halberds!)
Halfling Male Fighter/Thief
This party has just about everything you could possibly want. It comes with
two Healers (Cleric/Ranger and Paladin) two Mages (Conjurer and Bard) and
five melee-ready warriors. Two concerns with this party are the Conjurer
getting himself killed in battle, and the amount of multiclassing makes
leveling up slower. To address the first concern, I will start out with a
fighter, and dual him to Conjurer later. Dualling at level 2 is quicker, but
level 3 gives another proficiency point.
Location Note: Throughout the walkthrough I use various locations listed in
the (x 900 y 400) format. This means that what I am talking
about is 900 pixels from the left and 400 from the top. To
find your location press the X button on your keyboard. This
displays the x,y at the mouse cursor. You can change the
location key to anything you want by opening the Icewind Dale
Configuration Program in the start menu.
Experience Note: To get the amount of experience gained in a quest to display
(the default option will say only that you gained experience,
not how much was gained), you need to download the 1.06
patch, and follow the instructions in the readme. Also the
experiences that I get may not exactly correspond to those
you may get.
Traps Note: I don't make a specific mention in this walkthrough where
each and every trap is. Although this would be very useful,
I just don't have the time to research it. However, it is
safe to assume that every dungeon is heavily trapped, and
requires a thief with Detect Traps ACTIVE (thieves don't
automatically detect traps, you must turn that skill on) to
find the traps.
Items Note: Throughout the walkthrough I list which items you can get at
each and every treasure chest, sack, desk, etc. These items
come complete with a brief description. These descriptions
are just a brief summary of that items abilities. If you
want the full description, check out my Item List. (also at
GameFAQs)
Patch Note: This walkthrough was written using the latest (V1.06) version
of the game. There have been three patches released since
IWD shipped, so make sure that you have the latest patch.
http://www.interplay.com/icewind/
----------------------------------
1. Easthaven (AR 1000)
----------------------------------
Only a few things to do in Easthaven before we set off on an adventure.
Somewhere along the lines here, you need to drop by Pomab's Emporium (x 3400
y 550) and equip your party with adventuring equipment. You can also buy
potions and scrolls in the Temple of Tempus (x 550 y 550). Then there are
the following quests to do, after which go talk to Hrothgar. (more on him
after the QUESTS)
QUEST: Clear the Tavern's Storeroom. (Tavern AR 1006, Storeroom AR 1015)
You start the game in the Tavern, and naturally after enduring Hrothgar's
little speech, you get control of your characters. The first quest to be
done is right here in the Tavern. Talk to the barkeeper, and try to get a
drink. She'll tell you that her storeroom was overrun by big bugs, and
asks for your help to clear it out. Go down the stairs (x 920 y 300) to
find the bugs. These guys aren't so tough, take them out, go back
upstairs, talk to her again, and get your reward (5gp, 1200 experience).
QUEST: Give the fisherman some Wine. (Pomab's AR 1007, Fisherman's AR 1009)
Buy a bottle of Wine from Pomab's (3gp) and take it to the first
building you see south of you, on the lake (x 1980 y 1220). Inside you
find a drunk fisherman who has no more liquor. Talk to him to get him to
ask you for a bottle of Wine, then talk to him again to give it to him.
For your trouble you get 1200 exp and 6 gp.
Alternatively... It is possible to get the Fisherman in Easthaven to give
up drinking. It requires that the character doing the talking have both
16 INT and 15 CHA. (from Souma)
QUEST: Solve the Mystery of Jhonen's Aqua Elf
Talk to Jhonen (x 1450 y 1030) to find out that he's been plagued by a
woman singing a song. Offer to help him. Head to the very southwest
corner of the map and talk to the Aqua Elf (x 140 y 2633). Agree to take
the sword up to Jhonen. If you talk to her with a Bard, you greet her with
a song for 1200 exp, and can memorize her song for an extra 1200 exp.
Alternatively she will give you "Elisia's Token of Faith" gems worth 75GP.
Go back to Jhonen and tell him nice things about the Elf to get 1200
exp. Return to the Elf and tell her that you have succeeded, and she gives
you a further 1200 exp and a Pearl. Jhonen's sword becomes more important
later when we return to Easthaven.
QUEST: Clear the Wolf out of Apsel's House (Apsel's House AR 1010)
Just south and west of Jhonen is Apsel (x 770 y 1818), a scrimshander. His
house has been taken over by a wolf, and he wants your help to clear it
out. Agree to help him, and enter his house (x 1120 y 1717), you will have
to break the door down, or pick it. Kill the wolf, go back out and get
your reward: 1200 exp, Apsel's Dagger, 25gp.
QUEST: Kill the Goblins and Retrieve Damien's Fish
Note: We're coming up on the first RANDOM TREASURES in the game. Normally
when you open a chest, you will get the same items every time you
open that chest. If the first time through the game you find a
Hammer of Unholy Smiting, the next time you will find that.
However, some items are random. One time you will find the Hammer,
the next it could be the Armor of Unholy Protection. If ever you're
unsatisfied with the random item you got, simply reload to a
previous save (one that isn't in the same area), and try again.
I list the random treasure as RANDOM followed by a list of possible
items. Most will only give you ONE item from that list, some
however will give you two (or more).
At the bridge (x 2700 y 1830) in the south east part of town, Damien will
talk to you and complain of goblins. Go south, then east. Goblins will
shoot arrows at you from the bottom of the ravine there. Once you get
around the ravine, kill the goblins. Search the Goblin Elite's body for
Knucklehead Trout
Short Bow
12gp
Dagger
RANDOM ITEM - High Quality Morning Star
(any 1 of these) High Quality Dagger
Potion of Healing
Splint Mail
Return the fish to Damien for a reward, 1200 exp.
MISC: Search the houses for treasure
This isn't really important, since the treasures aren't that great. One
house has a winter wolf pelt, but that's about it.
MISC: A Minstrel's Tale
The first townsperson you talk to with a Bard will give you a moonstone gem
if you tell them a tale.
MISC: Talk to Erevain (Inn AR 1008)
Inside the Inn (x 3215 y 1320), in the first room on the left (x 557 y 230)
you will find Erevain, an Elf. He's not really important, but you do bump
into him later, though he won't be nearly so alive. If you don't mind the
reputation loss (-4), then kill him and take his Broad Sword, a +2 weapon.
Very useful this early in the game. (Although everyone in town will attack
you if you do this)
PLOT: Talk to Hrothgar about the Adventure (Hrothgar's House AR 1004)
Once all the above foolishness is out of the way, go into Hrothgar's House
(x 2020 y 350), and talk to him. Join up with his expedition, and he'll
ask you to look into the missing caravan first. Head out of town via the
southeast bridge, then head east.
----------------------------------
1.1 The Missing Caravan (Exterior AR 1200, Interior AR 1201)
----------------------------------
Follow this path. You will be attacked by wolves. Further down the path you
will find the caravan. But what's this? An orc leaving the scene of the
crime going into a cave? Follow him into the cave.
Immediately inside the cave you will be attacked by some Orcs. The whole
cave is crawling with Orcs, Orc Shamans, and Orc Bowmen.
Head up to the fork (x 2480 y 960), then go left. This chamber is
particularly Orc-infested. Head south into the smaller chamber, and get the
treasure at (x 2170 y 1560):
Spell - Protection from Petrification (Mage)
2 Gems
Go all the way north from here until you get the option to get left or right
(x 1170 y 640). To the right are some more Orcs, and to the left are more
Orcs and treasure (x 460 y 650):
Silver Necklace
22 gp
RANDOM ITEM - Fire Dagger (+2 Thac0, 15% chance of 1d4 fire dmg)
(any 1 of these) Girdle of Beatification (Bless)
Ring of Protection +1
Ring of Lesser Resistance (+2 to save vs. magic)
Quiet Boots (+7% Stealth, Rangers and Thieves only)
Go back to the fork, and take the Southwest path. Keep going southwest until
you get to (x 630 y 1150), at which point go south through some more Orcs to
find the BOSS (Ogre). Be sure to check the Ogre's corpse for the Caravan
Contract. Get the treasure at the east end of the room here:
Spell - Horror (Mage)
21 gp
Winter Wolf Pelt
Once that's done, leave the cave and go back to Easthaven.
QUEST: The Caravan Contract (Fishmonger's House AR 1005)
Take this to the Fishmonger (x 2480 y 430), which is the house one left
of the Tavern, and one right of Hrothgar's. Give the Contract to the
Fishmonger (you have to talk to him about Scrimshaw first) to get some
experience (1200 exp).
Next, go talk to Hrothgar who has 2400 more experience for you. He also
wants you to run a list of supplies to Pomab. Do so. Nothing complicated
about this one. You get 1200 experience for giving the list to Pomab.
Return to Hrothgar and tell him that you are ready to go. You won't be
returning to Easthaven for awhile, but there's a much better town just ahead.
----------------------------------
2. Kuldahar Pass (AR 2000)
----------------------------------
After the avalanche, a hermit approaches with information. There are goblins
all over this area. Although not a threat to any warrior, goblins can be
quite deadly to low level mages. There are a number of things to do here,
none of which are required. To get to Kuldahar, simply head right, cross
the bridge, and leave the area. (x 3825 y 1225)
QUEST: Clear out the Mill (Mill AR 2004, 2005, 2006)
At the far east of the map, just north of the bridge to Kuldahar is a Mill
(x 3260 y 400) that has recently been overrun by goblins. Ignore the
goblin outside of it, he's harmless. Go inside the mill. Inside you will
be confronted by an Orc named Uligar. Kill him and his cronies. Be sure
to search Uligar for some interesting items:
Spell - Blur (Mage)
Gold
Axe
RANDOM ITEM - Applebane Dagger +1 (+1 Thac0)
(any 1 of these) Stoutward (Small Shield +1)
Wand of Trap Detection
The Merry Shorthorn (casts Bless once per day, Bards)
Glimglam's Cloak (+1 AC, +1 Saving Throws)
Go down the stairs. There is a hoard of goblins here to clear out. Then
there are three treasures to get (x 300 y 150), (x 375 y 125) and
(x 525 y 225):
5 throwing axes
15 gp
3 Gems
Once that's done, open the door under the stairs (x 840 y 140) to free a
boy, Jermsy. Talk to the lad and he'll be freed. Offer to take him to the
village, and you get 2400 experience.
Next climb the stairs at the bottom of the area (x 250 y 415), kill the
monsters, and leave the Mill satisfied in the knowledge that you made a
difference.
QUEST: Deal with the Ogre in the Silo (Silo AR 2003)
Situated in the dead center of this area is a giant grain silo (x 1730
y 750). Within the silo you will find an Ogre with a headache. There are
three ways to deal with this ogre:
1. Talk to him, insult him, and he'll attack you. Kill him.
2. If you have a Druid, or Fighter/Druid they will discover a fix for
his headaches. (The Druid MUST be the one who talks to him, though)
3. Talk to him once, then in Kuldahar talk to Arundel about the ogre.
Return with the answer.
Any of these ways works fine, however you get 1200 experience for the non-
violent solutions, and only 270 for killing him.
QUEST: Clear out the Goblin Base (Base AR 2001, Cave AR 2002)
At the north end of this area (x 1500 y 90) is a passage to the goblin
base. Once there, you will be attacked by a lot of goblins. Once they've
been dealt with, head north into the cave (x 1166 y 280), and kill the
beetles there. You can find some minor treasures in the cave, such as
Magic Arrows.
Once these quests are done, head east out of the area and into Kuldahar.
----------------------------------
3. Kuldahar (AR 2100)
----------------------------------
Welcome to Kuldahar! This will be your base of operations for most of the
game, so get used to it. There are a number of shops here with which to
get new items for your party:
Orrick's Tower (Spells and things) -- (x 350 y 800)
Gerth's Equipment Shoppe (standard items) -- (x 1000 y 1800)
Conlan's Smithy (weapons and armor) -- (x 1500 y 400)
Temple of Ilmater (healing, scrolls) -- (x 2900 y 700)
Evening Shade Inn (rest) -- (x 1150 y 550)
Root Cellar Tavern (drinks) -- (x 2030 y 860)
Oswald's Skyship (potions) -- (x 3100 y 450)
PLOT: Arundel the Archdruid (AR 2112, 2116)
The first and most important place to go is, of course, Arundel's house.
You can find Arundel's House just south of the first bridge (x 1400
y 2150). Go inside and talk to Arundel to find out what you should be
doing. He tells you to go to the Vale of Shadows, there to search for an
EVIL force. You can also mention the Ogre from the previous area, if you
talk to him again.
Getting to the Vale of Shadows is easy. Simply leave the Kuldahar area,
and click on the Vale of Shadows. Interestingly, you can leave Kuldahar
from any direction, including where you came in from.
QUEST: Convince a Townsman that Ilmater is Good
Somewhere around Arundel's house (I found the guy on the bridge to the
east of his house) (x y ) you will find a townsperson in orange.
Talk to this man with a Cleric (not just in your party, have your Cleric
do the talking) about Kuldahar, and ask about the Temple. He will bring
up Ilmater, talk to him about it, and convince him to worship Ilmater for
1200 exp. (thanks to Nereid for this)
Matt Richardson sent me this:
I found out that a Paladin can do the same. Also, a Druid can convince
the man to worship Nature. I did both in my game, and got two 1200
experience point bonuses, plus the man game me a gem when I championed
Nature-worship. I just thought you might want to know!
QUEST: Open the Locked Door
See that mysterious door that won't open? Well you can't open it. Ever.
I only mention it to prevent people from asking about it.
Of course, when you get Heart of Winter, this door not only opens, but
leads to the entire expansion.
QUEST: Beat back the Yeti Invasion
At the east end of the city (x 3150 y 1640), Mirek will come running up to
you yelling of Yeti. Then right behind him come a gaggle of Yeti.
Dispatch the Yeti and talk to Mirek again. Seems that a precious family
heirloom of his (a necklace) was stolen by a Yeti Chieftan in the Vale of
Shadows. When you return it to him, he gives you 2400 exp, and a magic
sling.
QUEST: Untangle Eidan's Legacy (Tavern AR 2111, Inn AR 2114, 2115)
There's a bit of a controversy over how Aldwin the Halfling came to possess
the local Inn. Go into the tavern (x 2030 y 860) and talk to Amelia the
barmaid about Aldwin and the Inn. She'll tell you that she thinks Eidan,
a previous owner of the Inn, never meant to leave it to him. Go to the Inn
(x 1150 y 550) and talk to Aldwin about this. You won't get anywhere. Go
upstairs and search the third room's chest (x 300 y 275) to find Eidan's
Legacy Ring. Go back downstairs and accuse Aldwin of things. He'll spill
the whole sordid story. Now you have two options of what to do, accept
cheap rates at the inn for not telling anyone, or getting Aldwin to confess
to the town elders. Confession gets you 3225 experience.
MISC: Lysan
Also in the tavern is the other barmaid, Lysan. You can talk to her,
though she won't have anything interesting to say. For now, anyway...
MISC: Kresselack and the Bonedancers
After helping Mirek, talk to a Townsperson with a Cleric and ask them about
The Vale of Shadows and Kresselack to hear about bonedancers and get a
Garnet Gem. You can repeat this as often as you like with other
Townspersons or even the same one (Bug IMHO). It does not work with a
Bard, but I have not tested it with a Paladin or a Druid
Once you're done in here, leave Kuldahar and head over to the Vale of
Shadows!
----------------------------------
4. Vale of Shadows (AR 3000)
----------------------------------
The Vale of Shadows is the first major "area" of the game, and consists of
numerous small caves and crypts, and one big Tomb. Naturally we need to hit
each of the small caves before tackling the big Tomb. The Tomb is covered
in the next sub-section as "Kresselack's Tomb."
The first crypt can be found by going directly right (x 1830 y 240).
Crypt 1: (AR 3401)
------------------
Traps are located all around this crypt, have a thief searching for them at
all times.
Once entered you will be beset upon by numerous of the lesser undead,
skeletons and zombies. The skeleton on the wall in front of you
(x 775 y 670) has some treasure:
Spell - Luck (Mage)
2 Potions
Studded Leather Armor
Deeper in to the Crypt is another skeleton on a wall (x y ) with more
treasure:
Spell - Stinking Cloud (Mage)
Short Bow
Arrows
That's it for the first Crypt, on to the next. Go back left from the first
crypt, then head south. At (x 750 y 1300) take the right path, and then go
up to find the next crypt (x 1200 y 420).
Crypt 2: (AR 3101)
------------------
Again as before be wary of traps. (This is pretty constant, you always have
to beware of traps)
And again you are attacked by undead, this time there are also Ghouls and
Ghasts added into the mix.
Search the altar statue at (x 350 y 480) to find some treasure:
Gate Key (necessary item!)
Spells - Identify (Mage)
Remove Fear (Mage)
Healing Potion
Going right, then up will reveal more undead, and a coffin full of fun fun
treasures (x 766 y 155):
Spells - Grease (Mage)
Strength (Mage)
Gold
2 Potions
RANDOM ITEM - Huge Long Bow (mightier than the L. Bow, harder to use)
(any 1 of these) Flawless Two Handed Sword
Halberd of Sparks +1 (15% chance 1d10 electric dmg)
Finest Long Sword (+2 Thac0)
From the entrance, going left then up leads to still more undead, and a
shelf (x 267 y 327) with more treasures:
Leather Armor +1
Spell - Cure Light Wounds (Priest)
That's it for that Crypt, so leave. Head south, and west until you reach
the very bottom left corner of the map. Then go right along the bottom path.
There will be a path that splits to the north (x 2575 y 1600), go up it.
The path then goes left to an open area with a statue. Continue north to
find the third crypt (x 2600 y 450).
Crypt 3: (AR 3201)
------------------
Again you are rushed by undead. Just a little to the northwest (x 180
y 580) is a container with treasure:
Spells - Find Traps (Priest)
Chant (Priest)
Go into the east room, to find a shelf (x 780 y 460) with some treasure:
2 Potions
Head north, and in the eastern chamber is another coffin (x 850 y 315)
full of treasure: (careful, it's trapped)
Gold
Gold Ring
Bastard Sword
Spells - Infravision (Mage)
Protection from Evil (Mage)
Potion of Infravision
Chainmail +1
Once that is done, leave this crypt, and go back down to the Statue area.
From here, go west, until you see the path that leads down and to the right.
Follow that path to a cave (x 2020 y 1360) with a Yeti Chieftan guarding
it. Kill that Chieftan and take his treasure:
Mirek's Family Heirloom (give to Mirek for some experience!)
Yeti Pelt
RANDOM ITEM - Short Sword +1
(any 1 of these) War Hammer +1
Short Bow +1
Long Sword +1
Morning Star +1
Enter the cave.
Cave: (AR 3001)
---------------
We don't need to be here right now, but it's useful. First there are
several treasures to pick up, and second clearing out the Yeti now makes
life easier later. Remember this cave, you'll have to come back soon.
There are four crates of treasure here, all located at about (x 360 y 415):
Mace +1
Chainmail
6 Potions
Gold Necklace
Gold
4 Gems
Spells - Glyph of Warding (Priest)
Prayer (Priest)
Leave the cave, and get back to the southernmost path (from the statue, head
right, then south). Go right and into the fourth crypt (x 3380 y 1450).
Crypt 4: (AR 3301)
------------------
When you enter here, a skeleton by the name of Therik will accost you.
Demand entrance to the crypt and he will attack. He has some interesting
items on him:
RANDOM ITEM - Flawless Two Handed Axe (+2 Thac0)
(1 of these) Finest Halberd (+2 Thac0, +10% slashing resist)
Potion of Action Transference (perm. +1 CHA, -1 DEX)
Ring of the Warrior (+1 Thac0)
Phase Dagger (15% chance enemy is phased)
(and 1 of these) High Quality Bastard Sword (+1 Thac0)
High Quality Battle Axe (+1 Thac0)
High Quality Long Sword (+1 Thac0)
Bastard Sword
Battle Axe
Long Sword
Go east across the bridge, through the skeletal mob, and north to the wall.
On the wall are numerous cubbies where skeletons have been stuffed. One
of these has treasure (x 1540 y 300):
Helmet
Long Sword
Gold
Continue east until you reach the stairs, and then go south down the
stairs. Go west into the room with the circle of coffins. One of the
coffins (x 1900 y 790) is open and has treasure:
Spell - Color Spray (Mage)
Dagger +1
Gold
Potion of Strength
Just north of the circle is a skeleton sticking out of the wall with
treasure (x 1640 y 585):
Gold
Spell - Invisibility (Mage)
Go south into the next room and search the coffin there as well (x 1800
y 1250): (careful, it's trapped!)
Sanctum Key (necessary item!)
Gold
Broken Armor (no purpose, just sell it)
Spell - Chill Touch (Mage)
Potion of Insulation
That done, leave the crypt, and head north through a shadow ambush to the big
crypt, Kresselack's Tomb (x 3250 y 435).
----------------------------------
4.1 Kresselack's Tomb (AR 3501, 3502, 3503)
----------------------------------
You NEED these items:
Gate Key
Sanctum Key
If you do not have these items, you skipped them in the previous crypts (see
the above section) and need to go back and get them.
Level 1:
--------
From where you start, go up the right passage, and open the door. This leads
to a large room with a big glowing green pool. Clear out all the skeletons
here. There are 4 side passages here, and one major passage to the north.
The first passage to the left of where you came in (x 840 y 1360) has nothing
down it but monsters and a small box by the coffin with minor treasures.
Open the door just north of the first passage (x 900 y 1130), and enter this
passage. Clear out the wights and zombies to access the open coffin at
(x 440 y 1025). Careful this one is trapped. Open it to get the treasure:
Priest's Key (Necessary Item!)
3 Potions
Gauntlets of Weapon Skill (+1 Thac0)
Now go to the passage just to the right from where you came in (x 1400
y 1515) enter the room, clear out the undead, and get the treasure (x 1600
y 1990):
4 Potions
Long Sword +1
Now we have only one side passage left, the only locked door here (except the
main doors), which we now have the Priest's Key to open. (x 1600 y 1385)
Immediately inside is a treasure (x 1800 y 1375):
Ring
Potion of Strength
Gold
Spell - Armor (Mage)
Short Bow +1
Continue to the right, clear out the Ghouls, to get to the coffin full of
treasure (x 2020 y 1530):
Myrkul's Holy Symbol (necessary item!)
War Hammer
Splint Mail
Potion of Genius
Spells - Larloch's Minor Drain (Mage)
Burning Hands (Mage)
That done, we now have the ability to open up those big double doors at the
top of the main room. Once opened, an irritating Skeletal Mage named Mytos
talks to you. If you ask Mytos to search the tomb, and try to convince him
of this non-violent solution you still get attacked, but you get some extra
experience (about 3225). Mytos' items:
Warhammer +1
Random Gem
Trick: You may be able to talk to Mytos again and again, each time gaining
3225 experience.
Better Trick: In Kresselack's Tomb in the Vale of Shadows there is a Bone
Dancer Mage named Mytos. If you talk to him with a Paladin
(Paladin doing the talking, not just in the party) you can
enter into a debate with him upon the nature of Necromancy
and the ethics of the raising of the dead! If you continue
the conversation to its end you get 3225 XP, PLUS the other
3225 XP for the peaceful solution plus the 1000 XP for
killing him at the end for a total of 7450 XP, pretty good!
The conversation path is really hard to follow, to get BOTH
sets of XP follow the path:
1,1,1,1,1,1,3,1,2,2,1 (from Adam Roebuck)
From where we now stand, the passage continues to the north, and there are
also two side passages, one to the left, and one to the right. Go up the
main passage to the north. There's a really big shadow here (x 1850 y 285)
called Myrkul's Sending. Beat him and get some treasure:
Ring of Shadows (+15% stealth skill, rangers and thieves only)
RANDOM ITEM - Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
(any 1 of these) Dazer (Club +1, 5% chance to stun)
Static Dagger +1 (50% chance of 1d3 electrical dmg)
Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
Reinforced Large Shield +1 (+10% resist to slashing)
Mage Dagger +1 (+1 1st level spell)
Go back down, and take the left passage (x 1500 y 620), follow it up, then
down to the coffin (x 833 y 685). When you open the coffin, a trap is set
off that releases bunches of new skeletons, but you still get treasure:
Gold
Spell - Haste (Mage)
Scroll of Protection from Fire
Short Bow +1
Go back, and go right through the last passage (x 1770 y 710). Soon you'll
go south to (x 1910 y 1120) where you will find a secret door. Open the
secret door to reveal a Mummy. Beat the Mummy, and get the treasure
contained in his sarcophagus:
Mausoleum Key (Necessary Item!)
Potion of Genius
Spells - Knock (Mage)
Resist Fear (Mage)
Mage Robe of Cold Resistance
RANDOM ITEM - Finest Light Crossbow (+4 Thac0)
(any 1 of these) Giant Halberd (2d8 dmg, -1 Thac0, -2 AC, min 18 STR)
Finest Heavy Crossbow (+2 dmg, +4 Thac0
Diseased Halberd +1 (10% chance target is diseased)
There is also a small box of treasures just in front of the coffin:
Gold Ring
Gold Necklace
Gold
Spells - Aid (Priest)
Blindness (Mage)
Head right, up, right, and down to get to the doors at (x 2200 y 1330), open
them to get to the next level.
Level 2:
--------
There's only one thing to do at the moment, and that is to open the only door
in front of you. You are now in a long hallway leading west. Somewhere
along the way, you will trigger a trap. You can't disarm this trap, so don't
bother. However, if you hug the wall to the north, you can avoid the trap
altogether. (It creates several skeletons to fight you, so it isn't that bad)
Anyway, past this hallway is a large chamber filled to bursting with enemies.
Skeletons, Skeletal Mages, Imbued Wights, etc. Search the Skeletal Mage for
some treasure:
Bracers AC 8
Random Gem
There is further treasure in the open coffin located right there (x 660
y 840):
Wand of Sleep
4 Potions
Spells - Cure Moderate Wounds (Priest)
Agannazar's Scorcher (Mage)
RANDOM ITEM - Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
(any 1 of these) Dazer (Club +1, 5% chance to stun)
Static Dagger +1 (50% chance of 1d3 electrical dmg)
Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
Reinforced Large Shield +1 (+10% resist to slashing)
Mage Dagger +1 (+1 1st level spell)
There are four side passages here, two to the north, and another two to the
south. We'll start with the northern passage (x 990 y 445), go up the
passage to get some treasure:
Gold
Potion of Regeneration
Wand of Armory
Spell - Silence 15' Radius (Priest)
Morning Star +1
Next we'll hit the passage located just to the right of this one (x 1300
y 700), open the door and go in. There are four containers on the north wall
with some very minor treasures in them (mostly just gold). Open the door at
(x 1920 y 520) and go through. Head left to get:
Plain Key (needed)
Spell - Slow Poison (Priest)
The southwest passage has only a few monsters in it. So, go in the southeast
passage (x 860 y 1333), open the door and go in. There are a number of
treasures found in the walls here, but the real attraction is the door in the
south (x 1000 y 1820), open it and go through. Go left to find the skeleton
at (x 575 y 1725) and get its treasures:
Spell - Hold Person (Priest)
Black Wolf Charm (Needed for the Lever, +10 Max HP, +1 AC)
Go back to the main chamber, and search the rightmost column for a lever
(x 925 y 890), use the lever to open the left gear door. Go through the door
to get to level 3.
Level 3:
--------
You are in a very large chamber filled to bursting with undead. Plus there
are several new types of undead such as Spectral Knights for you to deal
with. From here there is the main passage that continues to the left, and
two side passages, one to the north and another to the south. Go up the
north passage (x 2300 y 640) first.
There's a Mummy up here with some shadows backing it up. There are three
treasures to pick up here, one to the left (x 2112 y 400), one in the middle
(x 2485 y 350), and one to the right (x 2725 y 530):
Spells - Silence 15' (Priest)
Cure Moderate Wounds (Priest)
Ghoul Touch (Mage)
Shocking Grasp (Mage)
Gold
Gems
5 Potions
Helmet
Ancient Armor (can sell)
Leave this chamber, and go into the southern side passage (x 1600 y 1650).
There are Imbued Wights (they cast Magic Missile) and Chosen Zombies here.
And again there are three treasures, one to the left (x 1250 y 1667), one in
the middle (x 1450 y 1860), and one to the right (x 1760 y 1915):
Gold
Composite Long Bow
Spells - Chant (Priest)
Shield (Mage)
Cure Light Wounds (Priest)
Magic Missile (Mage)
Color Spray (Mage)
Gems
3 Potion
Leave this chamber, go back into the main room, and continue down the left
passage. There are lots of enemies here, Spectral Knights, Skeletal Mages,
etc. So, you might want to draw some enemies off, kill them, and work your
way through them like that. Work your way left to the door, open it, and
go through.
Here you will find the Skeletal Knight, Kresselack. This is his tomb. Talk
to him (you couldn't kill him if you tried), and agree to get rid of the
Priestess of Auril for him. You MUST agree to this!
Leave the Tomb completely, and get back to the Vale of Shadows. Remember
the Cave that we cleared the Yeti out of? Well it's the cave under the giant
statue in the middle of the area. Go into it to find Lysan (the barmaid),
who is also the Priestess of Auril. Talk to her, and tell her that you are
there to kill her. She'll summon more Yeti. Kill her and her Yeti friends:
Morning Star +1
After she is dealt with, a Shadow will tell you that he is free. This isn't
Kresselack, so return to Kresselack and give him the good news. You will get
13,000 experience for the deed, and he'll tell you that he ISN'T the evil
that plagues Kuldahar. How useful. Search his nearby coffin (x 350 y 500)
for some treasure:
Healing Potion
Gold
Plate Mail
Helmet
Kresselack's Sword (Two Handed, +1 Thac0, +10% cold resist)
RANDOM ITEM - Fine Long Sword +1 (+2 Thac0)
(any 1 of these) Phasing Bastard Sword +1 (15% chance target is phased)
Giant Two Handed Sword (+4 dmg, -1 AC & Thac0)
Turodahel (Long Sword +2, +1 INT)
Cradle of Mielikki (Scimitar +1)
Flaming Short Sword +1 (50% chance of 1d3 fire dmg)
Return to Kuldahar.
----------------------------------
4.2 Post Vale Kuldahar
----------------------------------
Once back in Kuldahar, you will want to get rid of the keys that you gathered
in the Vale:
Sanctum Key
Gate Key
Plain Key
Priest's Key
Myrkul's Holy Symbol
Mausoleum Key
Most of these can be sold to Gerth's item shop, however Myrkul's Holy Symbol
will have to be dropped off somewhere.
If you haven't already given Mirek his family heirloom, do that now for 2400
exp and a magic sling. Mirek can usually be found near the Potter's.
PLOT: Talk to Arundel
Inform Arundel of everything that has transpired for 10,350 experience. He
tells you of a Heartstone Gem, which could be used to root out the source
of the Evil, and that this can be found in the Temple of the Forgotten God.
Agree to go there.
QUEST: Get Lysan's Items from the Tavern
Since Lysan was an evil priestess of Auril, one wonders what she was doing
working as a barmaid in the tavern. Go to the tavern and talk to the
barkeep there. Tell him that you had to kill Lysan, and that she was evil.
He has her items, so ask for those nicely:
Protection from Fire
Spells - Cure Critical Wounds (Priest)
Cure Serious Wounds (Priest)
Mantle of the Coming Storm (+1 AC, +30% cold & fire resist, +1 save para)
Once you're done here, leave and go to the Temple of the Forgotten God.
----------------------------------
5. Temple of the Forgotten God (AR 3600, 3601, 3602, 3603)
----------------------------------
Once you're at the temple, go north to find a fleeing Verbeeg (the least of
all giants). It would seem as though the temple has been invaded by someone
before you got a chance to. At any rate, go inside the temple.
Level 1:
--------
Once inside, you will quickly find an Acolyte who assumes that you were part
of the invading host that already sacked the temple. Nothing you say can
change his mind, and he will attack you. Up ahead is a big sitting statue,
and two passages, one to the left and one to the right. Take the passage to
the LEFT. (x 1030 y 1130)
This passage leads south to a series of rooms on the left. There is a
treasure chest at (x 480 y 1700):
Potion of Stone Form
RANDOM ITEM - Long Bow +1 Protector (+2 Thac0, +1 AC)
(any 1 of these) Light Crossbow +1 (+3 Thac0, +1 dmg)
Long Bow +2 Defender (+3 Thac0, +2 dmg, +2 AC)
Short Bow +1
Medium Shield +1
Protection From Fire Scroll
Spells - Ghost Armor (Mage)
Hold Person (Mage)
Flame Arrow (Mage)
Web (Mage)
The next room also has treasure (x 515 y 1410):
RANDOM ITEM - Greater Ring of the Warrior (+1 Thac0, +1 AC, removed in
(any 1 of these) HoW)
Boots of Many Paths (cast Blur once a day)
Ring of Missile Deflection (+10% missile resist)
Black Knight (Summons a Black Knight)
Amulet of Protection +1 (+1 AC, +1 saving throws)
Boots of Moander (immune to Entangle)
Studded Necklace w/ Zios Gems (non-magical!)
Badge of the Brave (can cast Emotion: Courage once/day)
The last side room before the main room has some bookshelves with some
potions on them.
Go up into the library room here (x 510 y 970) and there are a couple of
Acolytes here with a Verbeeg. Oh, and there are a lot of dead Verbeeg
already. Interesting. There are 7 different bookshelves arrayed around the
room here with:
Spells - Skull Trap (Mage)
Lots of History Books
Go back to the sitting statue, and this time take the other passage (x 1580
y 1000). This passage goes south into a small room. Search the barrels in
the corner (x 2390 y 1425) to find some treasure:
Potion of Healing (cursed)
Head north up the right passage to get to an Acolyte guarding some stairs.
Down the stairs is the passage to the next level (x 825 y 450).
Level 2:
--------
From where we are, you have to go north and east into some nicer looking
tunnels. Along this Grand Hallway are rooms on each side, one on the north
and one on the south all down it. Each of these four rooms has a treasure
chest in it (that could be trapped), the total treasures of all these chests
are:
Gold
2 Potions
RANDOM ITEM - Spiked Long Sword +1 (25% chance of 2d6 piercing dmg,
(any 1 of these) removed in HoW)
Short Sword of Lesser Phasing (10% phased, +1d2 cold dmg)
Studded Leather +1 Shadowed (+15% Stealth, +5% magic res)
Studded Leather +1
Reinforced Leather +1 (+35% crushing resist)
RANDOM ITEM - Two Handed Sword of Resistance +1 (+5% magic resist,
(any 1 of these) removed in HoW)
Two Handed Sword +1 Hammering (20% chance of stun,
removed in HoW)
Charged Battle Axe +2 (50% chance 1d3 electric, 15% stun,
removed in HoW)
Two Handed Fire Axe +1 (50% chance 1d3 fire dmg, removed
in HoW)
Bastard Sword +1
Flaming Bastard Sword +1 (25% chance of 2d3 fire dmg)
The Snow Maiden's Reaver (Bastard +2, 2% turned to ice)
Peasant's Reward (HoW only, Halberd +2)
Once you get past those 4 rooms, you come to the well guarded end of the hall
(x 2875 y 750). There are several Acolytes and Verbeeg here. Just past that
you can find a body of an Acolyte, that was killed in a very bizarre manner.
And past that you find a great big door (x 3400 y 600). Open it, and go
through to the last level here.
Level 3:
--------
Walk forward until you get the Journal Updated message. Read it if you are
curious about what happened here. The green body in the middle there has a
Vial of Mysterious Liquid, be sure to take it.
Once all that is done, go back to Arundel in Kuldahar.
Kuldahar:
---------
Talk to Arundel again, and tell him all that has gone on for 19,500 exp.
He then tells you the next place that you need to go, the Dragon's Eye. Once
you are ready to go, head on out to Dragon's Eye. The most Dragony Eyed
place you'll ever find.
Note: Before leaving Kuldahar, you may want to visit Orrick to see if you
need any of his items. Why? As soon as you get to Dragon's Eye,
Chapter Two starts, and Orrick's inventory changes.
----------------------------------
6. Dragon's Eye (AR 4000, 4001, 4002, 4003, 4004, 4005)
----------------------------------
Kill the Ice Trolls (not indicative of how you kill real trolls), and go
inside the Eye of the Dragon.
Level 1: (Lizard's Level)
--------
At the far left of the area, you are immediately attacked by two varieties of
Lizardmen. This whole area is crawling with Lizardmen, and I won't mention
further when you are going to be attacked, just assume that every new area
has new monsters. Notice how some lizardmen have little bottles of firey
oil? This could be useful when you bump into Trolls later.
Drop to the south. Be careful not to get too close to the Bombadier Beetles
as they shoot out an acid cloud (usually only one). Go over to the bridge
at (x 1385 y 2000), cross the bridge to the right and clear out the spiders.
To the south you will find the body of Erevain (the elf from earlier) at
(x 1880 y 2300). Search him to find:
Erevain's Broad Sword (+2, +2 save vs. wands, +10% acid resist)
Gold
Long Bow
Arrows
Erevain's Journal
Chainmail
Medium Shield
Go back left and up to get back to the entrance. Go north into the little
room with the two treasure chests (x 530 y 860) to get some treasure:
Gold
Dagger
Gems
15 Antidotes
Oil of Speed
Spell - Protection from Normal Missiles (Mage)
RANDOM ITEM - Arrows +1
(any 2 of these) Arrows
Bullets +1
Bolts
Hammer Darts
Leave this little room, and go east (and slightly south) to the bridge at
(x 1730 y 1110). Continue further south and east until there is a passage
that splits off to the north (x 2375 y 1475). What we want to do here is go
up this passage to defeat the hordes there. Definitely save it before going
up there in case your party isn't ready for it yet.
Once up there you will be confronted by the King of the Lizardmen and his
army. I'd take the Shaman out first as they tend to cast Hold Person on your
party. Search the corpses for:
Gold
2 Potions
Protection from Acid
Spinesheath (Dagger +1, +5 Thac0)
Search the giant snake statue (x 3050 y 500) for some more treasures:
8 Gems
Spells - Detect Evil (Mage)
Fireball (Mage)
Monster Summoning I (Mage)
2 Potions
RANDOM ITEM - Boots of the Fox (walking speed +40%, +1 AC)
(any 1 of these) Potion of Magical Resistance (Perm. +5% magic resist)
Potion of Constitution (Perm. +1 CON, removed in HoW)
Ring of Resistance (+10% Missile & Fire resist)
Ring of Intelligence (+1 INT, -1 CON)
Shield Ring (constant Shield Spell on user)
Robe of Enfusing (HoW only, AC +2, +5 mag. res & lore, +1
1st level spell)
Go back south, and continue down the passage past the bridge (the only thing
over there are some captive villagers, but with the King dead, they're freed)
down through more lizardmen and captives to (x 3155 y 2466) near the very
bottom. Go through the right to find the entrance to the next level. As
you enter a child will come up to you and give you 30,000 experience for
clearing out the monsters.
Note: If you rest in between killing the Lizard King and getting to the
captured villagers, they will all leave, and you won't get your
experience for freeing them. And sometimes the villagers just die.
Go to the next level (x 3450 y 2300).
Level 2: (Lizard's Level Part 2)
--------
As soon as you appear here you are attacked by more lizardmen. Checking out
the map you are in the top, near right part of the map. The way to the next
level is right then down, but first we want to go left to get some treasures,
and kill some monsters.
TROLL Note: There are trolls here. Anyone unfamiliar with trolls need
only know this. To kill a troll first you must fight it as
normal, until it falls down. It isn't dead yet. Now you hit
it with a FIRE or ACID spell/arrow/weapon/potion so that it
dies. The mage spells Melf's Acid Arrow works best, and later
so does Fire Arrow. Also Burning Hands works well, though
you need to keep your party out of the way.
If a Troll is stunned/Held/Phased before getting knocked down,
it will usually die without the need for acid/fire.
Go left to (x 1190 y 810). Just to the south is a bridge, however, we want
to go left up the steps to kill some spiders and some trolls. Go back to the
bridge, but don't cross it yet. Go right, through the Lizardmen Shaman to
their fire (x 1920 y 1234). Now there is a lower passage that leads left.
Go down that all the way to find several frightened children. One of them
(x 950 y 1330) is Sheemish the son of Conlan the blacksmith. Talk to him,
and if you have cleared out the previous level, and most of this level you
can get him freed for 24,000 experience.
Sheemish Note: If you ever need a MAGICAL WEAPON (say, for a large snake
goddess), go back to Kuldahar and talk to Sheemish in the
blacksmith's shop. He'll give you a key to a chest that
holds a Mighty Hammer.
Go back to the bridge, and this time cross it. This passage leads left to
some rubble (x 320 y 1370) and a passage that leads south.
There are a lot of trolls and evil priests down this way, so some strategy
is in order. One good strategy to try is to send out one person until only
one monster sees you, then slowly draw that monster back to your party and
slaughter it. Once you can't do that anymore, rush in and clear out the
rest.
Once this is cleared out, talk to the Priest of Ilmater at (x 1225 y 1950).
She'll give you some experience (I got 36,000) and will also provide healing
and a safe place to rest. Further to the right are more captive villagers,
however these ones don't seem to realize that they are freed, and I have no
idea what to do with them.
Retrace your steps and get back to the entrance. This time we are going
right to get to the next level. Take the northern right path (x 3000 y 350)
all the way to the right, and then all the way to the south. There are a LOT
of beetles to be processed, but it eventually leads to a dead body (x 3540
y 1285) with treasure:
Gold
Battle Axe +2 Defender (+2 AC, +10% missile resist)
Long Sword +2 Confusion (25% chance target is confused)
Go back to the crossroads, and this time take the southern path. There are
more Bombadier Beetles and Trolls here (the beetle's acid cloud can in fact
kill the trolls). Continue south to the big steps at (x 2650 y 1450), go
down the steps, and take a right.
Clear out the trolls and sword spiders here. There are three passages to
take here, two to the right, and one to the lower left. The top right and
lower left passages are connected, and only have some trolls on them. Take
the bottom right passage around to the entrance to the next level (x 2950
y 2100).
Level 3: (Presio's Level)
--------
You will immediately be confronted by a large skeleton called an "Undead
Lieutenant." Then he and his cold wights will attack.
Blast Skeleton Note: There are large skeletons running around called
Blast Skeletons. These have NO experience value
when killed, and when dusted explode in a wave of
cold that damages your party. Your best bet with
them is to shoot an arrow at them from a distance
(they don't have many HP either) and let them explode
well away from you. Another idea to deal with them
is to cast Hold Person on them, then whack them until
they die giving you 500 exp.
After that there are more monsters to take care of. This whole area has
traps all over it, but mostly on the planks on the ground. Also I find the
Cold Wights to be the easiest 2000 exp enemy in the game, making them ideal
for leveling up. Just find a good spot, and rest over and over. Let the
Cold Wights attack you for lots of good experience.
The entire left side of this area has many instances of that Undead
Lieutenant confronting you with a horde of wights. I'm not going to bother
mentioning all of them.
The object is to go down and right until you get to the bridge (x 2100
y 2150) cross that bridge to the right. Just to the right (x 3000 y 2420) is
a room filled to bursting with monsters, mages, etc. This is the den of
Presio the mage. Do the old draw-them-out trick to avoid having to fight
them all at once to clear this out. Presio has some treasure:
Gold
Necromancer's Robe (AC 8, 3% magic resist, +3 save vs. death)
Presio's Dagger (+2 Thac0, poisons target)
Hammer Flail +2 (+3 Dmg, 15% chance target is stunned)
In the north section of this room (x 3330 y 1935) there are three containers
full of treasure: (careful, they're heavily trapped)
Skulls
3 Potions
Gold
3 Gems
Silver Ring
Presio's War Journal
Spells - Haste (Mage)
Skull Trap (Mage)
Vampiric Touch (Mage)
Confusion (Mage)
Bottle of Wine
RANDOM ITEM - Long Bow +2 Protector (+3 Thac0, +15% mis., +5% mag. res)
(any 1 of these) Giant Killer Sling (+1, +4 vs. Giants)
Tranquil Bolts (cast silence on target)
Heavy Crossbow of Speed +4 (2 attacks per round)
Heavy Crossbow of Defense +4 (+1 AC, 10% missile resist)
Translocation Arrows
Leave this room and head north. Careful, this area is heavily trapped. We
want to get to the door at (x 3420 y 375) which leads to the next level.
Level 4: (The Creepy Monks Level)
--------
This is the level that I like to call the "creepy monk" level. You'll see
what I mean. Wander over and you'll find Albion a "monk" who expresses some
concern to see you.
Paladin Note: If you have a Paladin in your party, he'll see right through
these "monks" and the battle will begin immediately.
There is only one thing to really do before starting the battle up. One is
to talk to the librarian (past Albion through the small doors) about Magical
Texts and buy some spells from him. If you need healing or to rest you can
go visit with Sharra (x 1720 y 1325). However, if you go too many other
places you'll provoke an immediate attack. This is what we want, but you
have to be ready for it. Find a good defensible (one entrance) location, and
cast defensive spells. Then send out one person to start the fight, and wait
for them to come to you. What I would do is to go into the Library, force
open the back door, and go from there.
Albion Note: There are other ways to start this battle. If you wander
around the area, you will find a Big Red Carpet, that when
you walk on generates some text. Or if you go around to the
other side of the libraries forbidden room (such that you
are on the other side of the wall) you can actually check the
bookcase inside (How to Serve Man, an ode to a Twilight Zone
episode I believe). Either way, talk to Albion about these
to get around 20,000 to 30,000 experience. And then he
attacks you. (partially from Souma)
Second Method: You need a character with high Intelligence
and Charisma (used a maxed Int, Cha, Wis character again, so
not sure how much) to do this one. After you talk to Albion
you should be able to talk to Geelo (the Librarian) and tell
him that Albion wants to talk to him (I'm not sure the exact
conversation paths, but the option comes up if you have the
right stats). When Geelo leaves the room, you should close
the front door (just in case) and then unlock the door to
the back room. You can then check out the "descriptive text"
on one of the bookshelves. Go back out and talk to Albion and
you should have a new conversation option as per the first
method. Follow it through and you get xp for revealing the
evil monks and the fight starts. (from Souma)
Third Method: Have someone with a high INT talk to Albion and
they will catch him out when Albion says he knows nothing
about the Heartstone Gem being stolen from The Temple of the
Forgotten God even though you haven't mentioned the Temple.
(from Duncan Clay)
You WILL need to search Albion for a Key.
The librarian has some:
Bracers AC 6
2 Invisibility Potions
Inside the forbidden library room (x 650 y 1050) are some items:
Spells - Flame Arrow (Mage)
Monster Summoning I (Mage)
Book - Secret Societies
2 Potions
At any time if you go free the Adventurers at (x 1620 y 550) they will run
around killing all the monsters they can find. This is great if you are
having a tough time with this, but not so good if you want the experience for
yourself. Once all the monsters are dead they will guard you while you
sleep.
Marchon of Waterdeep Note: The four adventurers here have some interesting
treasures, such as a Flaming Long Sword +2.
You can't pickpocket to get these items, but
you can kill them for no apparent loss of
reputation.
Go into the main cathedral (x 2280 y 750) to catch some snake people about to
dine on human flesh. We can't stand for THAT, so kill them.
Search the Snake Goddess Statue (x 2425 y 460) for some more treasure:
Gold
4 Potions
There is further treasure in the right side room here (x 2633 y 800):
2 Potions
RANDOM MISSILE - Fire Arrows
(any 1 of these) Hammer Arrows (+1d6 crushing)
Bolt +1
Berserker Darts (10% chance of going berserk)
Arrows +1
Bullet +2
RANDOM ITEM - Life Dagger +2 (15% chance heals user 1d6 HP, +5 max HP)
(any 2 of these) Studded Leather +2 Shadowed (+20% stealth +15% slash
resistance, removed in HoW)
Ol' Withery Dagger +2 (2% chance Finger of Death)
Fire Dagger +2 (50% chance of 1d4 fire dmg)
Mage Dagger +2 (+1 AC, +1 1st & 2nd level spells)
Fast Flail +2 (+3 dmg, +1 attack per round)
Corrosive Hammer +2 (+3 dmg, 30% chance of 1d4 acid dmg)
Morningstar +2 Hammer (20% chance target is stunned,
removed in HoW)
Mace of Weal & Woe (+3 dmg vs. lawful, 13% chance Curse)
Selune's Promise Mace (+4 dmg vs. spectral undead)
Peacekeeper Club +3
Go now into the right staging area. There are more snakey people here, as
well as another Snake Goddess Statue. Search the cushions on the left side
of the room (x 2850 y 1030):
2 Potions
And the Statue (x 3333 y 840):
Gold
2 Potions
Blur Deck (casts Blur)
To the south you will find the High Summoner with his Priests (x 3000
y 1775). Kill them, but they have no treasure. Continue south to (x 2500
y 2500), take a right to (x 3400 y 2450) to get to the final level.
Level 5: (The Snake Goddess)
--------
Yuan-ti Elite Note: Most Yuan-ti Elites on this level (they're the bigger
browner snake people) carry Arrows +1.
As soon as you appear on this level, an Odd Little Girl will spout out some
rhetoric at you. Ignore what she says, and continue north. Again she'll
bother you, but this time with troops. Kill them, and continue north again
until you reach the first Door (x 650 y 1375).
This leads to a little staircase. Careful, tis trapped. There is another
door here, open it and go through. This is an oval shaped room with some
more Yuan-ti in it. Go through the left door (x 350 y 750).
Clear out the Yuan-ti here. This chamber has 3 treasure chests and a
bookcase: (2 of the treasure chests are trapped)
Gold
Pearl Necklace
4 Potions
7 Gems
Spells - Non Detection (Mage)
RANDOM ITEM - Intercession (Long Sword +1, +2 AC)
(any 1 of these) Spell Diver (Short Sword +2, 50% hits nullify magic)
Bastard Sword of Action +1 (1 extra attack)
Sloth (Short Sword +2, 10% target slowed, removed in HoW)
Bastard Sword +2 Life Giver (5% to heal user 1-10 hp)
The Sword of Days (Short Sword +3, 25% target is slowed)
Flaming Long Sword +2 (1d3 fire dmg, 10% resist fire)
Leave this room, the previous room also, and get back to the main chamber.
There is a door to the southeast (x 1000 y 1700) that leads further along
the snakey passage.
There will be about 3 Yuan-ti Elites here, kill them. There are two doors,
one to the right that leads further along the passage, and the southern door
which we will take right now (x 1080 y 2170).
In here are a LOT of Yuan-ti and Yuan-ti Elites. I beat this room by drawing
out a couple Yuan-Ti, then hasting my party, and charging in. I targeted the
Elites first as they did the most damage to my party, and worked my way
around the room. One of the Elites (he was called the High Archer, but he
doesn't look any different) has some good treasure on him:
Messenger of Sseth (Fast Long Bow +1, Min 12 STR)
Arrows +2
Search the cushions here (x 750 y 2300), (x 900 y 2450) and (x 1000 y 2625)
for more treasure:
Gold
Arrows +1
Arrows +2
8 Potions
Go back into the main passage, and open the next door (x 1420 y 2055). There
is another set of Elites here, and another two doors, one leading further
along the corridor, and the door we'll be taking into some new rooms
(x 1950 y 2200).
Not much here but enemies (to be killed) and some bookshelves (to be looted).
The bookshelves are over to the right in the torture chamber:
Spells - Ghost Armor (Mage)
Dimension Door (Mage)
Potion of Genius
Return to the main passage, and prepare to go through the next set of doors
(x 2040 y 1800). Unlike the previous few doors, there are no monsters on
the other side of this one, just the two doors. We'll be going through the
door to the left (x 1830 y 1500) first.
Up this passage there are 6 Yuan-ti Priests and 3 Elites. Kill them. :)
Then search the throne at the north wall here (x 1200 y 875) for some
treasure:
Studded Leather +2
Pearl Necklace
Go back to the main passage, and prepare to go through the next set of doors
to the north (x 2000 y 1300). There is only one Elite here. Again there is
a side door and a main door, we'll be going through the east door (x 2230
y 1175) first. To the right of the second bookcase there is an invisible
switch (x 3415 y 2000) that opens a secret door just south of the first
bookshelf leading to another torture chamber. In here is the High Torturer
and some Yuan-ti Champions. The High Torturer has as Cursed Ring, so don't
take it. In there is a desk (x 3100 y 2475) with some treasure:
2 Potions
Spells - Icelance (Mage)
Mirror Image (Mage)
Throwing Axe +2
Gold
1 Gem
Once that's done, go through the main doors (x 2100 y 860). There are about
7 Elites in here, as well as some Priests and a lot of traps. Best bet is to
draw half of them away, kill them, then hit the other half. Once that is
over with, go through the NORTH DOOR (x 2250 y 615).
Yes, it's another torture chamber. Go left, and clear out the Elites. There
is a door to the left (x 1400 y 440). There are 2 treasure chests here, as
well as a Nightstand with treasure:
Gold
6 Potion
Baleful Mail (AC 3, Immune to all forms of Charms)
RANDOM ITEM - The Bitch Queen's Envoy Shld (+3 AC, not usable lawful)
(any 1 of these) The Red Knight's Shield (+4 AC)
Reinforced Large Shield +2 (+3 AC, +15% res fire/crush,
removed in HoW)
Back to the main corridor. Now we only have one last set of doors before the
BOSS (x 2800 y 720). Before opening this door, I'd cast every single spell
you have that can benefit you here. Haste, for example. Open the door,
go through, and walk forward until the Odd Little Girl appears and talks to
you. She'll turn into Yxunomei the giant Snakey Queen.
Yxunomei Note: She can only be hit by certain magical weapons and spells.
+2 arrows can hit her, as can Conlan's Hammer (see the
Sheemish note above), etc.
Also, if you left this level after she's been summoned,
she will reset to her default location, which is actually
in the top left corner of the map. This doesn't happen if
you have the latest patch installed.
Kill Yxunomei for 46,000 experience, then search her corpse for the
Heartstone Gem, which nets you another 13,000 exp.
There are 7 treasure chests in here, half of which are trapped. Naturally
they are filled with treasures:
Gold
10 Gems
4 Potions
Skulls
Dead Man's Face Helmet (+1 AC, Immune to Horror & Cloak/Fear, -2 CHA)
Translocation Arrows
RANDOM ITEM - Hammer Arrows +2
(any 2 of these) Arrows +2
Fire Darts +2
Blinding Darts +2
Bolt +1
Bolt +2
Fire Arrows
Ice Arrows
Piercing Arrows +1
Confusion Arrows +3
Once that is done, and you have the Heartstone Gem, leave Dragon's Eye and
head back to Kuldahar.
Kuldahar Revisited:
-------------------
When you get back to Kuldahar, you will find it has been overrun by weird
monsters called Orogs. The Orogs are near the entrance to town, the
Blacksmith, by Arundel's, and the Inn. Once they're cleared out, go visit
Arundel. However, it turns out that this isn't Arundel, but rather is
someone EVIL. They vanish. Go upstairs to find the real Arundel. He tells
you where to go, then dies. He leaves a magic staff behind, only usable by
Druids.
We now need to go to the Severed Hand, which can be found by leaving Kuldahar
and scrolling the map down.
----------------------------------
7. Severed Hand
----------------------------------
Consisting of the Areas: AR 5000, 5001, 5002, 5003, 5004, 5101, 5102, 5103,
5104, 5201, 5202, 5203, 5204, 5301, 5302, 5303,
5304, 5401, 5402, 5403, 5404 and 5502
The Severed Hand Tower (aka Shattered Hand, or Seldarine Tower) is a
complicated dungeon. It starts out as one large tower, but later splits off
into 5 mini-towers (each of these has a name in-game, but offhand I don't
remember them).
Machinery Piece Note: Throughout the Hand are 4 Pieces of Machinery that
you will need to restore a machine in the Astrolabe
at the top of one of the five towerlets. This is
necessary to complete the Hand and unlock the
secrets of the Heartstone Gem.
Elven Chainmail Note: There are two chance to get Elven Chainmail in this
tower. Elven Chain works like normal chainmail,
except Fighter/Mage's and Bards can cast spells in
them. Plus they allow Thieves to use their thieving
skills. Since these are placed randomly, you can
either get one, none, or even both.
Larrel Note: Do NOT attack Larrel when you find him! He is not
your enemy! And if you manage to kill him, then
your game is pretty much over (barring a previously
saved game).
Exterior: (AR 5000)
---------
As you approach the Tower, Larrel (the Elven "Lich") comes out, blasts a
squirrel (he thought that it was a dwarf), and goes back inside. This is an
indication of the type of events that will enfold inside.
Go into the tower (x 300 y 250).
Level 1: (AR 5001)
--------
You will immediately be attacked by Shadowed Orcs, a much tougher breed of
Orc. They die just the same, though, giving between 700 and 800 exp (no
items, however).
Head north and you'll run into some Shadowed Goblins. Keep in mind that
most of these Shadowed Orcs and Goblins will have an archer or two in the
back, these should be dealt with first.
Continue north and you'll pass from the inner circle to the outer circle
(x 1450 y 700). To your immediate left are more Shadowed Orcs. This group
also includes a Shaman worth 1100 exp. At (x 815 y 650) is a knocked over
table with some treasure:
Spells - Emotion: Hopelessness (Mage)
To your right is the first staircase (x 1125 y 520). We don't want to go
up it quite yet, so go south. There is a group of goblin archers here. In
the middle of the columns here (x 625 y 940) is pot with some more treasure:
Gold
Potion of Healing
Continue southwards into the next room. When you get into the middle of
this room, enemies will appear all around you. Orcs mostly. Another group
will attack from the room you came from, and another from the next room.
Keep your group together and this won't be tough. There are also some
Shadowed Ogres, but they aren't too difficult.
Just southwest of the center at (x 450 y 1550) is a hole with some treasure
inside:
RANDOM ITEM - Two Handed Sword +2: Hammering (20% chance of stun)
(any 1 of these) Battle Axe +2: Echoes of Dorn's Deep
Two Handed Sword +2: Defender (+1 AC, 10% Slash Resist)
Go south into the next room. There are more shadowed Goblins here. In the
northeast of this room is a mess of chairs (x 800 y 1600) with some treasure:
Gold
In the opposite corner of the room (x 920 y 2050) is another thing of
treasure:
1 Gem
2 Potions
Go east into the next room to find the last battle on this level. Just some
more Shadowed Orcs, Archers and Shamans. We are now immediately to the
south from where we came in, and if you look carefully you can see a passage
to the north that will take you right there. Clever. Anyway, search the
thingie at (x 1250 y 1820) to find:
Potion of Heroism
1 Gem
Go up the stairs (x 1600 y 2050).
Level 2: (AR 5002)
--------
Immediately you will be attacked by Marksmen, both Goblin and Orc. There
are also an upgraded Warrior class of Goblin. These are a little tougher
than the Grunts from below, but not much.
In the room immediately to your left, on a long table (x 925 y 1750) is some
treasure:
Spells - Emotion: Courage (Mage)
2 Potions
Go into the next room to the northwest, then go north. At (x 500 y 1500) a
goblin and some shadowed worgs will appear. At about the same spot you will
find the Jester's Bag of Holding. It works like a regular bag of holding
except you can only take things OUT of it... and what you get is usually
crap.
Still on the outer circle, go north into the next room (x 730 y 950). There
is a fight here, as well as a Ramp that leads up to the next level. We
aren't going up this yet, however, keep it in mind for we will be coming
back this way. The next room to the east has nothing in it (except the first
set of stairs that we passed by on the previous level, this is where it comes
out), so skip it and keep going east to the next room (x 1560 y 615).
Once you enter this room, you will suddenly find yourself in the middle of
a large Shadowed force. It sure is easy to get ambushed when enemies simply
appear out of thin air! Again just keep your group together, take out the
archers and Shamans and there's nothing to worry about.
In this room there are two treasures. The first is on a table to the right
(x 1830 y 420):
Gold
2 Potions
Spells - Animate Dead (Mage)
And the second is on a mess of chairs to the left (x 1530 y 400):
RANDOM ITEM - Sanctified Morning Star +3 (2 more 1st level spells)
(any 1 of these) Morning Star of Lesser Phasing (+2, 15% chance of phase)
Now go back to the Ramp we skipped by (x 566 y 785). We want to go up this
to the next level. This is a dead end, so once we are done here, head back
down this ramp head into the center to find the Center Stairs (x 1400 y 1300)
which lead to the next level.
Level 3: (AR 5003)
--------
Once we're up the ramp we will almost immediately be besieged upon by more
Shadowed enemies. (x 1414 y 466) Go right, then down into the inner circle.
There are some Shadowed Goblin Marksmen here, and across the little gulf
(which you can't cross). Soon a lot more monsters appear, including Shadowed
Ogres and Shaman, so don't separate your forces. Make sure to have archers
take out the goblins across the way as well. One of the enemies leaves
behind a treasure:
RANDOM ITEM - Goktok's Chopper (Axe +2, +4 vs. dwarves, not by good)
(any 1 of these) Puny's Poker (+3 Spear)
Ring of Dwarven Bone (STR +1, not by good)
Head southwest to (x 700 y 970) to find some junk with some treasure hidden
inside:
Misery's Herald (Flail +4, +5 vs. Elves, 10% chance of Horror)
Now go back down the ramp, go to the center stairs and go up those stairs.
We are now across the way from where we just were at about (x 1200 y 1300).
Head Southwest across the bridge (being mindful to check for traps, of
course). Head north to a pile of junk (x 630 y 1265) with some treasure:
RANDOM ITEM - Shield of the Hand (+3 AC)
(any 1 of these) Great Shield +3 (-2 THAC0, +15% slash/crush/pierce res.)
Small Shield +1
Go south now. You will be attacked by Burning Skeletons (who launch
fireballs at you) as well as Armored Skeletons. I'd take out the Burning
Skeleton first, then go through the Armored Skeletons. Once you're south,
then head east until you run into more enemies. With the Burning Skeletons
and Armored Skeletons you will also find the new Bladed Skeleton, which are
worth 1300 exp. This leads to a door (x 2420 y 1720), go through it.
Through here are some more Bladed Skeletons. The only thing to do is go
through the next door (x 2620 y 1450).
In this room is another Burning Skeleton, more Bladed Skeletons and the
powerful new Shattered Souls who shoot energy bolts at you. The Serrated
Skeleton had:
RANDOM ITEM - Bone Talisman (5 charges of Vampiric Touch)
(any 1 of these) Bone Marrow Belt (+1 AC, -2 CHA, +50% slash, -15% crush)
Bone Kris of Black Ichor (+2 dagger, 20% chance poison)
Serrated Bone Blade (2hnd sword +3, 20% 1d10 cold dmg.)
Go back south to the previous room. Now to the west is a weird bit of
floor (x 2025 y 1400), which is actually an elevator (called a "Lift").
We're going to be going down this Lift to the previous level in order to
retrieve the first piece of Machinery.
Machinery Piece Interlude ------------------------------------------.
| |
| Remembering that we need Four pieces of Machinery (to repair |
| the Astrolabe), the first is down this lift. |
| |
| The Lift leads down a level to a previously inaccessible |
| section of the level (located to the right of the previous |
| areas). |
| |
| Once here you are again attacked by Armored Skeletons and |
| Shattered Souls. At the earliest possible moment, head SE |
| into the corner (x 2640 y 1870) to find some treasure: |
| |
| Short Sword of Action +2 (+1 Dexterity) SH_SSWD |
| |
| If you want another fight, head north to (x 2425 y 975) where |
| you will find another big battle with Armored Skeletons and |
| Shattered Souls. |
| |
| Go across the bridge north of the lift to the stairs that |
| go downstairs (x 1860 y 1240). |
| |
| Immediately you are beset upon by Bladed Skeletons and the |
| newer meaner Severed Souls. The Serrated Blade leaves |
| behind: |
| |
| RANDOM ITEM - Shadowed Robe (AC 4, +15% Magic Res.). |
| Shadowed Cloak (+15% Hide in Shadows) |
| Shadowed Plate Mail (AC 0, +3 AC Missile) |
| Shadowed Boots (+1 AC, +15% Stealth) |
| |
| To your right there are three chambers, a lower one, a middle |
| one and a top one. The lowest one leads only to a big fight. |
| If you feel like a fight, by all means. The middle one has a |
| treasure in the top right corner (x 2640 y 1150): |
| |
| RANDOM ITEM - Heavy Crossbow of Accuracy (THAC0 +7) |
| (any 1 of these) Light Crossbow of Speed (2 attacks/round) |
| Light Crossbow of Defense (+1 AC) |
| |
| That leaves only the top room. This one actually has the |
| smallest enemy force of the three, despite guarding the most |
| important treasure (x 2500 y 860): |
| |
| Piece of Broken Machinery (1 of 4) |
| |
| Go back up the stairs, and back up the lift to return to |
| level 3. |
'---------------------'
Once you're back from the side-trip to get the Piece of Machinery, go to the
stairs south of the center (x 1350 y 1600), be careful of traps, and up to
the next level.
Level 4: (AR 5004)
--------
Level 4 is a little different from the previous levels. For starters, there
are now people you can talk to and no battles. Secondly each set of stairs
leading up goes to a completely different tower, which I call the Towerlets.
Since the Severed Hand Tower is in the shape of a Hand, these Towerlets are
its fingers. The basic strategy of this level, then, is to first explore
this level, then go up each towerlet starting with the southernmost one
and ending in the rightmost one. This covers everything in the most
efficient manner. Let's get to it.
We are at about (x 1100 y 1100), which is just left of center. Open the
door south of you (x 860 y 1380) and go into the room. In a really cool
effect the elves here (who are all long dead) fade in and out. Go left and
talk to Telanis (x 380 y 1495) to learn a little about what happened to this
tower. There are three groups of treasures in here, each having 2 potions.
In the top right corner of this room (x 1300 y 1680), just left of that
(x 920 y 1520) and at the very top of the room (x 680 y 1300):
6 Potions
Leave the room.
Going eastwards you can see a broken lift (x 1450 y 1450). Keep going east
a little more skip the next door (x 1750 y 1600), as there is nothing in
there. The path curves north. Go north to the next room (x 2040 y 950). Go
inside.
Search the table (x 2230 y 970) to find some treasure:
Gold
2 Potions
Spells - Cone of Cold (Mage)
There is a little dead elf (technically, she's "shadowed") girl in here.
(x 2360 y 895) Talk to her. You can't convince her that her mother is
actually dead, however if you want a safe place to rest, she'll provide it.
Leave the room.
Follow the path to the west, where you will find the Shadowed Elf, Lethias
(x 1280 y 810). Talk to him. Convince him that you aren't here to plunder
the tower, and he will tell you some more about Larrel. If you do kill
Lethias you only get 3000 exp. Go into the door just north and east of him
(x 1450 y 720), and search the table (x 1300 y 380):
Spells - Emotion: Hope (Mage)
Berduskan Black Brew (Coffee, removes fatigue)
2 other Potions
Continue west to the last door (x 880 y 950) and go inside. Here we find
Lehland (x 550 y 860), who will sell you items. He also knows the names of
the five Towerlets, however I still won't refer to them by their names. I'd
buy all his Magic Arrows. (In fact, I did) Once that's done, leave the room.
Go to the southernmost stairs (x 1450 y 2000) to enter the first towerlet.
Towerlet 1 Level 1: (AR 5201)
-------------------
This is the "Priest's Tower". You are in a large elven shrine, and in the
middle of the shrine is a priestess named Denaini (x 640 y 680). Talk to
her. Convince her that you mean no harm to the tower, then proceed to ask
her questions about Larrel and the Tower. Eventually she'll ask that you
kill the imprisoned priest's in the levels above you. Agree to do this
(you ARE freeing their souls, after all).
Also, when you find the Holy Water, this is where you bring it. Give it to
Denaini.
Go up the stairs (x 315 y 875).
Towerlet 1 Level 2: (AR 5202)
-------------------
There are lots of Shadowed Elven Priest's all over this level. Prepare for
a large battle. They won't all attack you at first, they seem to wait for
you to move closer to them. The Clerics are worth 1400 exp, while the
Acolytes only 1100. None of them have any treasures.
Search the chest (x 790 y 530) to find:
1 Gem
Potion of Healing
RANDOM ITEM - War Hammer +2 (+1 Electrical Dmg.)
(any 1 of these) War Hammer of Sparks +2 (50% chance 1d3 electrical dmg)
Sanctified War Hammer +2 (Additional Spells)
At the left end of the room are some casks (x 315 y 590) with treasure:
Gold
Potion of Hill Giant Strength
Go up the next stairs (x 315 y 900).
Towerlet 1 Level 3: (AR 5203)
-------------------
Not surprisingly, again you find yourself in a group of Shadowed Clerics.
These ones appear to have been in a meeting of some sort. Take them out the
same way you did the others. There is also a Shadowed Elven Priest here who
is worth 1700 exp. When killed she has a treasure on her:
RANDOM ITEM - Symbol of Shevarash (Infravision)
(any 1 of these) Symbol of Corellon Lorethian (+2 THAC0)
Symbol of Solonar Thelandira (+2 Missile THAC0)
Symbol of Labelas Enoreth (+1 INT, mage only)
Search the treasure chest on the podium (x 680 y 420) to find:
Piece of Broken Machinery (2 of 4)
Gold
1 Potion
RANDOM ITEM - Elven Chainmail of the Hand +3 (AC 2, +20% cold res.)
(any 1 of these) Ring of Strength (+1 STR, -1 DEX)
Potion of Strength Transference (perm. -1 STR, +1 DEX)
In the southern part of the room is another chest (x 650 y 710):
Spells - Minor Globe of Invulnerability (Mage)
1 Cursed Potion
South of that chest is another chest (x 715 y 825):
Potion of Heroism
1 Gem
Go up the next stairs (x 910 y 775).
Towerlet 1 Level 4: (AR 5204)
-------------------
This level should look very different, as it has actual rooms, and you
start in one of them. Open the door at (x 530 y 680) to get to the center.
Once in the center you can see that there are 5 new rooms to explore. We'll
start with the room immediately to your left (or, one clockwise from the
room we entered from). (x 450 y 566) Open the door and enter.
Not surprisingly we find some Acolytes and a Priest. Search their chest
(x 260 y 500) for treasure:
Spells - Remove Curse (Mage)
Ring of Sanctuary (allows a Priest to cast Sanctuary 5x)
Potion of Regeneration
Next room (x 550 y 470), open the door and go in. No battle this time, just
search the cabinet on the north wall (x 550 y 212) for treasure:
2 Potions
Spells - Remove Paralysis (Priest)
Next room (x 700 y 466), open the door and go in. No battle. Search the
treasure chest up against the far wall (x 830 y 300):
1 Gem
Potion of Absorption
Spells - Protection from Fire (Priest)
Next room (x 790 y 590), open the door and go in. Get the chest (x 1080
y 540) for more treasure:
Spells - Flame Strike (Priest)
Potion of Mind Focusing
Last room (x 710 y 670), open the door and go in. As with the first room we
opened, this one has some Clerics in it. Just south of the door, at the end
of the bed is a chest (x 730 y 800):
Spells - Cure Serious Wounds (Priest)
Emotion: Courage (Mage)
Barrel of Holy Water (give to Denaini)
2 Potions
At the other end of the other bed is another chest (x 905 y 805):
Spells - Flame Strike (Priest)
Elixir of Health
Symbol of Sehanine Moonbow (5 charges each/ Know Alignment and Find Traps)
Go back down to Denaini's Level and talk to her. Tell her that you have
killed the Priest's to get 24000 exp and:
Edley's Sling (+2 dmg., +3 THAC0)
Talk to her about her duties to find out about how the Shrine used to look.
Then talk to her again and give her the Holy Water. You get 52500 exp and:
Sune's Laurel of Favor (Helm any can wear, +1 AC, +1 CHA)
Note: You won't get this item if you don't have the latest patch
installed. It may say that you get an item, but nothing will show
up. This is fixed in v1.06.
Leave the Towerlet and return to Level 4. Go to the far left stairs
(x 350 y 1160) and go up to the second Towerlet.
Towerlet 2 Level 1: (AR 5101)
-------------------
You will immediately notice Larrel muttering to himself (talking backwards,
like Yoda). He blew up this tower, so we'll have to go back down.
The next staircase (x 1050 y 700) is blocked, which brings us to the top
right corner staircase (x 2050 y 500). Go up.
Towerlet 3 Level 1: (AR 5301)
-------------------
To your north is a door (x 640 y 760), open it and go in. But be ready for
a big battle. Wander into the chamber and Shadowed Elves will appear around
the room. I'd take out their magic user and archers first. Search the
pile of junk in the top right (x 940 y 360) for some treasure:
RANDOM ITEM - Long Bow of Marksmanship (+2 dmg., +3 Thac0, min 12 STR)
(any 1 of these) Long Bow of Action +2 (+1 DEX, min STR 12)
Composite Long Bow of the Hand +2
Go up the next stairs (x 800 y 1000).
Towerlet 3 Level 2: (AR 5302)
-------------------
This level looks a lot like the last one, except there's no door to open.
Just go north into the impending battle. This is the infamous WAR ROOM that
I keep talking about. Again take out the mage first, then the cleric (to
the right and left of you respectively).
Once that's done, search the table just right of the Map table (x 920 y 480):
Piece of Broken Machinery (3 of 4)
And search the table south of that one (x 860 y 600):
Spells - Stoneskin (Mage)
Ice Lance (Mage)
1 Gem
The last table to be searched is left of the Map table (x 385 y 540):
Oil of Firey Burning
Spells - Otiluke's Resilient Sphere (Mage)
Cloudkill (Mage)
Gold
Of all the spells here, Stoneskin is the most useful for a mage as it
prevents him from getting killed. Once that is done, head up the next
stairs (x 825 y 975).
Towerlet 3 Level 3: (AR 5303)
-------------------
We have to go around these stairs in front of us to get to the good stuff on
this level. Go left to (x 345 y 725) to find an Elven Officer. His room
holds no treasure, so continue north to the next room (x 310 y 500). This
room has a cabinet with treasure (x 515 y 460):
Gold
Potion of Freedom
Spells - Protection from Lightning (Priest)
Continue north then east where you will confront another Elven Officer. Kill
him and go into the room (x 650 y 330). There are more Officers in here.
Kill them then search the cabinet for more treasure (x 570 y 340):
Berduskan Black Brew (Coffee)
1 Gem
Potion of Agility
Continue east to the next room (x 975 y 500), which has yet another officer.
Search the chest in the room (x 850 y 500) for more treasure:
Potion of Storm Giant Strength (STR 24)
Arrows of the Hand (+2 arrows)
RANDOM ITEM - Life's Gift (Long Sword +2, 15% chance to heal self)
(any 1 of these) Long Sword of the Hand +3
Long Sword of Action +2 (+1 DEX)
And now southwards to the last room (x 940 y 715). Search the cabinet here
(x 880 y 620) for treasure:
Spells - Remove Curse (Priest)
Go up the stairs (x 465 y 850).
Towerlet 3 Level 4: (AR 5304)
-------------------
This is the Arboretum level. Talk to the caretaker here and he will ask for
Seeds, Water or Animals. We don't have these things right now, nor will we
for quite some time. When you do get any of these objects, simply return
here and give them to this fellow for some experience.
Go back down to Tower level four, and prepare to go up the last set of
stairs (x 2600 y 1200).
Towerlet 4 Level 1: (AR 5401)
-------------------
Talk to the elf woman here (she moves around). She is Kaylessa the warrior
trainer of the Tower. She, like Denaini, wants you to kill her former
friends to set them free. Agree to do this. She has the final piece of
broken machinery that we need to fix the astrolabe and will trade it for
that price.
While you're here you can also open up the two doors here (they're locked)
and fight some Shadowed Orc Grunts and a Shadowed Ogre and get some gold
(x 450 y 200).
Once that's done, go up the stairs (x 400 y 780).
Towerlet 4 Level 2: (AR 5402)
-------------------
You are immediately attacked on this level. Three Elves meet you at the
stairs, with archers hitting you from afar. No treasures on this level.
The next stairs are blockaded, luckily there is a big ramp in the north of
this room that leads up (x 500 y 220).
Towerlet 4 Level 3: (AR 5403)
-------------------
Another battle with archers on this level. Once they're cleaned out, search
the northern table (x 640 y 250) for treasure:
Spells - Beltyn's Burning Blood (Mage)
Gold
1 Gem
There is another table in the southeast (x 815 y 550):
Arrows of the Hand
Notice that there is a passage that leads out to the LEFT. This is
eventually where we want to go. But first go up the stairs (x 400 y 650).
The Roof: (AR 5404)
---------
This is where the Elves of the tower raised their Hippogriffs, but that was
a long time ago. Now there's nothing but spiders here (and a book about
hippogriffs). Once one door is opened, they're all opened and the spiders
will attack. They're Wraith Spiders, worth 1400 exp each.
You can search the rooms, but there's only some gold and a book.
Go back down to Kaylessa (I'd save it before you go to her level, in case
you get bad treasure from her) and talk to her. Tell her that her soldier's
are resting and you get 52500 exp. Oh, and she wants you to kill her as
well. Do so:
Piece of Broken Machinery (4 of 4)
Boots of Speed
RANDOM ITEM - Kaylessa's Ring (+15% Hide in Shadows)
(any 1 of these) Kaylessa's Gloves (+1 DEX, +1 AC)
Kaylessa's Chainmail (AC 2, +1 Dex, Elven Chain)
Kaylessa's Bow (+3 Dmg., +3 To Hit, +1 DEX, min STR 15)
Side Passage: (AR 5502)
-------------
Go back up to the third level here, and take the side passage that I noted
earlier.
The objective here is to cross from right to left. In your way are a bunch
or Shadowed Elves. Nothing you haven't face before. Take out the mage and
cleric first. Then leave this area to the left.
Final Towerlet Level 1: (AR 5104)
-----------------------
We are now on the level just above where Larrel was sighted blasting the
tower apart. So, although we're technically in Towerlet 2, I still call it
"Final Towerlet".
As soon as you get here, the northern door will open, and shadowed elves
will attack. Take out the mage and clerics first ignoring the warriors.
Gradually, several doors will open revealing a new foe (or foes) for you to
fight.
Searching the western room (x 460 y 540) reveals a chemistry set with some
treasure (x 200 y 460):
Spells - Greater Malison (Mage)
Improved Invisibility (Mage)
Potion of Genius
The northwest room has a table in the corner (x 315 y 325):
Diary of Evayne
Gold
Potion of Clarity
RANDOM ITEM - Robe of the Hand (AC 9, -2 DEX, 40% res Fire, Cold, Elec)
(any 1 of these) Dagger +2
Staff of the Hand +3
The northeast room had nothing but a mage. The eastern room has a big long
table (x 960 y 450) with some treasure:
Spells - Protection from Normal Missiles (Mage)
2 Potions
Go back to the first room, and up the stairs (x 950 y 777).
Final Towerlet Level 2: (AR 5102)
-----------------------
I call this room, the Library. Talk to the librarian here. He has a lot of
books for you to borrow, but the only one that has significance (that I know
of anyway) is the book on Mythal Theory. When you get back to Kuldahar, give
that to Orrick the Mage for some experience and an item. (more on that later)
Go up the last set of stairs to the END OF THE SEVERED HAND.
The Astrolabe: (AR 5103)
--------------
You will find Larrel (the dude in black and red) in the center, but he has
nothing much to say right now. Talk instead to the mage just north of him.
Give him the pieces of the machine one by one (24000, 35000, 24000 &
35000 exp) to fix the Astrolabe.
Once that is done, talk to Larrel about the Heartstone Gem. You can also
talk to him about how the Tower came to be like this, and give him his
daughter's (Evayne) journal from below. Talking about the Heartstone leads
to a movie, which tells you that you need to go to Dorn's Deep. Larrel then
offers to teleport you there (or to Kuldahar). I'd go to Kuldahar, if for
no more reason than to deliver a book to Orrick.
Kuldahar:
---------
Go to Orrick's Tower (x 350 y 820), and give him the Book on Mythal Theory.
For your trouble you get 24000 exp and:
RANDOM ITEM - Girdle of Labelas (cast Haste once/day, Free Action)
(any 1 of these) Mithran's Cloak (+3 AC, +2 Saving Throws)
Elfbone Ring of Kiran-Hai (+2 Save Para/Pois/Death)
Once you're resupplied and ready to go, on to Dorn's Deep!
----------------------------------
8. Dorn's Deep
----------------------------------
When you first go to Dorn's Deep you start Chapter 4.
Exterior: (AR 6000)
-------------------
Wander left along the path until you are confronted by a Neo Orog. Fight
him and his friends. Head north, kill the rest of the Orogs, and enter
Dorn's Deep Cave (x 460 y 160).
Main Cavern: (AR 6001)
------------
This Cavern could also be called the Blue Mushroom Cavern. Once you have
entered you will be attacked by some Blue Mushrooms (Myconids). These things
are very easy to beat, but only yield 750 exp. Bet you're missing those
1500 exp Cold Wights from Dragon's Eye.
There are three major places to go here, and a couple minor places. The
eventual goal is to enter Dorn's Deep Hall which is in the far Southwest.
But before that we have some things to do.
What you might want to do first is to go south and clear out some of the
Myconids, but we're going right. At (x 580 y 330) there is a path that
follows the north wall to the right. Follow this path rightwards. You
will be passing various Myconids to the south. Keep going until you get to
the cave at (x 2090 y 220).
This cave (AR 6008) is a Neo Orog lair. Once they're cleaned out leave the
cave.
Continue to the right. There will be a small building (x 3030 y 560). Go
inside. (AR 6014) Here we find Bandoth the Recluse. Save it before talking
to him in case this goes badly. (Don't say anything about Snooping around!)
There are two reasons to talk to him: one to get a Subquest, and two to buy
spells. However, he is a temperamental sort and will attack you if insulted.
Oh, and if you talk to him after getting the Razorvine without having talked
to him before, the subquest won't come up. Talk to him until he brings up
Razorvine and agree to find it.
QUEST: Find Bandoth's Razorvine Extract
Head back along the path to the left. Then head southwards. Slip down
the passage at (x 633 y 1775). Continue south as far as possible, then
turn eastwards. Once you can't go east any further, turn north until you
see a really big cave (x 2280 y 1865). Enter this cave. (AR 6007) This is
an Ettin Lair. There are about four Ettins in here. Take them out one by
one. You will find the corpse of Bandoth's Assistant at (x 720 y 560).
Search it for the Razorvine Extract. Return to Bandoth and give him the
bottle. You get 42000 exp and some "information."
Return to the left near the entrance. Drop a little south, then head east
until you reach the cave (x 1550 y 450). Go inside. (AR 6009) This is an
Orc Elite cave. Clear them out. This is also as good a place to rest as
any.
Head west to (x 930 y 1500), and then head south, east, and eventually north.
This will be a plaza with several large statues. There are also some Ettins
here. Head east, and then south. There is a bridge at (x 3150 y 1890),
cross it and enter the main complex (x 3500 y 1700).
Dorn's Deep Main Hall: (AR 6002)
----------------------
Welcome to the first major area of Dorn's Deep. You are in a hallway, and
just north of your position is a very very large ambush involving a great deal
of Drow. I'd inch forward until you spot a few enemies, then immediately
halt, retreat a little and then slaughter the enemies. Also maybe you could
launch out some area spells. Each of the Drow Spellswords has a +1 weapon,
but at this point you shouldn't need them. Drows are worth about 3000 exp
each. There are also Neo Orog Marauders (1500 exp, High Quality LS) and Orc
Elite Archers.
There are two directions to go, left or right. We'll go right (x 2500
y 1700). This leads to an Orog Barracks of some sort. There is a really
big Orog (Neo Orog General) here who is worth 2000 exp, but only carries a
High Quality Two Handed weapon.
Just north of this room is a forge (x 2150 y 1000). Continue north and east
to find more Drow hiding in the forge. There are the new Drow Vanguard's
here with their nasty crossbows. If you kill the Vanguards quickly enough
you can get their Bolts of Biting. Otherwise they simply have +1 weapons and
armors. Search by one of the forges (x 2400 y 640) to find some spiffy
treasure:
Mithral Field Plate +2 (AC 0, not magical)
Axe of Caged Souls (+3, +5 vs. Cadaverous Undead)
Bolt of Lightning
Bolt of Biting
Heavy Crossbow of Accuracy (+2 Dmg., +7 THAC0)
Head west to the little round room (x 1630 y 1150). There are more Orogs in
here. The north passage leads to a conference table, but don't go that way
yet. Continue west. There are even more Orogs in this room. To the south
you can see the passage back to our first major battle here. Go north.
Here is yet another Drow ambush, with Spellswords and Vanguards. Take these
goons out (I used Haste to great effect). Then enter Krilag's Cave to your
immediate north (x 600 y 750).
Krilag's Cave: (AR 6003)
--------------
Head westward until an Umber Hulk named Saablik Tan talks to you. He has an
interesting little story, but to make things short, he wants you to retrieve
an item for him and kill the leader of the Orogs, Krilag.
We'll get to Krilag in just a moment, but first head southwest, and then
west to find some Ettins. From them turn south until you find a corpse
(x 690 y 1940). Just left of him is some treasure:
Kalabac's Journal
RANDOM ITEM - Battle Axe +3: Fatigue (20% chance target is slowed)
(any 1 of these) Doom Halberd +3 (50% chance 2d3 fire dmg., 15% slowed,
removed in HoW)
Star Forged Halberd +3 (+1 DEX, 15% slowed, +5% slash,
removed in HoW)
Poisonous Battle Axe +2 (HoW only, 25% poison)
Charged Battle Axe +2 (HoW only, 50% 1d3 elec dmg. 15%
stun)
Life Halberd +2 (HoW only, 10% chance to heal 1d6)
Kalabac was Bandoth's assistant. How the Razorvine moved from here into
the Ettin lair is beyond me. Head north back to where the Ettins were, then
go east, and then northeast to (x 2200 y 950). Go east, then south. Soon
you will come up to Krilag the leader of the Orogs. Ask him for his badge,
then fight him and his goons. Krilag is worth a mere 3000 exp. Search his
body to find:
Note to Krilag
Gold
Krilag's Badge (1 of 6)
Cairn Blade (Two Handed +4)
There are going to be 6 of these badges, and this was the first.
Return to Saablik and talk to him. For your trouble of removing Saablik you
get 56000 exp (and you get to keep the badge). We're done in this cave, so
time to leave it.
The Great Dwarven Trap of Dorn's Deep: (AR 6010)
--------------------------------------
Go south, east, and north to the great circular table (x 1448 y 713). There
are three rings on this table: an outer ring (Hammer & Anvil), a middle
ring (Two Crossed Axes) and the inner ring (Two Interlocking Circles). Go
north of the table to find the hidden door (x 1575 y 500). Open it and go
in.
The basic idea of this trap is to step on the correct symbol (based on the
table) to disarm each ring of the trap. If you step on any incorrect symbol
you get blasted with a bolt of lightning.
Go first around the outside to the first symbol -- the Hammer and Anvil
(x 900 y 410). Once that is done you can step anywhere on the outer ring.
Now move down around to the second symbol -- the Two Axes -- (x 590 y 740)
to unlock the middle ring.
Now just a little up and left is the final symbol -- the Interlocking Rings
(x 533 y 525) to unlock the rest of the trap.
Go back to the table room. Of all the statues, only one has his hammer down.
(the statue immediately to your right) Click on the hammer (x 1685 y 540).
You get another 56000 exp. Now go back into the trap room.
The inner ring of symbols has turned into a spiral staircase, which leads
downward to the rest of Dorn's Deep.
We are now right under the trap room (AR 6011). Going down the stairs you
will see a corpse. To the left of that corpse is a trap, and to the right of
it is a scroll. You can read the scroll if you want, but it isn't too
important. Head south and out to the next area.
The Great Forge: (AR 6004)
----------------
Go up the stairs to find the Ghost, Norlinor. Talk to him and tell him that
no, you aren't the defiler. Then pump him for information on what happened
here and anything about the mage Terikan. Offer to destroy Terikan and he
will tell you that the only way to do this would be to find Terikan's life
force and "remove it from this plane," by placing it within Jamoth's Tomb.
Sounds simple enough. Past Norlinor are 3 doors, enter any of them (they
all lead to the same place).
Undead Crypts: (AR 6005)
--------------
You will immediately be best upon by many many undead. Ghouls, zombies, all
sorts. Nothing serious, yet.
Note: If you need to rest, go back to the furnace room and rest.
Right in the middle are 6 searchable crypts (x 1130 y 1450). Search them for
treasure:
Bottom Left (Trapped)
Large Shield +1, +4 vs. Missiles
RANDOM ITEM - Studded Leather of Resistance +3 (15% weapon resist.,
removed in HoW)
Chaos Dagger +3 (20% chance enemy is diseased, +1 AC)
Mage Dagger +3 (+1 1,2,3 level spells, +20% fire res)
Large Shield of STR +1 (+1 STR, +2 AC, +10% slash res,
removed in HoW)
RANDOM MISSILES - Arrows of Fire
Arrows of Piercing
Static Darts +3 (+2d3 electrical dmg)
Bolts of Biting
Middle Right (Trapped)
RANDOM ITEM - Warhammer +3: Lifegiver (20% chance heals 1d4)
Fire Flail +3 (50% chance of 2d6 fire damage, removed in
HoW)
Star Forged Warhammer +4 (+10% magic res, +2 save spells,
removed in HoW)
Morningstar of the Gods +3 (WIS+1, AC+1, +1 L1,L2 spells,
removed in HoW)
Reinforced Large Shield +2 (HoW only, +1 AC v missiles,
+15 fire res. & crushing res.)
Large Shield of Strength +1 (HoW only, +2 AC, +1 STR, +1
AC v. missile, +10 slash & pierce res.)
Top Left
Small Shield +1
Top Right
RANDOM MISSILES - Bolts of Lightning
Arrows of Fire
Bullets of Fire +2
Go left. (Careful to look out for traps) Asides from finding more traps and
enemies, there are 11 crypts here to search. (x 600 y 870)
Dagger +1
RANDOM ITEM - Short Sword of Shadows +3 (+15% stealth)
Holdfast (long sword +3, 15% chance to Hold)
Two Handed Sword +3: Bane (10% magic res., 25% disease,
removed in HoW)
Bastard Sword +2 Conflagration (10% chance of fireball)
Bastard Sword +3: Defender (+2 AC, 10% weapon res.,
removed in HoW)
Bastard Sword of Greater Phasing +3 (15% phased, removed
in HoW)
RANDOM MISSILES - Bolts of Biting
Static Darts +3 (+2d3 electrical dmg)
Bolts of Lightning
War Hammer +1
Two Handed Sword +1
Large Shield +1, +4 vs. Missiles
RANDOM MISSILES - Bullets of Fire +2
Arrows of Fire
Arrows of Piercing
Back to the middle, then go up the stairs. (x 1200 y 1275) Very quickly you
will bump into Terikan, the Lich. Now, you can destroy his physical form,
but that doesn't kill him. He'll just get back up and try to kill you again.
This kind of gets annoying fast. The first time you kill him you get 10,000
experience and all his minions die. If he comes back again, you will have to
kill him, but you get no experience for it.
There are 8 crypts up on this level: (some trapped)
Short Sword +1
Terikan's Key (opens the door behind you)
Heavy Crossbow of Accuracy (+2 Dmg, +7 Thac0)
RANDOM MISSILES - Static Darts +3 (+2d3 electrical dmg)
Bolts of Lightning
more...
RANDOM ITEM - Ring of Aura Transfusion (increased regen., -5% mag res.,
(any 1 of these) removed in HoW)
Ring of Reckless Action (-2 AC penalty, +1 attack/round,
removed in HoW)
Ring of the Protector +2 (+2 AC, 10% magic resistance)
Potion of Arcane Absorption (permanent +10% magic res.,
removed in HoW)
Scarab of Defense (+2 save vs. petrification/polymorph)
White Bishop (summons a Priest)
Potion of Aura Enhancement (perm. +1 INT, +5% mag res.,
removed in HoW)
Open the doors (x 1620 y 460) to enter the Hall of Heroes.
Hall of Heroes: (AR 6006)
---------------
Let's get rid of Terikan as fast as we can. Head up to the fourth crypt on
the left (x 750 y 925). Enter the crypt, detrap the coffin and the pedestal
near the coffin. Search the pedestal (x 435 y 985) to find:
Terikan's Phylactery
Search the coffin to find:
Terikan's Journal
Spells - Antimagic Shell (Mage)
Chaos (Mage)
Domination (Mage)
Now enter Jamoth's Tomb (x 1675 y 1075), which is the second tomb on the
right (from the entrance). Once you are inside, you will hear some screaming
as Terikan is destroyed. (52,500 experience)
With Terikan out of the way, we can then loot the Hall of Heroes. The
pedestal in Jamoth's Tomb has some treasure:
Axe of Caged Souls +3 (+5 vs. cadaverous undead)
Potions
Spells - Monster Summoning III (Mage)
First tomb on the right side (x 1920 y 1270) has a Trapped pedestal with
treasure:
RANDOM ITEM - Short Sword of Shadows +3 (+15% stealth)
Holdfast (long sword +3, 15% chance to Hold)
Two Handed Sword +3: Bane (10% magic res., 25% disease,
removed in HoW)
Bastard Sword +2 Conflagration (10% chance of fireball)
Bastard Sword +3: Defender (+2 AC, 10% weapon res.,
removed in HoW)
Bastard Sword of Greater Phasing +3 (15% phased, removed
in HoW)
First tomb on the left side (x 1475 y 1540) has a trapped coffin with
treasure:
Mail of Life (AC 2, +10 HP, regenerative)
Second tomb on the left side (x 1225 y 1340) has a Greater Mummy hiding
within (8000 experience). Search the coffin to find:
Owain's Lullabye (casts Cone of Cold, bards)
Gaznak's Tomb, third on the right (x 1440 y 890) has a trap on the floor.
Search the coffin to find:
Blessed Helm of Lathander (AC +2, can cast Cure Moderate Wounds, etc.)
Reznath's Tomb, third on the left (x 990 y 1140) has a coffin with:
Reznath's Journal (not terribly important)
Evayne's Tomb, fourth on the right (x 1200 y 700), search one of the
pedestals behind the coffin to find:
Evayne's Journal (take this to Larrel back in the Severed Hand for Exp)
That is that for the Hall of Heroes, go back two screens to find Norlinor
the Ghost. You will find him at the BOTTOM of the Forge room. (x 1350
y 1280) Talk to him to get 84,000 experience. Then open up the Forge itself
(x 1370 y 1140) to find:
Forge Key (opens the big doors at the end of the Hall of Heroes)
The Celebrant's Blade (Axe +4)
Return to the Hall of Heroes, and go to the far end of it. There you will
find a pair of Bronze Sentries (5000 exp each) guarding the doors (x 500
y 400). Once they are dead, open them and go through to enter Wyrm's Tooth
and Chapter 5.
Note: You don't actually need to kill the Bronze Sentries, if you want,
you can walk right past them and through the door.
----------------------------------
9. Wyrm's Tooth
----------------------------------
Exterior: (AR 7005)
---------
Once arrived, you will be attacked by Ice and Snow Trolls. Also found around
this area are more Yeti. We are in the top left of the map at the moment, so
go down. Along the way you will encounter more Ice/Snow trolls. At
(x 835 y 2000) you find a broken bridge. This will need to be repaired, if
only you had a method of doing such a thing. Go right across the little
ice bridge, and then up and into the Aquarium (x 1920 y 1275).
The Ice Aquarium: (AR 7001)
-----------------
Once inside, you will be confronted by an Ice Salamander. Tell him that you
are there to see his leader. He takes you to talk to Kerish. Tell him that
you are a "simple traveler" (though it doesn't matter what you tell him you
are) and he thinks that you are instead a spy from the Boss. You can ask him
some questions if you like, about the dead bodies around, who he is, who runs
the place, etc. Ask about who is in charge to learn about Joril the Frost
Giant, who lives in the cave across the broken bridge. He is currently a
lieutenant of the Boss, and therefore would have one of the 6 badges we are
after (already having the Krilag's Badge). If you ask him about the bodies
he asks for your help in gathering up the slaves from the lower level. Agree
to this for the moment.
Note: Whenever you get close to an Ice Salamander you will take damage
from their "cold aura."
There is one other person to talk to on this level, but we'll get to her
later. For now, go left, below the frozen tank in the middle, to the stairs
to the lower level (x 2360 y 2425).
The Slave Level: (AR 7003)
----------------
There are many slaves on this level, but only two that we need to talk to.
Go left and talk to Soth (x 100 y 340). Ask him about the books, then
mention that you need an Engineering book to fix a bridge. He gives you one,
which is worth 112500 experience. We can now fix the bridge. Go right and
talk to Gareth at the table (x 1425 y 300).
Gareth wonders if you are there to re-enslave them, reassure him that you
aren't. Then he tells you the story of their daring escape from one level of
the complex to the lower level. Of course, now they are trapped there.
They can't go up for the monsters, and they can't go out because they don't
have the key. Agree to try to get this key from the Salamanders.
Go back up.
The Ice Aquarium: (AR 7001)
-----------------
Go up, skip the next 2 passages to the left and go left on the third passage.
Continue left to find the slave Vera (x 230 y 1250). Talk to her. Convince
her that you are a friend and that you are helping to get Gareth and the
others freed. She tells you to get to it.
The Ice Salamander near where Vera is tells you he sometimes hears "noises"
around the corner. Offer to check it out for him. Go talk to Vera, then
return to the Salamander. Either tell him there's nothing to worry about
or tell him about Vera -- although he'll go kill her. No matter which you
choose, you get 80,000 exp. Vera has an Amulet +1 (pickpocket her) if you
need it.
Go back to Kerish and talk to him. Remember that Kerish is on the right
side of the Aquarium. Ask Kerish for the key to the surface. He quite
easily gives the key to you (60,000 experience) convinced that you know what
you are doing.
Evil Note: If you'd rather, you can kill Vera and collect a reward of
experience from Kerish, then kill the slaves and get more
experience from him.
Return to the lower level and give Gareth the key. (60,000 experience) All
the slaves leave. Tell Gareth that Vera is alright for 80,000 experience.
You can follow them through the doors to the south, which lead out of the
Aquarium, however, what you should do is go back up one level and take out
all the monsters there.
Note: If you didn't get the Book from Soth, he drops it where he was
standing. You can then pick it up at any time.
Once back on the main level, all the monsters turn hostile. Kill them. Be
sure to take out Kerish to get his treasure:
Spear of Kerish (+3, +10% fire res., 5% chance 1d6 cold dmg)
RANDOM ITEM - Two Handed Axe of Greater Phasing +2 (1D10+2, 15% Phased,
(any 1 of these) 25% 1D4 Cold, removed in HoW)
Spendelard's Protector (Staff + 1, +1 AC, + 1 save spell)
Two Handed Axe of Resistance +3 (1D10+3, +2 all saves,
+10% resist all, removed in HoW)
Long Cleaver (Halberd +4)
Potion of Life Transference (+1 STR, -1 CON)
Be sure to talk to Vera again to get another 80,000 experience. She then
leaves happy. Once all that is done, head outside again.
Exterior: (AR 7005)
---------
Go back to the bridge (which is left and a little down at x 835 y 2000). The
bridge will automatically be repaired (60,000 experience) and you can now
cross it and enter the cave (x 330 y 2250).
Joril's Cave: (AR 7004)
-------------
Inside is a pack of Winter Wolves and their nasty Cones of Cold. Kill them
and go left. The passage is very narrow. There is another passage that goes
up, ignore it for the moment and continue left. You will see two big Frost
Giant guards, ignore them and continue left. Near the Throne you will find
Joril (x 1200 y 2050). There are three ways to handle Joril: 1) Talk to
him, 2) Simply attack him, or 3) ignore him.
1) Talk to him. You can trick him into giving you the badge for 80,000
experience (requires a 12 Charisma or higher). If you are a Paladin, then
ask him to free the slaves for 180,000 experience, however, he will then
attack you. You get 80,000 experience however you get Joril's Badge and an
additional 80,000 if you tricked Joril into giving it to you. Joril's death
is worth only 9000 exp, but has some neat treasure:
Joril's Badge (2 of 6, if he didn't give it to you earlier)
Random Gem
Chainmail +2
Joril's Axe (2 handed, 1d12 +3, +1 CON, -1 DEX)
RANDOM ITEM - War Hammer +5 Redemption (Dispels Charm and Dire Charm)
(any 1 of these) War Hammer +3 Giant's Sleep (+4 THAC0)
War Hammer of Phasing +2 (10% disease, 15% 1d4 cold dmg,
removed in HoW)
Static Star +3 (15% Slow, 25% 2d3 elec. dmg., removed in
HoW)
Sanctified War Hammer +3 (bonus priest spells, removed in
HoW)
Fire Flail +3 (HoW only, 50% 2d6 fire dmg)
2) Simply attack him. You get only the 9000 experience for killing him, the
80,000 for getting the badge and his items.
3) (from Andrew Quah) Ignore Joril, don't talk to him or anything. (may
still work if you talked to Joril, but didn't get his badge or kill him)
Wander on over to the slaves and help them escape. After clearing the caves
of trolls and Kontik, Davin will ask you to kill Gorg, the Giant at the
entrance. Do so. Now Davin and his friends are freed getting you the
180,000 exp and the extra experience for not blowing your cover. Even better,
have your paladin insist that Joril free the slaves for another 180,000 exp
(after which events unfold as in the first option above). This does NOT work
if you talked to Joril earlier and obtained his badge.
There is a small passage that continues left, take it. Here you will find
more Frost Giants and Winter Wolves. Once they are dead, you can search the
giant bags here for treasure. One is at (x 140 y 1750):
3 Potions
Spell - Raise Dead (Priest)
Another is to the right at (x 600 y 1820):
2 Potions
Go up. After a few more Giants and Wolves, you will find another Bag on the
left side (x 300 y 1370):
2 Potions
Wand of Heaven
Spells - Insect Plague (Priest)
Just to the right you can search a rock for some more items (x 415 y 1250):
2 Potions
Continue up and search the bed (x 320 y 910):
Spells - Spike Stones (Priest)
2 Potions
Dagger of Venom
At the top of the wall, in the left corner you will find two more bags
(x 380 y 650), (x 425 y 630):
Spells - Champion's Strength (Priest)
Cloak of Protection +2
Leather Armor +2
Dagger +2, Longtooth
4 Potions
Go down, then right to the next bag (x 890 y 1080):
2 Potions
13 Darts
Go right and up to the last bag (x 1070 y 570): (from Fellcor Lim)
Oil of Speed
Elixer of Health
Blur Deck
Scimitar +3, Frostbrand (+50% fire resistance)
Go down then right again, past the giant skeleton of a dead dragon, to the
human slave pens. There you want to talk with Davin (x 1675 y 1400). He
tells you that the humans are sacrificed to a beast to the south. Agree to
help him. Go back to Joril's throne room, then go right, and up. You will
find the sacrificial altar here (x 1900 y 1950):
Ring of Holiness (Bonus Priest spells)
Gauntlets of Infernal Damnation (CURSED)
Spells - Symbol of Pain (Priest)
4 Potions
Go right from there to find the Wyrms. Talk to the main Wyrm, but you are
going to have to fight them anyway. Kill the 5 of them. Then search their
lair for treasures. The first is at (x 2800 y 1980):
Gold
Lots of Gems
The second is at (x 2875 y 1900):
Mithril Field Plate Armor
Broken Armor
Citern of War (Lute, plays Emotion: Courage)
Long Bow of Marksmanship
Gold
Rings
Return to Davin for a reward, 420,000 experience. He then asks you to remove
any other "hazards" from the cave so that he and his friends can escape. Go
right then up to the doorway (x 1820 y 700). Enter.
There are Yeti here to be beaten. Go down, kill the trolls here. Ignore
the passage further south (past the dragon skeleton) and go right. Clear out
all the trolls here, then go back left and south under the skeleton. Here
you will find the second worshiper of Auril, Kontik, and his Black Ice
Knights. I'd kill Kontik first to prevent spellcasting, then work on the
Knights. I also summoned up a Fire Elemental to help out. Kontik has some
nice treasure:
Robe of Evil Archmagi
Breath of Auril (Dagger +3, +1 INT, -1 CHA, CURSED, can't be removed)
Ring of Protection +2
Kontik's Ring of Wizardry (doubles 1st and 2nd level spells)
RANDOM ITEM - Static Short Sword +3 (+1d4 electric dmg)
(any 1 of these) Long Sword +3, Enforcer (bonus mage spells)
Two Handed Sword +4, Backbiter (+1d6 piercing dmg,
removed in HoW)
Patriot Helm (+2 AC)
Two Handed Sword +3: Bane (HoW only, 25% disease, 10% mag
res.)
Bastard Sword of Greater Phasing (HoW only, 15% phased)
You can then search the 2 huts to the left (x 2500 y 1575), (x 2400 y 1635):
Barrel of Pure Water (give to elf in shattered hand arboretum)
Spells - Globe of Invulnerability (Mage)
Chain Lightning (Mage)
Otiluke's Freezing Sphere (Mage)
4 Potions
Return to Davin again to free him for which you gain 180,000 experience. You
are now done in this cave, so leave it.
Exterior: (AR 7005)
---------
Go back across the bridge, then right across the other bridge, continuing
right across the circular plaza. Go right across the next bridge, then go
up. There will be ice/snow trolls here. Continue up to the stairs at
(x 3600 y 170). Go up the stairs.
Wyrm's Tooth: (AR 7000)
-------------
If you came to Wyrm's Tooth from the Main Map, this is the area you would
come to. The Aquarium Exterior (where we came from) is in the lower left
cave. The Main Map can be reach from the Top Right. The big cave at the
top leads inside the lower slave level of the Aquarium.
Note: At this point, you probably want to drop by Kuldahar to sell off
any excess items you have. Then you can go give Evayne's Journal
to Larrel (if you haven't already) and the Barrel of Pure Water to
the Arboretum, both in the Severed Hand. Giving the Pure Water is
worth 120,000 experience and the Journal is worth 56,000 exp.
Go right to the lower right passage which leads to Lower Dorn's Deep and
Chapter 6. (x 1100 y 625)
----------------------------------
10. Lower Dorn's Deep
----------------------------------
Lower Dorn's Deep is an odd area, as it is the most non-linear part of the
game. What we are doing here is fighting the final four of the Evil Bosses
to get their badges. Once we have the 4 badges, we can unlock the staircase
to find the big bad guy. The 4 badges we need are:
Marketh
Malavon
Ilmadia
Brother Perdiem
(remember we already have Krilag's and Joril's badges)
This is roughly put, the easiest order in which to do these, however you can
do them in any order. We'll be going in that order, with one little side
track immediately after Marketh.
Lower Dorn's Deep, Main Cavern: (AR 8001)
-------------------------------
If the previous two areas were Ice, this area is Fire. As such, you will
find Fire Salamander's, Giants, etc. around. Also, when you fight the
Tarnished Sentries, remember to use BLUNT weaponry to defeat them. There
are little gnomes, called Svirfneblins running around here. They have been
enslaved by the EVIL around these parts.
Go down, and fight your way through some Salamanders that appear. Now go
right a tiny bit, then up. There will be a whole bunch of monsters hiding
here, so use some strategy. I summoned some Elementals to help out, took out
the Tarnished Sentries first, then finished off the Salamanders.
There is a gnome in a house named Norl with some information about Marketh.
(x 2325 y 600) This house is guarded by more Tarnished Sentries, and it
isn't important to talk to Norl.
Cross the bridge (x 2180 y 1560). This leads to a large building, and on the
steps in front of the building is a dwarf named Seth. He demands to see some
identification, which you can't produce. If you say "Uh... what?", then you
can fake him out. You need 13 INT & CHA and you can say: "Yes. I have
connections with the Kraken Society. I've done some jobs for them in the
past, so they thought they could trust me with a job here." He then asks
you a series of questions:
What Color is a Kraken? Purple
Who did you come here to work for? Marketh
Under whose banner do we fight? Ilmater
Get the questions right, and no battle. (no experience either) Otherwise a
battle ensues. Thieves leap out of the shadows and backstab you. Each of
the thieves has 46 gold and is worth 2000 experience.
Go right, and down the pathway to find the little girl (x 3385 y 2280). Talk
to her. Get on her good side, then ask her for the key to the watchtower.
Once you have it, go left and inside the tower (x 2940 y 1960). She may also
be in the doorway of the building where Seth was.
Watchtower Level 1: (AR 8002)
-------------------
As you enter, you are immediately attacked by Tower Archers. Quickly kill
them or get cut to ribbons by their arrows. Kelly (an archer near the top
of the stairs) has some items:
Arrows of Piercing
Full Plate +1
The other archers also have Arrows of Piercing. When the archers are dead,
Fengla walks in, shakes your hand, gives you 80,000 experience and leaves.
If you need a "safe place to rest," you can do that here.
Otherwise, leave.
Lower Dorn's Deep, Main Cavern: (AR 8001)
-------------------------------
We now have our choices of 4 bosses to go defeat. These can be done in any
order at all, so you don't have to do it my way. Here is my plan: Marketh,
Malavon, Ilmadia and finally Brother Perdiem. These 4 bosses get you the
final 4 pieces of the "puzzle" (remember way back to Krilag's note) that
get us to the end of the game. So, on to Marketh!
We get to Marketh via the big temple complex north of the Tower (where we
fought Seth's thieves, and possibly found Fengla as well), which is at
(x 3180 y 590). Through the door and into the Mushroom Chamber.
Mushroom Chamber (Gardens): (AR 8005)
---------------------------
From your position there are two side chambers, but those have nothing in
them. Forward! Soon you will find the center of the Garden, which is
surrounded by 8 stationary Mushrooms called Shriekers. These fungi will
"shriek" (hence the name) and summon forth a horde of Red Myconid's to fight
for them. If you are in dire need of experience you could let the Screamers
live and fight the Myconids that they summon. Sensible people, however, will
simply slaughter the screamers. Oh, and there are also Salamanders and
Minotaurs in here as well.
There are 2 gnomes near the center by the statue. Talk to them (only one
of them can talk). As you are leaving he gives you a portrait of Marketh.
Looking around the garden you will notice that there are four new doors
here. The one we want is the one that is DIRECTLY up (making it the door
in the corner, or the second door from the left, x 1560 y 280). Enter.
Marketh's Domain, Level 1: (AR 8006)
--------------------------
Marketh being a thief, you will have "shadowed" thieves attacking you at
will, and doing backstab damage to boot. As the thieves tend to attack
your weaker party members, you might want to leave any such characters at
the entrance, while you send your stronger characters down the halls dealing
with the thieves. It's not necessary, but could be helpful.
(If you have a Bard in your party AND got the portrait of Marketh from the
gnome outside, go to the last door first--the Flozem Door. There your Bard
can convince him to become an artist, at which point you get 60,000 exp and
he'll drop his items and go away. For a list of his items, see below)
First door, (x 700 y 750). Within you will find the "Red" guard, Fleezum.
Talk to him if you wish, but you want to kill him to get his wonderful
armor:
3000 experience
Bathed-In-Blood (Plate Mail, AC set to -1)
Now loot the room. In a chest you'll find: (with some other junk)
RANDOM ITEM - War Hammer +4: Defender (+2 AC, 15% resistances, removed
(any 1 of these) in HoW)
Shocking Flail +4 (50% chance 2d3 elec. dmg. 20% stun,
removed in HoW)
Demon's Breath (Hmr +3, 50% 2d3 fire dmg., 20% fireball,
removed in HoW)
Morningstar of Action +4 (+1 attack, 15% stun, removed in
HoW)
War Hammer of Phasing +3 (15% phase, 25% 1d4 cold dmg,
removed in HoW)
Morningstar +4: Defender (+2 AC, various res.)
Static Star +3 (HoW only, 15% slowed, 25% 2d3 elec dmg)
Sanctified War Hammer +3 (HoW only, 2 extra 1st level
spells, 1 2nd level spell and 1 3rd level spell)
Morning Star of the Gods (HoW only, AC +1, +3 THAC0/DMG,
+1 WIS, +2 1st level spells, +1 2nd level)
Star Forged War Hammer +4 (HoW only, +10% mag. res.)
North of his bed you'll find a wardrobe with 4 potions. Leave his room and
continue down the hall to the next door (x 950 y 1080). Within you will
find the Dark Elf, Ginafae, the sister of Malavon. She begs you to spare
Marketh's life. Once you promise to do just that, leave the room, go across
the hall and into the room opposite this one. (x 1285 y 735)
This is the dining hall, and mostly just contains some hidden Thieves. Open
the next door to the right. Here you'll find a sniveling chef (unimportant).
Search the kitchen to find the infamous Sack of Potatoes. Better keep those.
Exit the kitchen through its door, and go across the hall to the last room
on this floor (x 1485 y 1200).
Here you'll find Flozem, the brother of Fleezum, whom we have already
assassinated. Naturally he is quite vexed with you and immediately assaults
your party. Retaliate and finish him off. Again he is worth 3000 exp and
has some pretty standard items... and one more:
Girdle of Stromnos (sets STR to 19)
Searching his room will reveal 2 bookcases containing 4 potions. Exit his
room, go to the end of the hallway, then up the stairs (x 2165 y 960).
Marketh's Domain, Level 2: (AR 8007)
--------------------------
Again you must expect a lot of hidden thieves attacking you out of nowhere.
If you didn't get rid of Fleezum and Flozem from downstairs you will probably
have to face them here. Left and up will lead you onto a semi-circle of
sorts. There are rooms on the right (or outer) side of the circle. The
first room may hold Seth (depending on what you did outside):
7000 exp
Gauntlets of Elven Might (sets STR to 18/51)
Salamander's Tongue (Dagger +3, 20% hits do 1d4 fire dmg)
The second room contains Marketh, who immediately parleys with you. (by which
I mean "talks" to you) Talk with him about various things, and then tell him
that Ginafae made you promise not to kill him, he hands over the badge and
you get 150,000 experience. You can even force him to give you all of his
items, except for his ring. Let him keep the ring (it's cursed) and you get
his items without a fight. Not bad.
Alternatively you could simply kill Marketh:
8000 experience
Black Dragon Scale (AC of 4, 20% res. to acid)
Valiant (long sword +2, +1 attack)
Ring of the Gorgon (turns you to stone... CURSED)
Marketh's Badge
Then ransack his room for treasure (there are 5 containers, three to the left
and 2 to the right):
RANDOM ITEM - Short Sword of Health +4 (15% chance to heal self)
(any 1 of these) Shadowed Leather +4 (AC3, +30% stealth, +20% res.,
removed in HoW)
Mage Dagger +4 (THACO+2, +1 1,2,3 spells, +15% Mag Res)
Short Sword +4: Hammer (+1d3 crush, 20% stun, removed in
HoW)
Studded Leather of Resistance +3 (HoW only, +15% res.'s)
Potions
Remember that even after Marketh is gone, his thieves remain and will
continue to harass you. Go back down the stairs.
Marketh's Level 1: (AR 8006)
------------------
Talking to Ginafae won't do any good just yet, as you need a potion to break
Malavon's spell. When you do get the Potion, return here and use it to free
her for 80,000 experience. Now leave Marketh's back to the garden.
Mushroom Garden: (AR 8005)
----------------
From here go left into the next door (x 1030 y 530).
Malavon's City: (AR 8009)
---------------
Aside from immediately fighting off any monsters you find here, you will
want to check for traps. Look at the drawings of the "eye" on the ground,
it's a good bet that it is trapped. Besides from the Minotaurs in here you
will also encounter the dreaded Umber Hulks, giant insect men with an
ability to Confuse your party. When you kill the Umber Hulk they leave
behind their shell, which you do NOT need to take.
When you get to (x 1000 y 1730) the buildings will explode revealing some
Umber Hulks. Go up into the right tunnel and you will find a corpse
(x 920 y 1350) who has on him:
Pale Justice (Long Sword +4, +7 vs. Evil, immune to Fear, Charm, etc.)
The best weapon in the game for your paladin, the only class who can wield
it. Since most enemies you fight are Evil, you almost always get the +7
bonus.
In the right section of the city there are a couple of barrels (x 2275
y 1760):
Spells - Mordenkainen's Sword (Mage)
Power Word: Stun (Mage)
Further to the right are 2 more barrels (x 3075 y 1715):
Spells - Power Word: Silence (Mage)
Monster Summoning V (Mage)
Head up to the top of the area (x 1930 y 1100) and enter the large green
building. If you need to rest do it before going in.
Malavon's Lair: (AR 8010)
---------------
Get through the Umber Hulk guards here. There is another Umber Hulk in the
small hall above. Don't bother talking to the gnomes here, they have no
tongues. Malavon is over to the right (x 1700 y 470), however, since this is
one of the most difficult battles in the game, you might want to prepare
beforehand (cast spells, Haste, Protections, etc.). When you're ready, go
over to the right and talk to him.
It doesn't matter what you say to Malavon, he will kill all the gnomes
anyway. And above all, DON'T AGREE TO DROP YOUR WEAPONS! Then he casts a
Cloudkill spell to remove the Gnomes and sends his Iron Golems to attack you.
First of all, I would only move one person to talk to Malavon, then
immediately pull back to avoid his spell. Let the Iron Golems come to you
and attack them one at a time. The Umber Hulks will confuse you if they're
able, so use anyone who can't damage the Golems on the Hulks. Once those
goons are dead you're going to have to find Malavon. Rush into the room and
kill Malavon. (11,000 experience, Robe of Evil Archmagi) However, that
wasn't the real Malavon, who now appears in the previous room and taunts you.
Rush and attack Malavon, but he'll just teleport to another section of his
palace. You're going to have to chase him around. Eventually he'll teleport
into his room (which is just below the room where you killed his double).
At this point I'd simply stand around for a few minutes to let his spell
protections wear off (he'll send summoned monsters at you, but those aren't
too tough). When you're ready, go right then down and attack him.
Malavon - 50,000 experience
Robe of the Watcher (AC 3, +10% mag. res., immune to umber hulks)
Fire Kiss (Dagger +3, 5% chance of shroud of flame)
Spell - Malavon's Rage (Mage)
Malavon's Badge
Once you have the badge you get 337,500 experience.
Within Malavon's Room there are 5 containers. Table by the bed (x 1900
y 840):
Oil of Null Effect
3 Potions
Spell - Monster Summoning VII (Mage)
Bottom right table (x 2160 y 850):
Seeds (for the Shattered Hand Arboretum)
Spells - Tenser's Transformation (Mage)
Flesh to Stone (Mage)
3 Potions
Small chest above table (x 2180 y 775):
3 Potions
Amulet of Dark Flesh (CURSED)
Spells - Finger of Death (Mage)
Mass Invisibility (Mage)
Small container above that (x 2160 y 735):
5 Potions
Spells - Power Word: Kill (Mage)
Incendiary Cloud (Mage)
Bookshelf (x 2100 y 675):
Spells - Death Fog (Mage)
Death Spell (Mage)
Disintegrate (Mage)
Shades (Mage)
Then back out of this room and search Malavon's Throne for a:
RANDOM ITEM - Ring of the Warrior Thief (+1 STR, +1 attack, for thieves,
(any 1 of these) removed in HoW)
Potion of Holy Transference (+2 WIS, -1 DEX)
Potion of Dissipation (+15% magic resistance, removed in
HoW)
Ring of Greater Resistance (+2 AC, +25% cr. res, +3 sv sp,
removed in HoW)
Ring of Aura Transfusion (HoW only, increased regen.,
-5% mag. res., -2 save v. spells)
Ring of Reckless Action (HoW only, -2 AC, +1 attack)
Exit the palace.
Some Errands
------------
At this point you probably want to go back to Ginafae to use the Oil of Null
Effect to free her. The exit back to the Garden is at (x 2030 y 2860). Then
take the top door back to Marketh's and find Ginafae. Talk to her and you
will be able to free her for 80,000 experience.
Next you have the bag of seeds, HOWEVER, I would handle that later when you
pick up the animals for the Arboretum as well, then you can do it all at
once.
Exit Marketh's and take the VERY bottom exit back into the normal part of
Lower Dorn's Deep. Head left across the bridge, then up until you find the
Well (x 830 y 715). Enter the well.
The Well of Gnomes: (AR 8003)
-------------------
Once down the well you will be confronted by the leader of the gnomish
resistance (such as it is), Tarnelm. Convince him that you aren't there to
pick on the gnomes, and he'll mention how hungry they are. Well you just
happen to have a Sack of Potatoes don't you? Give him the sack (80,000 exp)
and he'll trust you. He then asks you to take care of an Umber Hulk
infestation that they have. Agree to help.
Don't bother talking to any of the gnomes here, they don't have much to say.
Head down, then right. You'll have to fight a Rhino Beetle the size of a
tank here. When it is dead you can take its shell (makes a spiffy shield
later). The path starts to go upwards, where you'll fight some Umber Hulks
and a few more Beetles. Finally the path goes right to a dead end. Have
someone walk down to the ledge (x 2050 y 1100) and the Umber Hulks will come
crashing through the wall. Once all the Hulks are dead, enter their holes in
the walls.
Hidden City of Gnomes: (AR 8004)
----------------------
Beorn comes up to you, tell him about Tarnelm and tell him that you can be
trusted. He thanks you for your deeds and asks that you see him in the
temple later.
Note: Although you'll hear about Boots of Levitation, Paladins, and so
forth, don't listen to it. There are no boots or paladins around
here. Never were.
Just ahead you'll see the Dark Elf shopkeep named Nym who sells, among other
things, a Birdcage full of birds and a set of squirrels. These can be taken
to the Arboretum for experience (along with the seeds you got). And remember
the feud between the Elves of Shattered Hand and the Dwarves of Dorn's Deep?
Well, guess who started it: Nym! You can accuse him of this, but all that
accomplishes is to chase him away (killing him gets you nothing).
Right, across the bridge, you will find a Duergar named Dirty Lew (x 1630
y 1340). For 10,000 gold he'll turn your Beetle Shell into a spiffy shield.
It takes 10 days for your shield to be completed. Since we'll be heading
back to the Shattered Hand that time will pass quite quickly. Lew also sells
some items, including the Umber Hulk Plate, the best armor that a Druid can
wear.
Within the house at (x 950 y 900) is a "safe place to rest".
Wander up the stairs to the roof of the safe house, and from there across
the bridge to find Beorn again. He wants you to rescue a certain Guello from
the mines.
Leave the city, the well, and even leave Lower Dorn's Deep.
Completing the Arboretum:
-------------------------
Return to the Shattered Hand. Go up to where the Towerlets split off. You
want to go up the stairs in the top right of this level. Go up to the top
to get to the Arboretum. Talk to the elf. Give him the:
Seeds - 150,000 experience
Birds - 84,000 experience
Squirrels - 84,000 experience
And although he doesn't seem to think that the Arboretum is complete, those
are all the objects you'll ever find that go here. Back to Lower Dorn's
Deep! To get to Lower Dorn's Deep you must head to Wyrm's Tooth first, then
take the lower right cave into the LDD.
Lew's Shield:
-------------
Simply walking to the Shattered Hand and back took about 6 days and
16 hours, and your shield requires 10 days. Head back to the Gnomish city
down the well, enter the house there, and sleep about 10 times (8 hours *10=
80 hours, or 3 days and 8 hours + 6 days and 16 hours = 10 days). Just a
suggestion. Get your shield from Dirty Lew.
Now go over to see Nym and talk to him about your new shield. He wants to
charge you 30,000 gold to enchant it. Complain about this and he wants to
charge you 33,000 gold and give you a piddling dagger. Refuse the dagger and
he'll do it for 28,000 gold. Still not great, but why not. The enchantment
will take another ten days to complete. In the meantime, let's get the final
2 pendants. (Alternatively you could just rest 30 times)
Note: In case you're curious, Nym is trying to sell you a +2 dagger for
what amounts to 5000 gold.
Want the final stats on what this shield is (to see if it's worth
the trouble)?
Nym's Shield +3, +4 vs. Missiles
Armor Class Bonus: 3
Special: +1 vs. Missile Weapons
Resistance Bonus: +15% Fire Resistance
Weight: 5
Not Usable By:
Bard
Mage
Thief
Leave the city and leave the well again. Now on to the mines! The entrance
to the mines are at (x 3400 y 2400) in the lower right portion of Lower
Dorn's Deep.
Guello's Mines: (AR 8008)
---------------
Immediately your party is confronted by a group of Salamanders. Follow the
track rightward to find Guello. He'll talk to you. He asks you to kill the
Salamander King so that he can get out of here. From Guello the track
splits, and you want to go up the north track, then right. You will be
attacked by more Salamanders. From them go up, then left. This leads you
to Shikata the Salamander King. Kill him.
Shikata - 5500 experience
Slayer (Spear +5)
Continue left and kill the Salamanders there. Return to Guello to set him
free. (ALL the salamanders in the area must be dead!) Guello thanks you and
sends you on your way (80,000 experience).
There are 3 doors from this point, we want the one in the bottom left corner,
which is on the higher level (x 2400 y 1030).
Ilmadia: (AR 8011)
--------
A Fire Giant guard asks you what you are doing here. Tell him that you are
there to see Ilmadia and he'll let you by (he'll also let you go by if you
simply tell him that you are lost). Drop down to the fire lake, then head
right and across the bridge. The shack you see right there has Ilmadia.
Before going over and talking to her, make ready for battle (spells and
whatnot).
Drop down until she talks to you. This is going to come to blows. And as
soon as you hit her, her fire giants attack you. Be sure to kill Ilmadia
first as she is a much greater threat than the giants. If anyone gets
injured move them out of the way.
Ilmadia - 7000 experience
Alamion (Long Sword +3, +5 vs. Salamanders, 10% Fire Res)
85 gold
Oil of Speed
The Argent Shield (+3 AC, +25% magic res., elves only)
Black Swan Armor (AC 1, +1 CHA, +10% fire, ice, elec, acid res)
Ilmadia's Badge
When you grab her badge you get 225,000 experience.
Behind Ilmadia are 3 containers:
4 Potions
RANDOM ITEM - Foe's Fate (2 hnd axe +4, 25% berserk and 1d6 elec dmg,
(any 1 of these) removed in HoW)
Long Bow +4: Hammer (+5 THAC0, 4 attacks, +1 AC, removed
in HoW)
Repeating Heavy Crossbow +5
Repeating Light Crossbow +3 (+5 THAC0, 3 attacks)
Reinforced Heavy Crossbow (HoW only, +7 dmg, +4 THAC0, 2
attacks per round, requires 18 STR)
RANDOM ITEM - Static Two Handed Sword +4 (50% 2d3 elec dmg, 25% stun,
(any 1 of these) removed in HoW)
Cancerous Bastard Sword +4 (15% chance of disease)
Bastard Sword +3: Incinerator (50% 1d8 fire dmg, 10% stun,
removed in HoW)
Two Handed Sword +4: Life Giver (Regen, 5% heals self,
removed in HoW)
Static Two Handed Sword +4 (50% 2d3 elec dmg, 25% stun,
removed in HoW)
Long Sword of Action +4 (+1 AC, +1 attack, 15% slash res,
removed in HoW)
Bhaal's Fire (1d8+3, +2d4 fire dmg., 15% stun,
removed in HoW)
Bastard Sword +3: Defender (HoW only, +2 AC, +10% res's)
Two Handed Sword +4: Backbiter (HoW only, +1d6 pierce, 25%
chance user takes 1d4 dmg.)
Two Handed Axe of Greater Phasing +2 (HoW only, 15% chance
target is phased, 25% +1d4 cold dmg)
Doom Halberd +3 (HoW only, 50% chance 2d3 fire dmg)
Star Forged Halberd +3 (HoW only, +1 DEX, 15% stun, 5%
slash & pierce res.)
Now we need only one last badge, that of Brother Perdiem. You can simply
follow the track here upwards to a big double door that leads to Perdiem.
I prefer a different route. Leave the mine back to Lower Dorn's Deep, then
go back to the Mushroom Garden. From the garden take the upper right door
(x 2075 y 375), which also leads you to Perdiem, but a much easier route.
Perdiem, the Last Badge: (AR 8012)
------------------------
Your goal is NOT to kill Perdiem. Your goal is to destroy the Idol. If you
went my way, you'll have to fight through quite a few Boneguard Skeletons.
Then work your way to the right. The Idol is at (x 915 y 585) and is
surrounded by all manner of undead beasties. You don't NEED to kill anything
but the Idol. When the Idol dies, every undead in the area dies as well.
This battle is pretty easy with a few spells cast beforehand, Haste
especially. Then ignore all other monsters and concentrate on the Idol!
Once it is destroyed, the other monsters fall. Then go south and find
Perdiem. He says that he is sorry, and gives you his badge. For this you
get 150,000 experience.
We now have all the badges! Go north to find the Staircase. Around the
staircase are 6 small icons which correspond to the 6 badges. Simply click
on each of the icons to unlock the stairs. Go up.
Lower Dorn's Finale: (AR 8013)
--------------------
Walk forward to find Poquelin who will spill his diabolical scheme to you.
After a fairly LENGTHY evil rant, it's time for battle! Not only must you
contend with Poquelin, but also his monsters, which represent almost all
your recent monsters fought. The monsters are unimportant, concentrate all
your attacks on Poquelin. Once he is dead, both you and he are teleported
out. A quick cutscene later and you're back in Easthaven... but my has it
changed.
----------------------------------
11. Easthaven (again)
----------------------------------
Only a few things to do here, get a weapon, talk to Everard and get inside
the Crystal Tower. If you need to rest, go inside the Inn (x 2920 y 430)
and rest in the basement. Also Easthaven is now crawling with Cyclops, a
weak type of giant.
Easthaven: (AR 1100)
----------
Drop down to the shore where you found the Aqua Elf (waaaaaaaay back) and
talk to Jhonen (x 320 y 2560). He tells you a few things about what has
happened and tells you to seek out Everard. Then he gives you the Restored
Blade of Aihonen (280,000 experience). This is essentially a +5 weapon,
which makes it the second best weapon you'll have (the Pale Justice is still
a +7). If he doesn't give you the sword, then that means you didn't help him
out with the Aqua Elf at the beginning of the game.
Now let's find Everard. Go up, then right, follow the path as it goes right
then down again. Cross the bridge and go south into the concentration camp.
You'll find Everard (Priest of Tempus) just left of center (x 2565 y 2090).
Ask him for an entrance into the Tower and he says he can arrange it.
(280,000 experience) Also, Duncan Clay mentions that you can pick his
pockets for 2 Potions of Healing.
Go back to the Tower (x 715 y 600). You can't see it, but if you put your
mouse over the tower you can find the entrance. Everard follows you in,
after which you're on your own. Take the stairs up to the first level
(x 510 y 450).
Cryshal Tirith: (AR 1102)
---------------
Absolutely nothing here, although you can REST if you need to. So, memorize
all your spells and whatnot, then exit this room through the door at the
bottom left side.
False Pomabs: (AR 1103)
-------------
Remember that arrogant shopkeeper from the beginning of the game? Well it
seems that he has betrayed his fellow mortals. He tells you that the
expedition that you went on was actually a diversion to get all the heroes
out of the way for this invasion. Of course, then he sets his monsters to
attack you. His creatures can't really be killed (see the Note), so focus
your energies on Pomab. Then there appears about a million "False Pomabs",
keep attacking the Pomabs until you happen upon the right one (he'll say
'this cannot be'). When he dies you get 20,000 experience.
Note: Pomab's Cryshal Sentries are extraordinarily difficult to kill. In
fact, I suspect that the makers didn't want you to even be able to
kill them. The only way I know about, is to knock them down AND get
them Phased at the same time. The Phasing will then damage them
while down and kill them.
You will probably want to go back to the previous room to rest and
recuperate. When you're ready, go up the ladder (x 680 y 325).
Crenshinibon: (AR 1104)
-------------
There's nothing on this level either, just enter the Mirror (x 220 y 250).
This will lead you to the end of the game, so bear that in mind before
entering. Don't bother casting any protective spells on yourself, they'll
get dispelled.
Jerrod's Stone: (AR 1105)
---------------
You are immediately confronted by the dreaded Poquelin. He goes through a
nice Evil Villain Rant before opening up a portal to hell. However, Everard
pops in to save the day. Poquelin gets pissed and reverts to his normal
demony form as Belhifet.
Poquelin dispels all effects on you, and summons forth a few Iron Golems to
help him out. You don't suppose Conlan's Anti-Iron Golem Hammer will come in
handy here, do you? The only creature you have to kill here is Belhifet, so
you don't need to attack the Golems at all if you don't want.
Upon getting your effects dispelled, the first thing I'd do is PAUSE, cast
Haste on your party, then move out of the way (Stinking Clouds). With a
hasted party, rush one Golem, then the other (you should have 3 weapons at
least that can hit them: Conlan's Hammer, Pale Justice and Aihonen). Try
to avoid getting near Belhifet until the 2 golems are thus disposed of. The
Iron Golems are worth 13,000 experience.
With just Belhifet left, surround him with your party and attack. If anyone
gets wounded severely, pull them off. If you surrounded him properly, he
won't be able to chase after them for the kill. (Even better, if he does
start chasing, just keep your party member ahead of him and have the rest of
the party follow him and keep attacking)
When he dies, you win the game and see the final movie. Your characters are
all exported (as IWD1 through IWD6) in case you want to go through the game
again. Also you can use your characters in the expansion pack, Heart of
Winter.
Congratulations!
===============================================================================
Heart of Winter Walkthrough
===============================================================================
All of Heart of Winter is accessed through the "Mystery House" in Kuldahar.
Which means, if you have a saved game that as access to Kuldahar, you can
easily do the expansion. The other two ways to get to it are to create a new
Full Game (which is what I did, importing my old characters), and to do an
Expansion Game. The Expansion-Only Game is just that, you can't leave the
expansion areas to do the old IWD areas.
If you are using characters who have beaten the game (levels 11+) you should
probably set the difficulty to HARD for the expansion. If you went over
level 15 you should try INSANE. If you went over level 21 (technically
impossible with IWD, unless you used an EXP CAP REMOVER) you should try it
on Heart of Fury mode. You can access Heart of Fury mode through the
Config.exe program in the game directory. Remember, you can always lower the
difficulty later.
If you do the FULL GAME (or are coming in from an earlier save) the entrance
to Heart of Winter can be found in Kuldahar, at the door at (x 2750 y 1270).
If you do start a new game that way, remember that many of the old RANDOM
ITEM charts are different now, so don't expect the same items.
----------------------------------
1... Lonelywood
----------------------------------
Kuldahar:
---------
Hjollder tells you that you are the heroes of his dreams. After a bit of
talking, he convinces you to come with him to aid his people.
Lonelywood: (AR 9100)
-----------
People to Pickpocket in Lonelywood:
Kieran Nye - Tavern (x 2250 y 1190) - Ring of Greater Resistance
Purvis - Hut (x 3360 y 1340) - Ring of Free Action
Note: I managed to pickpocket Purvis 3 times for a total of 3 Rings of
Free Action and two Speed potions. I pickpocketed him when I met
him, got a ring of free action, then picketpocked him after the
first brother was killed. Just for fun, I tried it again after
completing the burial island (and after the second brother was
killed). Sure enough, he'd gotten another ring of free action and
Oil of Speed. (from Andy Finkel)
Your party is deposited in the southern part of the small town. Hjollder
disappears and tells you to find your own way. Typical. Go right into the
little stable area and talk to Rawleigh Galloway. Find out how he intends to
leave Lonelywood and be sure to ask about the Burial Isle.
QUEST: Hailee Dunn and the Well
Near the well (x 1775 y 2200) you'll find a little girl who claims that her
brother fell down the well. Agree to find some rope, and she tells you
that her father has some. You'll find his house FAR to the north (x 2800
y 430), enter and talk to the man. He tells you that Hailee was spinning
tales at you, and that you should tell her to return home. (he also has
some information on the upcoming barbarian incursion) Also within his
house you can find a pair of Boots of the North (in a locked chest in a
room to the right).
Evil Note: Evil characters don't care much for Hailee's stories, and
don't fall for them. (I found this way much more amusing,
actually)
Return to Hailee and tell her to stop tellin' lies and get 15,000
experience. She then mentions how little she has to do all day long, ask
her what she DOES do, and she'll say that she spies on the Inn.
You could just offer her a gold piece and she'll tell you her secret,
however it is more entertaining to tell her that you have a secret as well.
Then if you are a Bard you can write her a little song for 15,000 EXP (when
you get to it, pick the Fishing story). Then she tells you her secret
(15,000 exp). Seems the innkeeper might have a magic mirror, and the
gravedigger has to be up to SOMETHING... no one has died in town for years!
Walk to the right, and enter the next building (x 3000 y 2275). Talk to
Emmerich here (he's also a merchant) and learn where the barbarian camp is
located.
Temple: (AR 9103)
-------
The next building to the left is a Temple to Waukeen (x 2300 y 1885), which
sells some interesting items. In the back of the temple (after going through
2 curtains) you will find a secret door. Open it. Disarm the trapped chest,
pick it open and take the treasure:
1500 gold
5 gems
Quinn's Fancy Sling (+3 dmg, +5 THAC0)
Then for good measure, I sold these things back to Quinn. Also be sure to
talk to Quinn about Dunn the Cooper... he'll have some advice.
Tavern: (AR 9101)
-------
The building located above the temple is the Tavern (x 2250 y 1190). Inside
you'll find Hailee's mother, a dwarf who also knows the location of the
barbarians, and a drunk elf. Ignore them for the moment.
First, talk to the barkeeper and ask about the door behind the mirror and
he'll offer to sell you "special items" to keep his secret. If you have 14
INT or higher, you recognize his accent as being different... how odd.
If you take advantage of Ambere Dunn your reputation drops a little. Why
does that matter? If you have a Paladin or Ranger in your party, they could
become Fallen. Talk to her about being Tybalt's wife, and try to convince
her to return home. If you have at least 13 CHA you can convince her to
return to her family (mostly by shaming her), which is worth 15,000 EXP.
Note: Once Ambere is convinced to go home, you can easily tell Hailee to
return home, which is another 15,000 exp for you.
Talk to the drunk elf, Murdaugh, and bug him until you learn that he is a
Bard. Pester him to tell you a tale, offer to buy him a drink even, and
he'll spin the tale of the Ice Rose. If only you knew where one was...
Search the lower left room to find:
Robe of the Neutral Archmagi
You can also find the mirror with the door behind it. There are some scrolls
here:
Spell - Seven Eyes (mage)
Go upstairs. The first door on the right (your right, not the characters)
has a loose floorboard (use ALT to see it):
Rogue Stone Gem
5 Translocation Arrows
Also on this level is a gold piece, a cursed potion of speed and a traveler's
robe.
Lonelywood: (AR 9100)
-----------
Leave the Tavern and go back to Dunn's house at the top of town. Tell him
that you've met his family, and offer the solution that Quinn gave you. For
this you get 20,000 experience.
To the left (x 1550 y 725) you'll find Baldemar's house. On the main level
you can find 4 Elixir's of Health, in the top corner. Go upstairs. You'll
find Baldemar in his study. Grill him as much as you can, but he is very
evasive. In his bedroom you'll find a scroll addressed to him by someone
named KT. Looks like evidence, don't it? Leave the house.
Further to the left you'll find the three trappers -- dimwitted brothers all,
with nothing to add... yet.
South of there you'll find a house on stilts. Go up the ladder (x 1070
y 1525) to find a fellow named Thom. He doesn't have much to add either, but
you can loot his house. (minor treasures)
Lonelywood's done all it can do for us right now, on to the next place...
the Barbarian Camp.
----------------------------------
2... Barbarian Camp
----------------------------------
Camp: (AR 9200)
-----
Walk to the right just a little and Angaar will approach you. Ask to see
their leader, and he'll surround you with Barbarians. Tell him that the
Ten-Towns wishes to sue for peace, and he'll agree to let you see Wylfdene.
They then march your party into his mighty complex.
Wylfdene:
---------
Talking with Wylfdene, make sure to ask him about Jerrod (84,000 exp).
Attempt to convince him that the Ten-Towns want peace. However, you will
soon run out of words, and he'll point out that he would listen to an actual
delegate (84,000 exp), but that you aren't one. Tell him that you know
nothing of the spy and you get 84,000 experience. He is deeply suspicious of
you, and would kill you but Hjollder stays his hand. However, Hjollder is
unable to say WHY you are there in the first place, and Wylfdene banishes
him to the Burial Isle.
You are then kicked out.
Camp: (AR 9200)
-----
Now you are back to being killed by the barbarians. Before that happens
be sure to ask what will happen to Hjollder for 42,000 experience. If you
have at least 14 CHA then convince the barbarians that killing you would defy
the will of Tempos and get another 42,000 experience. Otherwise you'll have
to fight them.
Assuming Angaar is still alive, talk to him again, and ask him about Wylfdene
for another 42,000 experience. Say farewell, talk to him again and ask about
the assassin sent against Wylfdene for another 42,000 experience. The
assassin claimed to have been sent by the Ten-Towns, after having been paid
by a representative there. Nothing more is forthcoming, time to go back to
Lonelywood.
Lonelywood: (AR 9100)
-----------
Back in town we now have a goal (to reach the Burial Isle). In the mean time
there is a bit of a murder mystery going on. Go to the house in the top left
corner (x 340 y 380), enter and talk to the two brothers there. Seems a wolf
has eaten the third brother. Shameful. If you recall, Emmerich saw a big
wolf that nearly ate him, so that sounds like a good place to start. (x 2990
y 2270) He believes that it is indeed the same wolf, but believes it to be
a clear cut case of self-defense.
Anyway, go talk to Baldemar about that whole assassin thing. Talk to him
about it for awhile, then threaten to tell the council about it, and he cops
to the whole thing. Tell him that he isn't blameless in this affair, then
tell him to come clean before the council. This is worth an amazing 420,000
experience.
Now to get to the Burial Isle. Go talk to Young Ned (around x 370 y 1930)
and get him to take you to the Burial Isle.
----------------------------------
3... Burial Isle
----------------------------------
Whenever you want to return to town, simply talk to Ned again. He'll hook
you up.
Burial Isle: (AR 9300)
------------
Walking northward a foot will result in a group of undead attacking you.
Welcome to the first new enemies of the expansion, Barrow Wights and Ghost
Shaman. (3750 exp and 4500 exp)
From here I'd recommend going left until you reach Edion's Tower (x 570
y 2330).
Edion's Tower: (AR 9301)
--------------
Talk to Edion the Necromancer. He is wasting away due to a negative-energy
sickness, and only a divinity can cure him now. Oh well, guess he won't need
those magic trinkets he has! You can buy his nifty objects. You can also
ask him about the island, but he isn't terribly helpful there. Mostly he
just sells trinkets.
Evil Note: If you try to force him to give you his objects, he will fight
you. He is a level 24 mage with 19 INT. If you kill him you
get no items and 20,000 experience.
Jean-Philippe Rodriguez notes:
He sells his own Wizardry ring (double 5th spells) and some cool spells
like sunfire (5th level spell), Mordenkainen's Force Missiles (4th), or
vitriolic sphere (4th)
Now, with this ring and sunfire, you can use a very successful tactics
against the Burial Islands Undead: just learn a bunch of sunfire, mirror
image, stoneskin, have some protection against fear and confusion (spells,
items, potions), equip boots of speed, and with your wizard alone, run
around and gather as many as undeads possible before using some sunfire...
As far as I know, they haven't any sort of fire or acid resistance... You
can kill them all with your mage alone... (with a fighter/mage and piercing
weapon, it's even better!)
And one more thing about Edion, you can rest securely in his tower!
Leave the tower.
Burial Isle: (AR 9300)
------------
Head right, then up and into the cave (x 1560 y 1750).
Burial Crypt: (AR 9400)
-------------
Once inside, you'll find more Barrow Wights. The entrance we have taken to
this area (there are 5 entrances to this crypt from the surface) places us
about in the dead center of the cave. Go up to find three containers full
of treasure (the big one in the middle is TRAPPED) (x 1725 y 750). From
left to right. Container 1:
Cloak of Displacement
Winter Wolf Pelt
Container 2:
Blood Iron (Short Sword +4, a hit heals 3 HP for user, not usable by Good)
318 Gold
Container 3:
4 Water Opals
Chainmail +1
Battle Axe +1
21 Arrows +2
Go right to find more Barrow Wights and 3 more containers of treasure (x 2545
y 760). Again from left to right, Container 1: (TRAPPED)
153 Gold
12 Gems
Container 2: (TRAPPED)
525 gold
Svian's Club +5
Container 3:
Broken Armor
Protection from Cold scroll
Elixir of Health
Go down the stairs here, then right (x 2828 y 1310). You will see Vexing
Thoughts here so talk to him. Learn that he is a demon that is trapped as an
armor because his former master forgot his True Name. To learn his real name
cast the spell Contact Other Plane and ask what his True Name is. Once you
know it, go to Vexing Thoughts and tell him that he will be commanded, use
his name and you get ... well HIM:
Vexed Armor (AC 1, Cold res 100%, CON +2, cast fire storm 1/day, can
summon Chalimandren the glabrezu)
If you get the armor using a different method, you will end out with lesser
quality armor. Whatever you do, DO NOT SIMPLY DEMAND TO WEAR THE ARMOR.
This results in whoever's instant death upon wearing.
Once that is done (or not, depending on whether you have the spell Contact
Other Plane or not) go down again until you run into some more undead. This
time you also must take out some Wailing Virgins. They seem to work like
Bards, singing songs that either help your foes, or hurt you. From (x 3040
y 1985) go left, across the bridge and take on the Drowned Dead. (x 1050
y 1440) I found these guys annoyingly difficult, especially with their
Wailing Virgin counterparts.
Go left to find more treasure (x 235 y 1366). There are 2 containers here,
each trapped. From left to right, Container 1:
325 gold
Container 2:
169 gold
6 gems
Spells - Holy Smite (priest)
Blade Barrier (priest)
Go left to the edge of the screen, then down until Mebdinga talks to you.
From her you must find out some information about Wylfdene. She won't listen
to you for long before attacking with her Wailing Virgin buddies. This was a
nasty little battle since Mebdinga and the Virgins can do near continual
damage to my party. Check the tomb here (x 450 y 1800) for treasure:
735 gold
Wylfdene's Tribal Symbol
Go right. There should be a buncha undead in your way (like you needed
more). Kill them (again) and continue right to the next spot o' treasure.
(x 1240 y 1950). There are three containers, from left to right, CONTAINER 1
Battle Axe +3: Fatigue (20% chance of slow)
Fire Darts +2 (+1d4 fire damage)
Container 2 (TRAPPED):
740 Gold
Young Rage (Axe +5, 5% chance user goes berserk)
Container 3 (TRAPPED):
Spells - Heal (2, Priest)
Yeti Pelt
12 Inferno Arrows +2 (+1d10 fire damage)
Head right across the tiny bridge. After clearing out the drowned dead,
barrow wights and wailing virgins here, you can check for treasure above
(x 1530 y 2000) and (x 1730 y 1940). Container 1:
309 Gold
High Quality Bastard Sword
Container 2:
Jade Ring
High Quality Battle Axe
Small Shield +1
If you go further right, you can find more undead to kill, but nothing else.
If you like killing things that are already dead, go on over there.
Otherwise we're pretty well done with this level, and can start thinking
about going back up. There are 5 exits from this area to the area above,
however, we only need to use one.
Go all the way to the left, then go up to the exit at (x 300 y 560).
Hjollder: (AR 9300)
---------
Here we find Hjollder in exile. At first he believes you to be more spirits
come to torment him. Tell him that you are no spirits to get 280,000
experience. He says that he won't leave the island until he dies, after all,
his rightful king put him there. Comment that maybe Wylfdene isn't really
his king and he asks for proof. Show him the insignia you got from the tomb
(where you fought Mebdinga) and you get 420,000 experience. This tells
Hjollder that Wylfdene isn't Jerrod... but then who is he? In order to
figure that out, you need to find the Gloomfrost Seer. He marks Gloomfrost
on your map, and tells you to get over there pronto.
Go back down.
Burial Crypts: (AR 9400)
--------------
The easiest way out is probably to go to the bottom right corner (x 3720
y 1970), which takes you to the cave just north of young Ned.
Note: If you want to go out the other exits and fight the monsters on the
rest of Burial Isle, be my guest. It results in extra experience,
but isn't necessary. There is some quite good experience to be had
up there (Spirits are worth 15,000 each, for example), but as it
isn't necessary, it doesn't need a walkthrough.
When you want to leave, talk to young Ned. Back to Lonelywood.
----------------------------------
4... Lonelywood Interlude
----------------------------------
Lonelywood: (AR 9100)
-----------
In case you're wondering, yes, another of the three idiots... er... brothers
has been eaten by a wolf. If I didn't know better, I'd say someone wanted
them dead for some reason. Go up to their cabin (x 330 y 390) and talk to
the lone survivor.
At night, go right, and down to (x 2850 y 1280, near Purvis's shack) and you
will find a likely suspect, a Greater Werewolf. When he gets damaged, he
transforms to a white wolf and runs off out of town.
If you check Emmerich's shack, you'll notice that he isn't in it.
Suspicious. There's a werewolf in town bumping off Emmerich's enemies...
Emmerich was bitten by a wolf... Emmerich isn't currently around...
Alternatively: If you don't fight the werewolf, Doogal told you that his
weapon had no effect on the wolf. Talk to Emmerich about
this and he mentions that Doogal went to Kieran for an
enchanted weapon. Kieran then mentions that the wolf is
likely a werewolf. Then things proceed about as described
below.
Wait until daylight and go pay a visit to Emmerich (x 3000 y 2270). Talk to
Emmerich about the Werewolf and he starts thinking that maybe the wolf that
attacked him WAS a werewolf, and that he is in fact the "wolf" responsible
for killing the Three Brothers. This gets you 420,000 experience. Offer
to find a way to help him.
Note: The first time I went to visit Emmerich in his home, he wasn't
there. I then wandered over to the Barbarian camp, and immediately
came back. He was there the second time.
We need a magical solution to this, so let's go talk to Kieran in the Inn.
(x 2250 y 1200) Ask Kieran for information, then tell him the news about
Emmerich the Werewolf. He gives you an artifact that will prevent Emmerich
from transforming. Back to Emmerich and give him the necklace. For this
you get another 420,000 experience.
Evil Note: On a pickpocketing that went south, I accidentally killed
Emmerich. Sure, I lost 5 reputation (which wasn't enough for
my Paladin to Fall), but I got some interesting items:
Shadowed Cloak (+15% hide in shadows)
Bracers of Archery (+2 THAC0 w/ bows)
Long Bow +4: Hammer (+1 AC, +5 THAC0, 4 attacks/round, min of
17 DEX to wield)
Finest Long Sword (+2 THAC0)
3 Potions of Extra Healing
20 Confusion Arrows +3
20 Piercing Arrows
20 Inferno Arrows +2
You cannot pickpocket these items, you have to get them off of
his corpse.
When you're ready, go on to the Gloomfrost area.
----------------------------------
5... Gloomfrost
----------------------------------
Gloomfrost Main Area: (AR 9500)
---------------------
Gloomy. You'll have to fight Snow Trolls here, so remember that they require
Acid or Fire to kill once they have been knocked down. Head up for a LONG
time (or until you can't go up any farther), then go left. There will be
Salamanders here for you to fight. Keep going left until you find the
dwarven camp (x 2395 y 812). Search for treasure:
3 Flaming Oils
Head down a bit until you see the path to the right (x 3160 y 2020). Take
this path right, then up to find a bit of treasure (x 3200 y 1590):
Tiernon's Sundered Shield (+2 AC vs. all but crushing, +3% resistance vs.
all but crushing)
Back on the main path, continue going down. When the path turns, go left,
then up. This path leads to a cranky Frost Giant (x 2380 y 1585). Continue
up, then left. At this point (x 2035 y 1311) you can go down and fight some
Winter Wolves and another Giant, or you can continue to the path on the
left (x 1750 y 1315). Take this new path downwards. Some glacier yetis
will attack you from a path to the left. Keep going down.
The path then curves to the left. At the fork (x 800 y 2500) go up, then
right. Follow this path as it winds its way in a general up direction. Go
up to (x 630 y 1280) -- through some salamanders -- then take a right --
through some trolls. After the right, go up, right, then at the switchback
turn left and follow this along to the cave entrance (x 1280 y 380).
Inner Cave: (AR 9501)
-----------
This area is even more straightforward than the last. Although the path
snakes around it keeps going in one direction -- no side paths. The enemy of
choice in this area is the giant worm, the Remorhaz, which are worth 10,000
experience each. Nice. Anyway simply follow the path for a long time. It
goes past holes of all shapes and sizes (none large enough to fit you), the
occasional bones, eggs and whatnot. You'll have to fight many Remorhaz along
the way, and remember, they can appear suddenly behind you. Just wander
along until you find Tiernon's workshop (x 3200 y 500).
Find and talk to Tiernon. If you have a Bard or Dwarf, make sure they talk
to Tiernon to get 26,250 experience ("wait a moment..."). Ask him if you can
see the Seer and he'll tell you no. After explaining yourself, he decides
that you're not so bad. He goes about making you a Mirror which you can use
to open the door to the Seer's place. A brief cutscene later and you get a
Black Ice Mirror.
If you talked to Murdaugh before you left, and heard of his desire for an
Ice Rose, you can ask Tiernon to make you one. He does. Next time you are
in Lonelywood you can give it to Murdaugh.
Also, show the Dented Shield to Tiernon and he'll repair it for you:
Sundered Shield of Tiernon (+3 AC, +10% res. all attacks, extra +2 AC &
+15% res. all attacks 1/day, Casts Unfailing Endurance 1/day)
After repairing the shield, Tiernon saw that I had Aihonen's Blade (which you
get from the Fisherman when you return to Easthaven at the end of IWD) and
he decides to fix that as well:
Singing Blade of Aihonen (1D8+1, +5 when near Lac Dinneshere, +30% res.
to fire and ice, +10 HP when near Lac Dinneshere, Casts Cure Critical
Wounds 3/day, +3 STR 1/day)
Talk to him again and ask him what he is doing in Gloomfrost. He is here
because of the "call", when dwarves pack up and head to the forge to make
their most perfect weapon. Ask what he has made, then offer to guide his
hands for him. Keep at it until he asks what you would like to make. You
get 7 options: (you only get to do this once, so choose carefully)
What you say... What you get...
------------------------- ------------------------------------------------
A hammer, but black... Blood of the Gloomfrost (Hammer +4, THAC0, +10%
(Dwarves Only) Fire & Cold Resistances, Storm Shell 1/Day,
5% heals 2-12 points of damage)
I see a finger... Talon of the Gloomfrost (Scimitar +4, 10% Fire &
(Druids Only) Cold res., Storm Shell 1/Day, 15% Entangle
on the target)
My eyes see a huge... Hand of the Gloomfrost (Great Sword +4, 10%
Fire & Cold res., Storm Shell 1/Day, 5%
chance of Suffocate on the target)
A blade like an icicle... Kiss of the Gloomfrost (Long Sword +4, +10% fire
& cold res., Casts Storm Shell 1/day, 5%
chance 2-12 extra cold damage)
I see the ice stretch... Fist of the Gloomfrost (Mace +4, +10% Fire &
Cold res., Storm Shell 1/Day, 5% chance of
1-10 additional Bludgeoning damage)
A small black dagger... Fang of the Gloomfrost (Dagger +4, +10% Fire &
Cold res., Storm Shell 1/Day, Anti-Magic
Shell 1/Day)
A pillar of ice, massive.. Tongue of the Gloomfrost (Halberd +4, +10%
Fire & Cold res., Storm Shell 1/Day, 3%
chance of Cone of Cold on the target)
For making a weapon you get 80,000 experience.
Pick Tiernon's pocket to get:
Tiernon's Hearthstone (Casts Resist Fire/Cold 1/day, Casts Burning Hands
1/day, Removes Fatigue 3/day)
Then talk to Tiernon afterwards and he calls you on stealing his hearthstone.
He lets you keep it anyway, saying that he would have given it to you had
you asked. (Not that you COULD ask him...)
After all that you can also buy items from him too. He has some interesting
things that might be worth a look.
Time to go to the final level, go left, then up to (x 2600 y 50) and out.
The Seer: (AR 9502)
---------
Go right, and then follow the path as it curves down, then left. At
(x 1150 y 1100) there will be a circle to the south filled with Ice Golems
(14,000 exp each). (Just before that I got an Ice Storm dropped on me)
Anyway, continue left until you can go no more left, then drop all the way
down. There will be more Ice Golems and traps along the way. Once you are
at the bottom, go right. There will be another circle above you, ignore it.
(It contains only Ice Golems and traps) Continue going all the way right.
At (x 2265 y 2600) go up. Near the top of this passage are several traps.
At (x 2675 y 1780) go right, then down to (x 3080 y 2130) and right again.
Again you'll find more Ice Golems lurking about. There's also a Remorhaz
stuck in a pit here. I just shot it with a crossbow.
Note: I don't know why, but the Remorhaz had the really cool item,
Kossuth's Blood, which reduces casting times. Unless you cheat,
the only way to get this item is the spell Dimension Door.
Anyway, continue right, then up. The passage sorta leans off to the left,
continue to follow it. This passage is trapped. At (x 2700 y 220), if you
have the Black Ice Mirror, the passage clears out and lets you get through.
Inside you'll find the Seer (x 3260 y 310). The Seer has a LOT of
information for you. Start off by asking why the seer is hiding, this leads
to a conversation about "she", ask who "she" is. The Seer points out that
Wylfdene is possessed not by Jerrod, but by this mysterious "she." Ask how
to kill her, and the Seer tells you to take the mirror to Wylfdene. This is
worth 280,000 experience. Then ask for the Seer to come with you and she
refuses. If your speaking-character has at least 14 INT or WIS then you can
ask: "If your Sight is true, then death will come for you whether you hide
within these caves or not." Follow that up with: "So you will allow your
enemy to choose the time of your death, rather than face it on your own
terms? Fear has truly claimed you." to get 280,000 more experience.
After that the Seer has more things to say, but nothing that important.
The Seer then offers to teleport you to the surface, or to Tiernon (if you
need items, or didn't get your Special Item made). Do NOT kill the Seer!
Return to Lonelywood.
Lonelywood: (AR 9100)
-----------
Go to the tavern and give Murdaugh the Ice Rose you had Tiernon make to get
630,000 experience. Oh, and Murdaugh seems happy too. That's it for the
town, on to the Barbarian Camp.
Barbarian Camp: (AR 9200)
---------------
Talk to Angaar and get an audience with the big cheese. Tell him that you
passed the test of Tempos and he agrees to let you see Wylfdene.
Wylfdene:
---------
Once again you are before Wylfdene. Tell him that you have seen the Seer and
that you want to give him a mirror. He doesn't want it, but you managed to
twist his words enough to get him to take it. The mirror reveals Wylfdene
to be Isasaracht and you get 84,000 experience.
Suddenly the Seer appears in the tent and taunts not-Wylfdene. Wylfdene
kills the Seer before dying him(her)self. The dragon spirit leaves Wylfdene
to fight again another day. The Seer is dead, Wylfdene is dead, and anarchy
reigns in the tent. Half the Barbarians are cyan, the others are red. Kill
those who are red. Then check the Seer's body for treasure:
Wailing of Virgins Cloak (+4 AC vs. crushing, piercing and missile, +2 AC
vs. slashing attacks, wearer is immune to fear type effects, Casts
Cloak of Fear 1/day, only wearable by Elves, Half-Elves and Humans,
CURSED -- cannot be removed)
Leave the tent and the carnage continues. Be sure to kill all of the Wyrm's
Tribe barbarians and you get a 300,000 experience bonus. After finishing off
the wyrm tribe, go to leave the camp (to the left) and you'll find Hjollder.
He tells you that you must hunt down the vile spirit to rid the world of this
evil. He has tracked it down to the Sea of Moving Ice and has a boat ready
to take you if you are prepared.
However, first we have some looting to do around camp. There are 8
containers around here. The first is in the top left of the camp (x 420
y 815):
Potion of Healing
Elixir of Health
The second is just below that one (x 320 y 1180):
War Hammer +2
Studded Leather Armor +2
High Quality Long Sword (+1 THAC0)
Potion of Extra Healing
The third is a little down and right of the second (x 370 y 1585):
Potion of Regeneration
Ring of Protection +2
The fourth is somewhat below those, have to go right first (x 710 y 2450):
Reinforced Large Shield +1
Studded Leather Armor (AC 7)
The fifth is just above the dead center of camp (x 1940 y 885):
Potion of Magic Shielding
Potion of Fortitude
The sixth is to the left of the fifth (x 1900 y 900):
Potion of Strength
The seventh is down and way to the right of those (x 3280 y 1290):
RANDOM ITEM - Ogien's Scale (AC 2, cast Animal Rage 1/day)
(any 1 of these) Cloak of Invisibility (casts Invisibility 3/day)
And the eighth is just a little above and to the right of the seventh
(x 3385 y 1000):
Halberd of Sparks +1 (15% +1d10 electrical damage)
Re-enter the large Tent, then take the far right exit. Talk to Beornen and
ask him where the Dragon spirit fled, then "what do you mean", "what was this
wyrm" and "what does this mean" again to get 120,000 experience. Beornen
will also take you to the Sea of Moving Ice, but don't go yet.
Now back to town.
Lonelywood: (AR 9100)
-----------
Back at town, go to the Inn and rest a bit. When you leave you will be
confronted by Vaarglan the mage. He is looking for Kieran (who did say that
people are after him). So, should you rat out Kieran? Doesn't matter, if
you lie and say you have no idea what they're talking about, they know you're
lying. If you rat him out, they learn directly from you. Either way they
know. You're better off NOT telling them, however. I personally detest
dealing with mages, so insult him and prepare for a fight.
I'd deal with the mages first, Alpheus is particularly easy to kill, then
work on the Priestess and then finally the rest. For your trouble you get
some pretty good items:
Vaarglan - 8000 experience
Wand of Paralyzation (15 charges)
Ring of Protection +2
Ring of Free Action
Barrier Amulet (casts Stoneskin & Minor Globe of Invulnerability
on the user., 2 charges)
Golden Girdle (+3 AC v. slashing weapons)
Robe of the Neutral Archmagi (AC 5, +5% magic res., +1 saves)
Alpheus - 4000 experience
Mage Robe of Fire Resistance (+20% fire res.)
Potion of Magic Shielding
Bracers AC6
Amulet of Metaspell Influence (+1 2nd level spell)
2 Potions of Extra Healing
Priestess of Shar - 3000 experience
Shadowed Plate Mail (AC 0, +3 AC vs missiles)
Fast Flail +2 (+1 attack/round)
Mercenary Thief - 4000 experience
Boots of Stealth (+35% stealth)
Studded Leather +4: Shadowed (+30% stealth, +20% weapons res.)
Short Sword of Backstabbing +3
Mercenary Warrior - 3000 experience
Battle Axe +3: Fatigue (20% chance target is slowed)
Full Plate Mail +1 (AC 0)
Gauntlets of Ogre Power (sets STR to 18/00)
Mercenary Warrior 2 - 3000 experience
Full Plate Mail +1 (AC 0)
Gauntlets of Weapons Expertise (+1 THAC0, +2 Damage)
Long Sword of Action +4 (+1 AC, +15 slash res., +1 attack/round)
Large Shield +1
Go inside and talk to Kieran. Doesn't matter what you ask for (Rest, Items,
etc.) you'll end out getting 630,000 experience for protecting him. (Unless
you betrayed him, that is)
We're not finished with Lonelywood just yet, we still have a mysterious
grave digger to deal with. Go to the Mayor's House (x 1560 y 720), enter
and discover the mayor's wife is dead. Go upstairs. Enter the Mayor's study
and a brief cutscene results (the party arranges itself around the body).
Purvis appears and threatens you. He was contracted out to kill Wylfdene and
was embarrassed by the fact that YOU killed the barbarian. Naturally he just
had to kill anyone who knew about it. Before anything happens, he quaffs a
potion and runs downstairs.
You'll find the assassin just outside the house, where he attacks you. (You
know... your party finished the job that he wasn't able to do... doesn't he
think he MIGHT be outmatched?) Take out Purvis:
Purvis - 11,000 experience
2 Potions
Boots of Stealth (+35% stealth)
Short Sword of Backstabbing +3
Ring of Free Action
Cloak of Non-Detection
That pretty much does it for Lonelywood, return to the Barbarian Camp and
have Hjollder take you to the Sea of Moving Ice.
----------------------------------
6... Sea of Moving Ice
----------------------------------
Base Camp: (AR 9600)
----------
Jorn (x 760 y 1820) can provide you with healing, but not much information.
The two barrels to your left (x 610 y 1900) and (x 580 y 1930) have a total
of 10 Flaming Oils. You know what that means, there be Trolls ahead, matey.
If you don't have many Fire based spells/attacks you might want to take these
potions. If you need to get back to the mainland, you're out of luck,
Beornen won't take you until Icasaracht is dead and gone.
Time to move out. Go up and leave the camp, then take a right. You'll be
attacked by Greater Snow Trolls (and their buddies). For some reason the
Ice Trolls leave skulls behind. Continue right, fight through the Scrags
(like Trolls, only scraggier) At (x 2070 y 1590) go down. You must go
completely around the wreckage (through more Scrags) to get to the treasure
at (x 1850 y 1740):
RANDOM ITEM - Robe of Armory (AC 3, +10% weapons res., mage only)
(any 1 of these) Namji's Robe (AC 5, regenerative, mage only)
Go back to the left to (x 1180 y 1533) and go up. This leads past another
wrecked ship to some more trolls. Go right up the stairs and you'll see two
ice Golems guarding a door (x 1115 y 420). When you try to open the door,
the Golems attack. Kill them and the door mysteriously opens. Go inside.
Icy Path: (AR 9601)
---------
You are immediately besieged upon by marauding enemies, including what looks
like an Ice Wyvern (called a Bone Scavenger). This area is just a big Path,
forming an S-shape. Go left. At the first bend in the path, you'll find
more monsters. Follow the curve around to the right, and fight yet more
monsters. At the next turn, you'll find a skeleton on the left (x 1370
y 915) with some treasure:
7 Flaming Oils
RANDOM ITEM - Ogien's Scale (AC 2, cast Animal Rage 1/day)
(any 1 of these) Cloak of Invisibility (casts Invisibility 3/day)
Continue left and out (x 250 y 1150).
Field of Bones: (AR 9602)
---------------
Once more you are confronted by Trolls and Scrags. Making this battle more
interesting is the Water Kin Elemental in the pond to your left. It shoots
out little bolts o' pain at you. In case you're wondering, this area is
simply CRAWLING with baddies, including some new Frozen Bone type enemies.
Go left, then down, then right to (x 2050 y 1111), where you will cross over
a dead white dragon's tail. Go right across the tail, fight through some
Ice Bones (and Cold Bones and Bone Scavengers and whatnot). Once the
monsters are disposed of, you can start searching for treasure. The first
is above and to the left, on a corpse of some creature (x 2700 y 920):
Wand of Lightning
The next one is right and above the first (x 3140 y 725):
1000 gold
Chainmail +2
Amulet of Protection +1
The next one is right and down, in the eye of a Beholder (x 3400 y 1020):
2 Gems
And just to the left is the last in this area (x 3150 y 1100):
524 gold
Go down, fight through more Cold and Frozen Bones (I hate those Frozen Bones,
they throw devastating Ice attacks at you). Then you can search for
treasure. A big carcass at (x 2880 y 1615) has:
Ring of Protection +2
Ring of Infravision
Potion of Magic Blocking
Right of that is a more humanoid corpse (x 3250 y 1715):
Broken Armor
Potion of Hill Giant Strength
Potion of Heroism
Continue down, then when you can't go down, go left. When you get to the
Head of the dead dragon, go up along the right side of it until you reach
his Rib Cage (x 1630 y 1700):
Bastard Sword +1, +3 vs. Shapeshifters
Large Shield +1
Cloak of Protection +2
Mithril Field Plate +2
Gauntlets of Ogre Power
Go back to the head, and go left. This leads you to Xactile the Sahuagin
Priest. Talking to Xactile is nearly worthless, he offers you nothing that
you need to know. He can heal you if you want. The altar behind Xactile
(x 1010 y 2215) is TRAPPED and has:
RANDOM ITEM - Ring of Will o' Wisp (1/day shoots out electric damage)
(any 1 of these) Mourner's Armor (AC 4, CURSED, cannot see current HP, +25
HP, +75% missile resistance, immune to Pain, thieving
penalty of -25%)
It's a very odd armor to wear, as your character turns
completely red (as though they had no HP at all). You
can still see their MAX HP, just not what they have
now. Are they close to death? Who knows! Want it
off? Xactile can do a Remove Curse to get it off.
Don't like Sahuagin? Who does. Kill Xactile (and his Boneguard Skeletons)
for:
Xactile - 6000 exp
Coral Plate Armor (AC 3, +25% fire & cold res., -2 DEX)
Mace +1
Boneguard Skeleton (4) - 4000 exp each
Go through the rib cage to the next level (x 660 y 2080).
Ice Citadel: (AR 9603)
------------
Warning: There are about 17 major traps on the floor in this area. Be
careful!
Go forward, through the Vodyanoi (kinda like Umber Hulks), and kill the
Sahuagins. The Sahuagins have magical bolts called Bolts of Sekolah's Fire
if you use Crossbows. Forward! There are many traps around, so be careful.
You will be quite surrounded by monsters very quickly. You'll also note that
Ice Golems block three paths ahead of you (though they aren't hostile yet).
In the room immediately to your right you'll only find a Water Kin Elemental.
In the room above that one you'll find three orbs, each has some Bolts of
Sekolah's Fire.
Back to the main chamber. You'll have to take on the Ice Golems, and when
you do a HORDE of Sahuagin will rush at you, so use some strategy. I'd make
a "turtle" formation (with your 4 best fighters in front, and weaker members
in back) and just fight till you're done. When you're ready, cross the
bridge to the other side (beware of TRAPS, of course).
On the other side you'll find Sahuagin Elite Guards and the Sahuagin Prince.
Nothing terribly tricky about this battle, just try to keep your group
together and you'll be fine. The Elite Guard have:
Shark Skin Armor (AC 8, +10% fire & ice res., -1 DEX)
Spear +1
(etc.)
Be sure to check the Prince for:
Coral Plate Armor (AC 3, +25% fire & cold res., -2 DEX)
Plain Key
Cloak of Protection +1
Spear
All around this area are vases, pots and so forth filled with treasure.
Starting from the one on the left (x 360 y 850):
The Unstrung Harp (Casts Heal 1/day, usable by good/neutral bards w/13 WIS)
Next one up (x 475 y 670):
Sceptre of Tyranny (Club +4, Immune to Fear, +1 CHA, Casts Domination &
Cloak of Fear 1/day)
Next one to the right (x 633 y 575):
Pestilent Dawn (Mace +4, 25% chance of disease, evil only)
Next one to the right (x 720 y 580):
Lover (Throwing Dagger +4, returns to sender
Next one to the right (x 810 y 535):
Icon of Power (Halberd +3, casts Symbol of Pain 3/day)
Next one to the right (x 1000 y 540):
Debian's Rod of Smiting (Club +3, extra 4-11 dmg vs. Golems w/ 5% chance to
destroy them, against Outer Planar creatures extra 8-24 dmg)
The last container is empty. Go right to the door at (x 1370 y 460) and
open it.
The Burger has one last thing for you to do here:
In the last room just before Icasaracht (the one with the Sahuagin
Prince) there's an orb on the right side that turns your cursor turns
into a sword when you mouse over it. If you do attack it, you shatter it.
That sets off a Snilloc's Snowball Swarm, and the you get a message: "You
destroyed the preservation ward on the young dragon body, allowing it to
die." For that you get 10,000 xp. Not sure WHAT it is referring to.
Icasaracht: (AR 9604)
-----------
As you enter your characters are exported...for whatever purpose. You then
automatically walk up and talk to the not-quite-dead dragon Icasaracht.
After a bit of maniacal exposition, she attacks you. Oh, and she has some
Sahuagin to help her out, Royal Guards, a couple of Priestesses and a
Sahuagin King.
Avoid Icasaracht for the moment to avoid her icy breath. I'd take out the
Priestesses first else they might cast their spells on you. I'd then
concentrate on the king and royal guards and finish off with Icasaracht.
Use your potions! Icasaracht has 400 HP and -5 AC.
Icasaracht - 50,000 experience
Sahuagin King - 3000 experience
Coral Plate Armor
Cloak of Displacement
Spear +1
Heavy Crossbow +1
Bolts
High Priestess - 3000 experience
Light Crossbow
Bolts
Underpriestess (2) - 2000 experience
Royal Guards (4) - 3000 experience
Once the Dragon Form is defeated, you must defeat the Soul Gem which appears
over to the left in the mouth of the background dragon. The Soul Gem has
another 150 HP. Defeat the Soul Gem for 50,000 experience.
For doing all that you get an extra 500,000 experience and are free to go
back to Icewind Dale. (unless you did an Expansion Only game)
Congratulations for saving the Icewind Dale area... again!
----------------------------------
7... Trials of the Luremaster
----------------------------------
Trials of the Luremaster is a free downloadable dungeon available to anyone
who purchased Heart of Winter. It is a whopping 71MB download, however, so
people with lowly 56k modems will have to take several hours to get it.
http://www.fileplanet.com/index.asp?file=62184
You MUST be registered with FilePlanet to get the download.
To get started, enter the Whistling Gallows Inn in Lonelywood and talk to the
Halfling Man...
Anauroch: (AR 9700)
---------
Appropriately, the halfling drops you off in the middle of a battle with some
harpies. The Fiendish Harpies are pretty decent fighters, and have singing
attacks (similar to a Bard). They have 120 HP and are worth 2000 experience.
If you need to buy anything while you are here, just go into Hobart's shack.
He doesn't sell much anything worth while, but at least it's something.
On the right side is a Spider Room. This becomes important later.
Go up and talk to the Spectral Figure (x 800 y 400). He'll give you some
riddles about which this level is based. Once you have the riddle it is
placed in your journal. Go right and up the stairs. It won't look like you
can actually go up these stairs, but as you get close to the hole in them,
it gets patched up. Go up the stairs. Once you're on the top level, head
up to the top tower (x 75 y 100).
Northeast Tower: (AR 9706)
----------------
This area is crawling in Harpies and the Harpy Queen, who for some reason,
wants to know your name. This ends in a very large battle with the annoying
beasties. The Harpy Queen has some treasure:
Chautog's Thinker (Helm, +1 AC, +2 INT, -2 CHA)
Ring of Greater Resistance (+2 AC, +25% crushing res., +3 save vs spells)
3 Potions of Extra Healing
Go over to the lever (x 270 y 420) and click it. Exit, then go down to the
next tower (x 760 y 930).
Southeast Tower: (AR 9708)
----------------
In this room is a party of EVIL adventurer's. They don't listen to much you
have to say and attack you. In order, I'd take out their mage, then cleric
and work on anyone left. They weren't terribly difficult.
Criek of Bane - Ring of Greater Resistance
Bag of Holding
Fire Flail +3
Adran Runeshadow - Cloak of Scintillating Colors (+3 AC)
Staff of the Hanged Man's Glee
Boots of Grounding
Ring of Fire Resistance
Ring of Protection +2
Golden Girdle
Wand of Fire
Robe of the Evil Archmagi
Shelhai - Full Plate Mail +1
Charged Battle Axe +1
Gauntlets of Ogre Power
Ring of Free Action
gems...
Djinni - Wind of Heaven (Long Sword +4, +5 vs. elementals)
Once the room is clear, click on the lever at (x 270 y 430). Exit. Go back
down the stairs, then over to the stairs on the other side. Once there,
go to the northwest tower (x 75 y 120).
Northwest Tower: (AR 9704)
----------------
On the ground here (x 440 y 440) you'll find the Symbol of Helm. Take it.
Also in here is a Fallen Paladin named Harald. If you talk to him, he'll
simply tell you a Sad Story and ask that you kill him. Don't, it hurts your
reputation by 5 (which might cause your own Paladins to Fall).
Go over and flip the switch (x 590 y 315).
Go down the stairs (x 315 y 510).
(AR 9703)
Talk to the Spectral Figure and he'll summon some Animated Plates to attack
you. (they look like Skeletal Warriors, but without the bones) Kill all of
them to get the reward:
120,000 experience
Note (Tale of Sir Erris)
Go back up, then exit the tower. Head down to the final tower (x 750 y 970).
Southwest Tower: (AR 9704)
----------------
Kill all the wyverns here.
Then flip the switch (x 570 y 320).
Next, go down the stairs (x 300 y 500).
(AR 9701)
Talk to the Luremaster here, and he'll ask you a riddle. The answer is WIND.
(If you answer incorrectly, he'll summon forth an elemental from your answer,
so if you answer IRON, he'll attack you with Iron Golems) Answer correctly
to get your prize:
120,000 experience
Note (Tale of Sir Giles)
Exit the tower. Head back over to the right staircase, and go up to re-enter
the right towers. Do the top one first.
Northeast Tower: (AR 9706)
----------------
You'll notice some stairs have appeared here (from flipping the lever in the
southwest tower), go down them (x 680 y 350).
(AR 9705)
This time the Luremaster wants you to pick from 6 treasure chests. Only 1
has the object that you seek, the others simply are trapped. In case you are
wondering they ALL Detect as Traps. The note is in the Top Right chest
(x 450 y 450).
Note (Tale of Sir Geddian)
Leave this tower, and head down to the southeast tower.
Southeast Tower: (AR 9708)
----------------
Go down the new stairs (x 680 y 350).
(AR 9707)
Talk to the Luremaster again, and he'll set more monsters on you. Kill them
to get your reward:
120,000 experience
Note (Tale of Sir Zierkki)
Exit, then drop back to the main level.
Anauroch: (AR 9700)
---------
There is a door near the stairs here (x 1750 y 560) that leads into the
Spider Room. Clear out the spiders, then place the Symbol of Helm on the
altar. This opens a secret passage just below the altar (x 608 y 295), enter
it.
Crypt: (AR 9714)
------
You'll find Crypt Things on this level, they have an odd habit of teleporting
your people all over this level. I'd suggest leaving them there and having
your main party attempt to locate them when this happens, or just continue
on with your journey and try to get them as you look for other things.
There are a lot of tiny treasures (gold for the most part) all over this
level. I won't be pointing any of these out since you probably don't need
money at this point in the game. The only treasures pointed out will be
things that are greater than some gold.
There will be a trapped coffin just in front of you (x 670 y 1850):
Heavy Crossbow of Accuracy
20 Bolts +2
Go down into the small room here, then open the southern secret wall (x 930
y 2240). From here go down to the next secret wall (x 1330 y 2400), open
and go through. This room is crawling with undead. Kill them then search
the coffin (x 1200 y 2600) for the:
Electrum Key
Back to the starting room, then go up to the next room to find the secret
wall to the right (x 660 y 1490). Again this area will be filled with the
undead. Go up to find the coffin (x 580 y 850):
Copper Key
Walk through the left wall (x 440 y 995), then up. There will be another
coffin here (x 400 y 430) with the:
Silver Key
Go back to the starting room, now open the right wall (x 900 y 1760). This
room has a lot of undead crawling around it. Kill them and continue right.
This leads to the center circle of the level, which is surrounded by more
Crypt Things.
Open the southeast door (x 2230 y 1530), this uses the Copper Key, and go
through. More undead (are you seeing a pattern yet?). Continue through this
room to the next. Take on these undead to get to the Coffin (x 2700 y 2200):
Gold Key
Go back to the Circle, then take the lower east door (x 2400 y 1735), this
uses the Silver Key. Go through this to find the Coffin (x 2920 y 1400):
Platinum Key
Back to the Circle, then take the northern door (x 2140 y 1080), this uses
the Electrum key. Go up to the next room, kill the undead, then find the
secret passage on the right wall. Go through to the coffin and get the:
Bronze Key
Back to the Circle. Open all the other doors to open up the passage to the
right. Kill the undead, go through the room to find a secret passage on the
right wall. Enter.
Note: If you want to, the Bronze Door (check above the doors for their
color) leads to a great pile of treasure at (x 1800 y 2900).
We have finally found the 4 crypts that correspond to the 4 notes we got
earlier. Here is where they go:
Top Left Crypt (Axe) - Note of Erris
Top Right Crypt (Sword & Shield) - Note of Geddian
Lower Right Crypt (Spear) - Note of Zierkki
Lower Left (Mace) - Note of Giles
This gets you 420,000 experience. Head all the way out of the crypt, out of
the spider room to the main level. The major passage to the north is now
opened and you can pass through.
Castle Interior: (AR 9711)
----------------
You'll meet the Luremaster yet again, and again he'll give you yet another
riddle. Go up and into the main chamber. Here there are many ghostly guards
who are, well, guarding things. They won't care about you at all until you
start to get by them, then they become hostile.
The right staircase leads to some bookshelves, and it is guarded. Go up the
stairs (after having dealt with the suddenly hostile guards) to find Hobart.
Talk to him. He wants you to get him a key. Refuse and he'll turn into a
Rakshasa. Kill him and his goons. The top bookshelf has some scrolls.
Back down, then up the left stairs to the upper chambers.
Upper Chambers: (AR 9712)
---------------
Head up along the passage, through some water elementals to the Dance Hall.
Here some ghosts will dance along, then disappear leaving you to be attacked
by a Beholder.
Continue along the passage. The first room has a Scroll (Power Word: Stun)
that if you take, the guards will attack.
Continue along the passage, and kill the next Beholder that you find.
Take a brief detour into the circular room below you to get some scrolls and
the Tome of Leadership and Influence (CHARISMA +1).
Continue left into the Master Bedroom, then go up to find the Lord.
Lord Maluradek - 6000 experience
Dead God's Dreaming (Bastard Sword +4, +5 vs. good)
The shelves behind him contain his Journal.
Enter the room to the right, and open the secret wall to the right (x 1733
y 875). Search here to find:
High Quality Bastard Sword
Dungeon Key
Full Plate +1
Great Shield +3
Go back down to the previous level.
Castle Interior: (AR 9711)
----------------
Go over to the right, and a little down to find the Dungeon Door (x 2030
y 1260), convenient that we now have a Dungeon Key, eh? Go in and go down
the stairs.
Dungeon 1: (AR 9716)
----------
Open the door and enter. There are 2 levers here, and a door. Flip the
levers, then pick open (or bash) the door. Go through, kill all the
monsters. Go through this mess, and pick open the next door and go through.
Note: You don't have to flip the levers, as all it will do is let the
monsters out, however, they get let out as you pass by anyway.
Dungeon 2: (AR 9717)
----------
Walk forward and the door will tell you that you can't pass. Only those with
2 heads with no eyes can pass. Sounds like another riddle.
Each of the little side rooms here have Beholders in them. Beware! Each of
the 2 long side passages leads past a LOT of monsters, and lead to a locked
door (pick it) and a dead body that has a Skull. Once you have 2 skulls you
can pass by that annoying talking door.
Opening the door gets you 420,000 experience.
Dungeon 3, Slime Level: (AR 9718)
-----------------------
Note: In this level where the Luremaster traps you with a
bunch of slime, if you cast summon creature and put a creature under
the gate, the gate won't close. I discovered this by accident (I
always have my creatures go through doors ahead of me). (from
David Yeung)
Flip the switch and see the cutscene with the Luremaster as he attempts to
explain himself a little. He riddles you again, then seals you inside this
chamber... forever! Then you must kill about a dozen slimes. The 2 rooms
to each side have Slims and Slime Zombies, not very important. Pick open
the top door and enter. Search for the secret wall on the right. This
leads to the way out.
Dungeon 4, Jackal Level: (AR 9800)
------------------------
We're going to be entering 5 different caves here to get 5 different Flawed
Gems. These gems are then upgraded to Flawless, and put elsewhere to open
the exit. Sounds simple. This place is just teeming with werejackals, so
be cautious.
Be sure to be looking for traps, and head up. Then go right, at the first
opportunity (x 950 y 550) go down.
There's some treasure here (x 1233 y 815) that includes:
Hell's Bane (normal long sword, unless attacking a demon then it is a 2d8+4
sword with +4 to hit)
Continue down to the first cave (x 1275 y 1250) and enter.
(AR 9801)
Go forward and search the chest for:
Flawed Skydrop Gem
Go left, then up. You'll be attacked by a whole lot of Minotaurs, one of
which has some treasure:
Cloak of Displacement
Axe of the Minotaur Lord +4
Ring of Free Action
Exit.
(AR 9800)
Drop down. You'll have to fight through yet more enemies. There will be a
circle of stones here with some summoners. To the left of them is a bedroll
with a scroll (a Clue!) and below that a chest with some potions. Go below
all of that into the next cave (x 320 y 2620).
(AR 9801)
A very large battle here, with all sorts of enemies. Once they're dealt with
search the chest above to get:
Flawed Fire Agate Gem
Exit.
(AR 9800)
Go all the way back up, then right to the third cave (x 1560 y 340).
(AR 9801)
Fight through the insects (well, spiders aren't really insects, but still),
then drop down to the chest and get:
Flawed Emerald.
Exit.
(AR 9800)
Go right, then down (ignore the Shamblers if you want, they only lead to more
Shamblers), then left to find Rikasha. He'll explain some key plot points to
you, such as just who that little Hobart really is.
Continue left, then all the way down, killing enemies as you find them. The
fourth portal is at the bottom, across a little stream (x 1360 y 2667).
(AR 9801)
Kill the millions of harpies here (I exaggerate, but not by much), then go
right, find the chest and get:
Flawed Pearl
Exit.
(AR 9800)
Go up, then right. This is the Portal Room, but we can't use it just yet.
Clear out the monsters. If you want, there are some spells across the stream
just below the portal.
Go right, above the portal, then up. There were some containers here with
some treasures (like a Ring of Animal Friendship and a Bow of Marksmanship,
nothing great). Go down, then left to the last cave (x 2330 y 1360).
(AR 9801)
There are Dire Bears here. Drop down to find the chest with the:
Flawed Moonbar Gem
Exit.
(AR 9800)
Head all the way back to the first cave that we entered. (x 1275 y 1250)
Go left, then down, and left across the stream to find the Chest of Seasons.
Place all the Flawed Gems in it. As they are put into the chest, they'll
vanish. Now re-enter each of the caves to find the Altars. On each of the
altars you will find the now Flawless gems.
The first one is directly up from where you are. Kill the Stone Nuisances,
and get your Gem. Repeat for all 5 caves.
Once that is done, head over to the 5 sided portal (x 3310 y 2025). To find
out where to place the stones, click on the appropriate "point" of the star.
Then just outside the point, place the right gem:
Flawless Moonstone = Night
Flawless Waterstar = Sea
Flawless Diamond = Earth
Flawless Sunstone = Day
Flawless Star Sapphire = Heaven
When all gems are placed, you get 30,000 experience and the portal opens.
Throne Room: (AR 9711)
------------
You are teleported into the throne room (the guarded door that couldn't be
opened earlier) to confront the Luremaster. He tells you good job, then has
a whole brood of spirits attack you... you know, as your reward for a job
well done.
With the battle over, open up the throne and take the Ring inside. This
opens the Throne Room and allows you to exit.
To get back to Lonelywood, simply equip the ring and Use it on yourself.
(from the backpack icon in your characters lower toolbelt on the main screen)
Congratulations for surviving the Trials of the Luremaster!
===============================================================================
Appendices
===============================================================================
----------------------------------
Guide to Naming Characters:
----------------------------------
I have heard that some people have trouble coming up with creative names for
their characters. So here is a little guide to coming up with interesting
names that seem to fit into the game (i.e. names that aren't "brad" or "mike"
or something).
Method 1:
Take an existing last name, and make it a first name.
Ex: Corbin, Martens, Miller.
Obviously this doesn't work with all last names, and it also tends to skew
mostly male.
Method 2:
You can also make interesting names by taking an existing name, such as
Kate, and flipping some letters around to make a new name, Kaet.
Method 3:
Somewhat similar to method 2, this one merely involves adding useless
vowels. Try adding an 'a' before an 'e' or an 'i' after an 'e'. Take the
name Patrick for example. It will become Paetrick.
Method 3-B:
Swap hard consonants (such as the hard K) for softer consonants (such as
the softer G). So starting with our Paetrick, we can turn him into a
Paetrig. Also works by turning T's to D's, etc.
Method 4:
Another fun thing to try is to simply add a new "flourish" to an existing
name. For example we start with "Nate" and add the "flourish" "ylia" to
make the new name "Natylia".
Method 5:
Start with another word, say the number "Seven". Replace the vowels with
new vowels to make "Sivan". Now if you want to make it feminine add an "y"
(or something similar) to the end to make "Sivany". Or try this, start
with the word "talent". Replace the first 't' with a "th" and then replace
the 'e' with an 'a'. You now have "Thalant", which is a good name, but
needs a little flourish of "yr" to finish it "Thalantyr".
Here's a list of names that I have used in various RPG games. This list will
be a little small for now, but as I get more of them, I'll add them. If you
have any name that you want to send in, please feel free!
(manymoose@hotmail.com)
Female: Male:
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Kaet Salamoss Telen
Sivany Syllas
Jiany Poetayn
Saenra Mytahl
Kystra Ralasannvyr
Lydra Ylv Tor
Tyllaenii Ex'ald Moor
Bealla Forthyss Aallax Morkallai
Cyrra Lyth Cyr Daan
Sho'erna Moerth Kintos the Dim (my current favorite)
Mistriana Corvuus
Karyana Khaar the Bloody
Ceqeen'ah Rargh (great with Male Fighter 3 sounds)
The following names are from Bane:
Lyria Taaryn (Taryn)
Kestyn Yulosa
Maya Astyk
Galian Bane
The following names are from Souma:
Alicia Bonecrusher (ranger/cleric) Wildfoot (a halfling fighter/thief)
Simion (a Paladin, a bit of an ape :P)
Adonis has some more names:
Corwin (usually a ftr/cleric) Got the name from a Roger Zelazny series of
books, the "Amber" series.
Shalandra, my thief. Just made it up.
Kyren Pathfinder, my ranger or ranger/cleric or/druid. Always an elf.
Buffy Trueheart, a female paladin.
Darius, a mage of any race.
Tor Eriksen. Named after the first AD&D character of mine that ever had an
18/00 strength. Tor is a modification of Thor, obviously.
Celune, my bard.
Clarissa, my Cleric.
I don't generally give my computer RPG characters last names. It just
takes up more space in the chat windows, and they are always too long to
export the character with the same name.
The following names, and strategy, were sent to me by Preston Lloid:
Female: Male:
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Jephinia Justice Edcam Sielfir
Misha Kintyre Purl Sielfir
Latista Dymnir Paxus Silatis
Kyndria Valmund Bastius Mnotarior
Shaloa Fighro Rhymnir Kaleef
Syff Kintous Kelt Incurrigate
Geila Mist Solas Imnikurr
Tarrento Gymnica
I also found that nearly all the months make fine female first names (e.g.
October, November etc.). Furthermore I personally think that there's
nothing wrong with giving your character a first name and some kind of call
name instead of an actual surname (or family name). For instance, if
you've made a female priest with the alignment "lawful good" you might
call her "Misha the Divine", instead of Misha Kintyre. Or if you create an
evil male mage, you could call him "Tarrento the Dreadful".
Name Characters Based on What They Do (from Leo Wang):
-------------------------------------
If someone wants to add a last name, I suggest that it should be something
that makes the character stick out, or something that the character is fond
of doing. For example, you could have Nyla "Firefingers" the female
evoker, because she's fond of Burning Hands (and other Fire-based spells).
(Got Nyla by putting N.Y. and L.A. together) Or, you could have Balthus
"Cuisinart" because he's a fighter specializing in Great Swords (and has or
will have 6 Proficiency points devoted to it).
Or you could simply have the character go by a nickname. For example, a
cleric might be called Amelior/Ameliore (short for ameliorate) because
he/she's got nothing but healing spells and Aid memorized all the time. A
battle cleric might be called Glory Preacherson or Orata (orator) because
the rousing speeches (Prayer, Recitation) about glory that he/she gives is
so moving that he/she's got to be the son/daughter of a (successful)
preacher/orator. A Dwarf Thief might be called Granite Tunnelfast or
Amiterre for a female (I hope I got the words right...it's supposed to be
the french word for "friend" with the word for "earth") for...obvious
reasons. :) There's only so many ways you can make a name sound exotic
before it all starts to sounds the same though...
----------------------------------
Cheats:
----------------------------------
The first step to getting these cheats to work, is to download the latest
patch here:
http://www.interplay.com/icewind/
Use a text editor to edit the "icewind.ini" file in the game directory. Add
the line "Cheats=1" under the "[Game Options]" section. Start the game and
press [Ctrl] + [Tab] to display the console window.
Cheat Codes
Press Ctrl + Tab to display the console window and
then enter the following codes:
HoW Note: In Heart of Winter, instead of putting in CHEATERSDOPROSPER
use GETYOURCHEATON. EX: GETYOURCHEATON:CreateItem("boot01")
to create some boots. (from Sebastien Rheaume)
CHEATERSDOPROSPER:ExploreArea()
Show full map.
CHEATERSDOPROSPER:Hans()
Teleport party to pointer.
CHEATERSDOPROSPER:SetCurrentXP([number])
Give selected characters indicated EXP.
CHEATERSDOPROSPER:AddGold([number])
Add indicated gold to party total.
CHEATERSDOPROSPER:Midas()
Add 500 gold to party total.
CHEATERSDOPROSPER:FirstAid()
5 healing potions, 5 antidotes, and 1 Scroll Of Stone
To Flesh.
CHEATERSDOPROSPER:CreateItem("xxxxxx")
This creates any item that you know the Item Code for. Every item from
Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item
Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in
IWD) Also I now have an Item Listing for all the items in Icewind Dale,
which can be found at GameFAQs. (http://www.gamefaqs.com/)
Note: If you are creating an item that can have multiples in one stack, use
the CreateItem("xxxxxx", num) form. So to create 300 Summon Cow
scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)
Here's a few IWD unique codes:
BELTSTR - Girdle of Stromnos (sets STR to 19)
BOOTFOX - Boots of the Fox (increases speed, and +1 AC)
CLOAKMI - Mithran's Cloak (+3 AC, Saving Throw +2)
DBONE - Ring of Dwarven Bone (+1 STR, not usable by good char)
GLORY - Plate Mail +6, Glory of Suffering (-25 HP to wear)
HELMDEF - Helm of the Blessed Defender (+3 AC, Halflings/Gnomes only)
HELMSUN - Sune's Laurel of Favor (Helm anyone can wear, +1 AC, +1 CHA)
HOLDING - Jester's Bag of Holding (Creates random items once per day)
KAYBOW - Kaylessa's Bow (+1 Dex, +3 Dmg, +3 to hit, min STR of 15 to use)
KAYCHAI - Kaylessa's Elven Chainmail (AC 2, +1 Dex)
KAYGLOV - Kaylessa's Gloves (+1 AC, +1 Dex)
ORRSHLD - Orrick's Rhino Beetle Shield (+4 AC)
SCRLZZ - Spell: Summon Cow (you heard me!)
ULBOW5A - Long Bow +4: Hammer (+1 AC, +4 Dmg, +5 to Hit, 4 attacks/round)
ULSWD4B - Long Sword +3: Enforcer (extra spells, only usable by F/M)
ULSWD5B - Long Sword +3: Bhaal's Fire (extra 2d4 of fire dmg)
UROBE1A - Robe of Enfusing (+2 AC, +5% magic resistance, +5 Lore)
VOICEBN - A dead paladin (no point, but it's interesting to see things cut
from the game)
Here are the Astrolabe Pieces:
PIECE1
PIECE2
PIECE3
PIECE4
The following codes can merely be entered (they don't need the CONSOLE like
the above cheats) after you've entered this in the console:
CHEATERSDOPROSPER:EnableCheatKeys()
[Ctrl] + J - Move selected characters to pointer position.
[Ctrl] + R - Heal or resurrect the selected character or portrait.
[Ctrl] + Y - Kill selected monster or NPC with no EXP.
[Ctrl] + 4 - Display trigger polygons; shows traps.
[Ctrl] + 9 - Display character bounding boxes
[Ctrl] + Q - Forces the monster to join party (from GOOD-ASH)
(most cheats above here, except CreateItem, came from Jake Sweet)
_____________
Item Copying:
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There is a really easy way to duplicate any item that you receive using a
quirk in the game's design.
1. Save the game.
2. Export the Character with the item(s) that you wish to copy. (only works
with characters that you have created yourself, such as the main
character)
3. Give all of that character's items away, and then click the bottom
button (Character Arbitration), then click the Modify Characters button
(only works if there are no enemies around, and you aren't in the middle
of casting a spell), and then click on the Character Name to delete the
character.
4. Now immediately Import the character back, and you now have 2 of
everything that person had.
Similarly if you are doing this in a single player, you:
1. Export the Character.
2. Start a new game.
3. At the Character Creation Screen press "Import" and the select your
character.
It is really helpful that when you Export your Character to name him/her
something specific, not just "Character1" or something.
This is really useful for the ultra-rare items like the Girdle of Stromnos.
This also works well if you want to start over, simply export your
characters, start a new game, and import them there.
----------------------------------
Bugs:
----------------------------------
The "Symbol of Correlon Lorethian" Necklace bug:
This artifact is supposed to affect your THAC0 by +2 when worn, but instead
it actually CHANGES your THAC0 by +2 EVERY time it is worn! So if you were
to unequip/reequip this item over and over, your THAC0 would continuously
decrease! Not only that, but when you simply LOAD your game up, it will
decrease your THAC0 then as well. As far as I know, you can keep improving
your THAC0 forever (I stopped at -130).
WARNING: I wouldn't use this Bug as it horribly unbalances the game. What
I would do with it is to equip it once, then throw it away. This
way you get the effect of the item, but not the bug.
Patch Note: This is fixed in the latest patch.
Denaini's Holy Water:
When you give Denaini the holy water, she is supposed to give you an item
"as Thanks", but you get nothing.
Patch Note: This is fixed in the latest patch.
Orrick and the Book of Mythal:
When you give Orrick the Book about Mythal that you found in the Shattered
Hand, you should get an artifact, but you don't. Not only that, but when
talking to him about it, you get a "NO VALID REPLIES OR LINKS" as your only
dialogue option! (even IF this is fixed in a patch, if you have already
visited Orrick, then you will never get the right reply, you would have to
start a new game)
Patch Note: This is fixed in the latest patch.
Character Arbitration Bug (This was done in Single Player mode)
I recently started a new game with only 2 characters, just to play around
with some different classes and such. Quickly getting bored with that I
did a Quickload (via pressing L) to bring up my regular party. Now I
wanted to Modify this party of 6, but discovered when I pressed the
Character Arbitration button that it only showed the first two people in
the party. If I clicked 'done' at this point nothing happened, but if I
clicked 'modify' first, then 'done', it would drop my party from the full 6
to only 2.
Then if I were to try to create a new character in one of the "blank"
spots, it would actually restore the party member who should have been
there already!
Infinite Experience Loop in Aquarium (from ERSKINE)
This is a bug I found and I don't know if it will work for you but-- If
you talk to the boss salamander and he tells you to kill the leader of
the slave revolt, go talk to the leader of the slaves in the basement
(not Vera- you need to avoid talking to Vera before you talk to
Gareth)-- he thinks that vera is dead and you can now go back to the
Boss and tell him that she died in the escape--here's the bug-- He will
then tell you to kill all of the slaves, tell him you will think about
it and the conversation ends, BUT if you talk to him again you can tell
him Vera died in the escape again and get more xp's (about 10k for each
character) I was able to do this indefinitely (I got my characters up
about three levels each before I got tired of it)-- again I don't know
if this will work for you, or if you even want to try it.
Rhino Beetle Shell Bug (from ERSKINE)
Another bug-- when I took rhino beetle shell to dirty lew (use a female
to talk to him--better prices) and got him to make a shield for me I
then took it to Nym (the dark-elf) an paid for him to enchant it and to
buy his dagger (refuse his first offer of 30,000 gp and the next offer
is 33,000gp for the enchantment and a dagger)- only he didn't give me
his dagger! (the dialogue said "here's your dagger" but I didn't get
one)-- if you refuse his second offer he offers "a better enchantment"
for 28,000gp-- but this is the same as the first enchantment, but
2,000gp less.
Ed. Note: One similar item to this is the Orrick's Shield. Supposedly
Orrick was once able to enchant the Rhino Beetle Shield in the
same fashion as Nym (but +4 instead of +3), however there is
no way to get Orrick to enchant the shield. (It's the item
code ORRSHLD if you're curious)
Lizard King's Lizardmen weren't so loyal...
While attacking the Lizard King with my third party (the Walkthrough
party), I noticed that all the lizardmen were suddenly under my control.
What I had done was that I told him that this Cave was going to belong to a
Dead Lizard King, and he attacked. I don't know why all his followers
suddenly joined my side, but as soon as they killed the King for me, they
became enemies again.
----------------------------------
Strange Things
----------------------------------
The Shadowed Orcs in the Severed Hand say "Zug Zug" when they attack you,
just as the Peon Orcs in Warcraft II do.
The Razorvine Extract (property of Mourns-for-Trees) is a reference to the
Black Isle game, Planescape: Torment.
Erevain's Journal makes mention of Xan from Baldur's Gate (see the Stinger at
the end of the FAQ for the exact quote).
Normal Cold Wights that you encounter are worth 1400 exp. However, the
random Cold Wights (those that you encounter if you rest and are attacked in
the night) are worth more at 1500 exp. Why is that?
On the fourth level of the Shattered Hand is an elven bladesinger named
Lethias. He can occasionally be seen muttering "The needs of the many...",
a line from Leonard Nimoy's Spock character in Star Trek: The Wrath of Khan.
(Scott Werner)
===============================================================================
Final Words...
===============================================================================
This FAQ was written entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/
_________________________
Special Thanks: (Credits)
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Adonis for some clarification on what kills Yxunomei and some Names
Andrew Quah for lots of information
Andy Finkel for Pickpocketing Purvis so many times
Bane & Prestion Lloid for some names in the Guide to Naming Characters
CJayC for posting this FAQ
David Yeung for sending some good information on the Trials of the Luremaster
Duncan Clay for a whole LOTTA information
ERSKINE for lots of information all over the place
Fellcor Lim for pointing out a missing bag o' items in Joril's Cave
Jake Sweet for the cheats
Jean-Philippe RODRIGUEZ for updating the Kontik random item list and adding
some stuff about Edion
Jeremy Treanor for his fire protection strategy
Jim Valeri for a good question
Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
Kyle Angstadt for pointing out the Vaarglan quest
Lauren for mentioning how to get rid of the Register Now thing
Leo Wang for a great many things (a GREAT many)
Matt Richardson for adding to the Ilmater subquest in Kuldahar
Mike Gan for information on the Ice Priestess' Items, etc.
Nereid for the Ilmater Townsperson in Kuldahar
Scott Werner for pointing out that Trolls sometimes die without fire or acid
Souma for pickpocketing advice, and more
The Burger for a 10,000 exp note
Tony for a small update on the Priestess of Auril
Anyone who emails me with nice things to say, you are appreciated!
Black Isle for making such a great little game!
_________________________
Shameless Self Promotion:
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I have also written FAQs for:
NES: Disney Adventures in the Magic Kingdom
Final Fantasy -- Magic FAQ
The Legend of Zelda
SNES: Aerobiz
Aerobiz Supersonic
Utopia: Creation of a Nation
Genesis: StarFlight
PSX: Thousand Arms -- Walkthrough
-- Forging/Dating FAQ
PS2: Madden NFL 2001
PC: AD&D Rules FAQ (multiple games)
3rd Edition D&D Rules FAQ
Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
NPC List
Creature List
Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
-- Items List
-- Class FAQ
-- Creature List
-- Endings FAQ
Civilization III
Colonization -- the Single Colony Strategy Guide
-- the Cheat Guide
Drakan: Order of the Flame
Dungeon Hack
Icewind Dale & Heart of Winter -- Items List
-- Kresselack's Tomb Map (JPG)
-- Shattered Hand Map (JPG)
-- Buried Isle Map (JPG)
Icewind Dale II -- Items List
Master of Magic (revision)
Messiah
Pharaoh (currently being edited by Red Phoenix)
Planescape: Torment -- FAQ/Walkthrough
Items Listing
Rollercoaster Tycoon
Sid Meier's Alpha Centauri
The Sims
Ultima 4: Quest of the Avatar
Ultima 7: The Black Gate
Ultima 7 Part 2: Serpent Isle
Ultima Underworld -- Keyboard Commands
Ultima Underworld II -- Keyboard Commands
-- Spell List
All of my FAQs can be found at:
http://www.gamefaqs.com/features/recognition/2203.html
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________________
Version History:
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Version x.1 July 6, 2000 14k
Version x.2 July 7, 2000 24k
Added new Questions, added a Contents, added the Bugs list, added this here
Version History, and slightly changed the format
Version x.3 July 8, 2000 35k
Had the version history saying that this was done in "june", so I fixed
that Added new questions, and a new bug (one I found myself, no less!).
Also began separating the Gameplay Specific questions into their separate
areas to not only make things easier to find, but also to help people avoid
spoilers. Added the Special Thanks thingie in the Final Words section.
Fixed a spelling mistake. Spaced in all the questions, hopefully this
makes things easier to read.
You know, this was just going to be a 5-10k mini-FAQ at first, just
answering the basic questions, but it keeps growing and growing...
Version x.4 July 9, 2000 38k
Added more questions taking me all the way through the game. Now I'm going
to go through the game again with a different party, but with the items
from my first party. Sure that's sorta cheating, but I've already won the
game once without cheating!
Version x.5 July 9, 2000 41k
Added a couple of new questions, and updated the Troll killing question.
Lots of little changes too, just things that looked like they could use an
extra word or two. And in case you were wondering, version x.4 was only
uploaded to one site, and it wasn't GameFAQs. After it was uploaded I
found some new things to put in, so here we are.
So, now that I've finished the game, and pretty much all the questions,
what will I do next? A full Guide/Walkthrough? Who knows!
Version x.6 July 10, 2000 45k
Removed a bad question (well, the question was irrelevant, and the answer
was bad). Added a new question about my favorite armor in the game (the
Mithril Field Plate +2), as well as a question dealing with the Caravan
Contract, and some other questions.
Version x.7 July 11, 2000 49k
Added some info from Mike Gan. Also went through the FAQ and corrected a
number of spelling mistakes and/or typos. Added the section on Creating a
Balanced Party... but it needs some more work, I think.
Version x.8 July 11, 2000 53k
Added lots of new information from ERSKINE, so THANKS!
Version x.9 July 12, 2000 53k
Just some small changes.
Version x.9.1 July 13, 2000 54k
Fixed two mistakes.
Version x.9.2 July 16, 2000 60k
Added new party making strategies, one from me, and another from ERSKINE.
Reformatted the Contents slightly (you'll notice that I claim to have a
Walkthrough forthcoming...heh). Some other small changes.
Version x.9.3 July 23, 2000 63k
Figured out what was locking the SWITCH for the GEAR DOOR (it's the Black
Wolf Talisman), so added a question/answer for that. Created the CHEATS
section thanks to Jake Sweet.
So, how's the walkthrough coming along? Um... fine. I have been very busy
with a new job, but I should still be able to get it finished.
Version x.9.4 July 30, 2000 64k
Added a new cheat code, the CreateItem code, along with a item codes for
several of the more interesting IWD items.
Version x.9.5 July 31, 2000 65k
There's a new patch out as of yesterday, so I updated that. Also added
several new Item Codes in the cheats section.
Version 1.0 August 2, 2000 100k
Added several new Frequently Asked Questions, one about where the Severed
Hand is (people apparently don't know to scroll the map down), and another
about the Glory of Suffering Armor.
Began adding the Walkthrough.
Version 1.1 August 4, 2000 105k
Continued on with the Walkthrough.
Version 1.2 August 9, 2000 123k
Updated one of the FAQs. Continued on with the Walkthrough. And some
other small, yet important, edits. (updating some FAQs from pre-walkthrough
days)
Went through the bugs list to see which were fixed with the latest patch,
some were, and some weren't.
Version 1.3 August 13, 2000 146k
Added a new subquest in Kuldahar (thanks to Nereid!). Added some new
information from Souma, about Pickpocketing, etc. Added the Item Copying
Cheat from my Baldur's Gate FAQ. Also while I was at it, I also copied
over the Guide to Naming Characters. Created the section General
Strategies, and put a few strategies in it.
Filled in the walkthrough up to the Severed Hand.
Version 1.4 August 21, 2000 162k
Added new information from Souma, including new names, a new party making
strategy, and some other information. Also added a tip from Jeremy
Treanor about fire protection and fireballs. Added my own tip about
Proficiencies in the General Strategies.
Lots of small changes, additions and corrections from Leo Wang. (thanks)
Version 1.5 September 21, 2000 194k
After about a month of doing nothing, got back to work on the Walkthrough.
Now the walkthrough goes all the way through the Severed Hand.
Added new information from Scott Werner and Adonis. Also slightly enlarged
the Fighting "General Strategy".
Version 1.6 October 26, 2000 209k
Filled in the Walkthrough through Dorn's Deep.
Version 1.7 November 26, 2000 219k
Another month, another update. Filled in the Walkthrough through Wyrm's
Tooth.
Version 1.8 January 11, 2001 225k
Added lots of information from Duncan Clay. The walkthrough itself has
creeped forward a little.
Version 1.9 January 24, 2001 246k
Filled in the Lower Dorn's Deep section.
Version 2.0 January 26, 2001 251k
Finished the Walkthrough. Next update probably won't be until Heart of
Winter is released.
Version 2.1 February 14, 2001 253k
Added lots of information from Andrew Quah.
Version 3.0 March 9, 2001 276k
Added the Heart of Winter walkthrough, which is complete up through
Lonelywood.
Version 3.1 March 12, 2001 290k
Sebastien Rheaume sent me the new cheat command (GETYOURCHEATON) for HoW.
Updated the walkthrough up to Gloomfrost.
Version 3.2 March 13, 2001 300k
Updated the walkthrough up to the Sea of Moving Ice.
Version 3.3 March 14, 2001 306k
Added things from Jean-Philippe RODRIGUEZ and Fellcor Lim. Added some
final parts to the Gloomfrost section of the walkthrough (specifically the
final Lonelywood quests).
Version 4.0 March 15, 2001 316k
Finished the walkthrough for Heart of Winter.
Version 4.1 March 25, 2001 317k
Added a note from The Burger (a way to get 10,000 experience just before
fighting Icasaracht).
Version 4.2 June 7, 2001 318k
Added a note from Andy Finkel about Pickpocketing Purvis multiple times.
Version 4.3 June 17, 2001 318k
Corrected several mistakes.
Version 5.0 July 5, 2001 336k
Added the walkthrough for the Trials of the Luremaster. (with thanks to
David Yeung)
Version 5.1 February 10, 2003 337k
Added Adam Roebuck's Mytos paladin trick. Other small changes.
________
Stinger:
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Excerpt from Erevain's Journal:
"It is an endeavor doomed to failure. Oh, there I go again. Corellon help
me, I'm starting to sound like cousin Xan!"
_______________________________________________________________________________
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ィbィbィbィbィbィbィb
This Document is Copyright 2000-2003 by Dan Simpson
Icewind Dale is Copyright 2000 by Black Isle/Interplay
I am not affiliated with Black Isle, Interplay or anyone who had anything to do
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may not charge for, or in any way profit from this FAQ.
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FAQ #2 for Icewind Dale
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|___/\__\___/_| \___| |___|\__\___|_|_|_/__/
by Michael Walsh
Ver 1.2
June 4, 2001
Questions? Additions?
E-mail me at: cumw7@pen.eiu.edu
Put "Heart of Winter" in the Subject Line
-------------------------------
TABLE OF CONTENTS:
-------------------------------
i. Why a Store Inventory?
-------------------------------
1. Pomab's Emporium
2. Gerth's Equipment Store
3. Conlan's Smithy
4. Oswald's Laboratory
5. Orrick's Study
5a. Before Dragon's Eye
5b. Chapter 2 and Later
6. Geelo the Librarian
7. Lehland
8. Bandoth
9. Nym's Exotic Goods
10. Dirty Llew's
-------------------------------
x. Other Works
y. Previous Updates List
z. Legal Information
-------------------------------
==============================================================================
Why a Store Inventory FAQ?
==============================================================================
The answer to this can be traced to a personal frustration. It is one that
many gamers probably share with me, or have shared with me at one time. Here
it is: You have been playing Game X for 13 hours straight. You are getting
tired. Your mind is not as sharp as it was 10 hours ago. You are trying
desperately to remember where you had seen that Vorpal Sword +83 before.
Then you remember - it was in one of those stores I passed in the last 6 or 7
hours. So you head toward what you *think* is the right town. You send your
party to the counter, peruse the store's inventory, and realize that you spent
20 minutes going to the wrong store.
If this has never happened to you in a Baldur's Gate/Icewind Dale game, you
must be a wonder gamer. If that is you, thank you for needlessly downloading
this FAQ. It makes me feel better.
Now for those who, like me, never seem to be able to keep store inventories
straight. Below I have compiled the items that are carried by all the
merchants in Icewind Dale. This FAQ _ONLY_ contains the shop lists for the
main game with the expansion pack installed. For the shop lists of the
expansion pack, see my Icewind Dale: Heart of Winter Store Items FAQ, also
available at gamefaqs.com In addition to the items, I have listed their price
and, on occasion, a bit of other information about them.
NOTE: The prices of items in the shops of Icewind Dale are at least
partially dependant on the Charisma score of the FIRST character
in your party. So your prices may vary to some extent from mine,
but not greatly. When I recorded these prices, I was using a
character with a Charisma of 18. Leaders with less Charisma may
find higher prices, while the reverse is true for characters with
Charisma scores above 18.
Now for the other question which you may be asking. Why didn't I just
attach these Shop Item charts to the end of the larger FAQ that I wrote for
Icewind Dale: Heart of Winter? Again, it stems from a personal frustration,
or preference, if you will. Here are four good reasons:
1. I hate scrolling through endless pages of a FAQ in order to get to the
Shop List at the end...or near the end...or somewhere.
2. I also dislike downloading huge FAQ's. I like having all the
information, but there are some FAQ's that weigh in at over 600k! Now,
many people won't find this a problem, but let's say that you live in
the middle of nowhere (like I do) and the fastest connection you can get
to the Internet is 33.6...see where I am going with this?
3. I like options! I like being able to download my Shop Items FAQ,
without a side of Walkthrough.
4. Which is more printer-friendly: This FAQ, or the 600k file I mentioned
earlier?
If people ask for it and/or wish to contribute to this list, I might be
willing to expand the information on here to include partial/full item
descriptions, and/or Shopping Strategy, if indeed such a thing exists.
Or I might do the above if I get bored...
And now, without further ado...the shopping lists!!!
==============================================================================
Shop Inventories
==============================================================================
There are a total of ten merchants with whom you can buy and sell items,
weapons, spells, etc. I will list the name of the merchant, the location of
the merchant, (using coordinates, which you can find by pressing x during a
game) all of the items that they carry, the price listed (based on my party
leader with 18 Charisma) and any other relevant information about the item in
question. (mainly weapon mastery types)
NOTE: If you do not have the Heart of Winter expansion pack installed, a
few of the items in the lists will not appear in your game. This
is because the expansion pack adds some new items to the
inventories of merchants in the main game. I have NOT denoted
which of the items are new to the lists; I just assume that you
have installed the expansion pack and are enjoying it thoroughly.
==============================================================================
1. Pomab's Emporium - Easthaven: (x 790 y 504 AR 1007)
==============================================================================
Weapons Type Other
---------------------------- -------- ---------------------------
Long Sword 19 L. Sword Bottle of Wine 2
Bastard Sword 31 G. Sword Gem Bag 6
Short Sword 12 S. Sword Scroll Case 12
2-Handed Sword 63 G. Sword Potion Bag 12
Battle Axe 6 Axe
Throwing Axe 6 Axe
2-Handed Axe 12 Axe
Scimitar 19 L. Sword
Halberd 12 Halberd
Dagger 2 Dagger
Throwing Dagger 6 Dagger
Dart 1 Missile
Heavy Crossbow 63 Crossbow
Light Crossbow 44 Crossbow
Composite Long Bow 127 Bow
Long Bow 95 Bow
Short Bow 38 Bow
Sling 1 Missile
Arrow 1 Ammo
Bolt 1 Ammo
Bullet 1 Ammo
War Hammer 2 Hammer
Spear 1 Spear
Club 1 Club
Mace 10 Mace
Morning Star 12 M. Star
Flail 19 Flail
Quarterstaff 1 Staff
Armor Type
----------------------------------- --------
Chainmail Armor 95 Armor
Splint Mail 101 Armor
Studded Leather 25 Armor
Leather 6 Armor
Helmet 1 Helmet
Helmet 6 Helmet
Helmet 6 Helmet
Small Shield 3 Shield
Medium Shield 8 Shield
Buckler 1 Shield
Buckler 1 Shield
Large Shield 12 Shield
==============================================================================
2. Gerth's Equipment Store - Kuldahar: (x 1010 y 1825 AR 2100)
==============================================================================
Weapons Type Other
---------------------------- -------- --------------------------------
Battle Axe 6 Axe Bottle of Wine 2
Throwing Axe 6 Axe Girdle 3
Dagger 2 Dagger Bracers 2
Arrow 1 Ammo History of the North I 63
Bolt 1 Ammo History of the North II 63
Bullet 1 Ammo History of the North III 63
Club 1 Club Lyre of Progression 11,684
Quarterstaff 1 Staff Bardic Horn of Valhala 10,106
Gem Bag 6
Jewelry
----------------------------
Necklace 2
Silver Necklace 12
Lynx Eye Gem 19
Skydrop Gem 50
Moonstone Gem 63
Ring 12
Silver Ring 6
==============================================================================
3. Conlan's Smithy - Kuldahar: (x 1485 y 385 AR 2100)
==============================================================================
Weapons Type Other
---------------------------- -------- -------------------------------
Long Sword 19 L. Sword Gem Bag 6
The Sword of
Murloch Vale 40,640 L. Sword
The Blade of Bael 35,560 L. Sword
Bastard Sword 31 G. Sword
Bastard Sword +1 3,175 G. Sword
Trollslayer 32,385 G. Sword
Short Sword 12 S. Sword
Short Sword +1 1,016 S. Sword
Pig's Eye 28,067 S. Sword
2-Handed Sword 63 G. Sword
Pikeman's End 34,290 G. Sword
Battle Axe 6 Axe
Faith Killer 14,605 Axe
Lonesome Road 44,450 Axe
Throwing Axe 6 Axe
2-Handed Axe 12 Axe
Scimitar 19 L. Sword
The Lucky Scimitar 4,953 L. Sword
Halberd 12 Halberd
Fayr's Halberd 32,776 Halberd
Dagger 2 Dagger
Reliance 30,480 Dagger
Throwing Dagger 6 Dagger
Dart 1 Missile
Heavy Crossbow 63 Crossbow
Daisy 46,863 Crossbow
Light Crossbow 44 Crossbow
Composite Long Bow 127 Bow
Composite Long Bow 127 Bow
The Black Bow 39,928 Bow
Long Bow 95 Bow
Short Bow 38 Bow
Short Bow +1 1,905 Bow
Sling 1 Missile
Giant Killer 9,207 Missile
Arrow 1 Ammo
Bolt 1 Ammo
Bullet 1 Ammo
War Hammer 2 Hammer
Hellpick 30,162 Hammer
Spear 1 Spear
Spear of White Ash 12,382 Spear
Club 1 Club
Evil Spider Crusher
of Doom 11,176 Club
Mace 10 Mace
The Giving Star 18,034 Mace
Love of Black Bess 6,447 Mace
Morning Star 12 M. Star
Flail 19 Flail
Tombsweeper 33,655 Flail
Quarterstaff 1 Staff
The Staff of Eron 28,194 Staff
Armor Type
----------------------------------- --------
Plate Mail 762 Armor
Plate Mail +1 6,350 Armor
Chainmail 95 Armor
Splint Mail 101 Armor
Studded Leather 25 Armor
Leather 6 Armor
Helmet 1 Helmet
Helmet 6 Helmet
Helm of the Trusted
Defender 9,931 Helmet
Small Shield 3 Shield
Medium Shield 8 Shield
Buckler 1 Shield
Buckler 1 Shield
Large Shield 12 Shield
Bracers of Defense A.C. 8 3,810 Gauntlet
==============================================================================
4. Oswald's Laboratory - Kuldahar: (x 3080 y 450 AR 2100)
==============================================================================
Potions Other
--------------------------------------- -------------------------------
Potion of Healing 76 Potion Bag 10
Elixir of Health 255
Antidote 102
Potion of Fire Resistance 408
Potion of Frost Giant Strength 765
Potion of Heroism 816
Potion of Invisibility 255
Potion of Invulnerability 1,224
Oil of Fiery Burning 510
Oil of Speed 510
Potion of Agility 306
Potion of Infravision 102
Potion of Mind Focusing 510
Potion of Mirrored Eyes 408
Potion of Freedom 255
Mummy's Tea 561
Flaming Oil 306
==============================================================================
5a. Orrick's Study - Kuldahar: Before Dragon's Eye (x 355 y 802 AR 2100)
==============================================================================
Scrolls Other
-------------------------------- ---------------------------------
Cat's Grace 204 Clasp of Bron's Cloak 3,590
Charm Person 102 Girdle of Gond 4,202
Agannazar's Scorcher 204 Robe of Enfusing 9,180
Web 204 Scarab of Goodwill 6,018
Mirror Image 204 Scroll Case 10
Melf's Acid Arrow 204
Detect Invisibility 204
Chromatic Orb 102
Sleep 102
Shield 102
Magic Missile 102
Friends 102
Color Spray 102
Identity 102
==============================================================================
5b. Orrick's Study - Kuldahar: Chapter 2 and Later (x 355 y 802 AR 2100)
==============================================================================
Scrolls Other
-------------------------------- ---------------------------------
Lance of Disruption 612 Wand of Freezing Death 27,174
Mordenkainen's Pemby's Wand of
Force Missiles 408 Many Missiles 14,325
Shout 1,224 Jasper's Ring of
Vitriolic Sphere 1,632 Shocking Grasp 19,890
Contact Other Plane 510 Rogue's Cowl 12,393
Emotion: Fear 408 Shimmering Sash 14,382
Spirit Armor 408 Scroll Case 10
Monster Summoning III 1,224
Dire Charm 306
Slow 306
Lightning Bolt 918
Hold Person 306
Decastave 306
Snilloc's Snowball Swarm 918
Charm Person 102
Agannazar's Scorcher 204
Web 204
Mirror Image 204
Melf's Acid Arrow 204
Detect Invisibility 204
Chromatic Orb 102
Sleep 102
Shield 102
Magic Missile 102
Friends 102
Color Spray 102
Dispel Magic 306
==============================================================================
6. Geelo the Librarian - Dragon's Eye: (x 897 y 1177 AR 4004)
==============================================================================
Scrolls
--------------------------------
Blur 204
Flame Arrow 306
Monster Summoning I 306
Lightning Bolt 918
Ice Storm 1,224
==============================================================================
7. Lehland - Severed Hand Tower: (x 633 y 778 AR 5004)
==============================================================================
Weapons Type Other
---------------------------- -------- ------------------------------
Arrows 1 Ammo Elven Healing Wine 576
Arrows of Fire 360 Ammo Rotted Honey Leather 7
Acid Arrows 1,440 Ammo Moth Ridden Thistledown 7
Bolt 1 Ammo Gem Bag 7
Bolt of Lightning 432 Ammo Scroll Case 14
Bolt +2 432 Ammo Potion Bag 14
Bullet 1 Ammo
Bullet +2 432 Ammo
Bullet of Fire +2 720 Ammo
Dart 1 Ammo
Hammer Dart 288 Ammo
Blinding Darts +2 720 Ammo
==============================================================================
8. Bandoth - Dorn's Deep: (x 495 y 500 AR 6014)
==============================================================================
Scrolls Potions
-------------------------------- ---------------------------------------
Feeblemind 510 Potion of Healing 76
Conjure Fire Elemental 1,530 Elixir of Health 255
Conjure Earth Elemental 1,530 Oil of Fiery Burning 510
Conjure Water Elemental 1,530 Oil of Speed 510
Summon Shadow 1,530 Potion of Hill
Giant Strength 306
Potion of Stone
Giant Strength 510
Potion of Absorption 612
Potion of Agility 306
Potion of Clarity 714
Potion of Cold Resistance 255
Potion of Defense 714
Potion of Infravision 102
Potion of Mind Focusing 510
Potion of Mirrored Eyes 408
Potion of Explosions 459
Potion of Genius 306
Potion of Insulation 173
Potion of Magic Shielding 408
Potion of Magic Shielding 1,275
Potion of Master Thievery 408
Potion of Regeneration 510
Potion of Stone Form 510
Potion of Strength 357
==============================================================================
9. Nym's Exotic Goods - Hidden City of Gnomes: (x 377 y 1240 AR 8004)
==============================================================================
Weapons Type Scrolls
---------------------------- -------- -------------------------------
Staff of 61,659 Staff Invisible Stalker 2,754
Moradin's Breath Lich Touch 2,754
Arrows +2 1,101 Ammo Stone to Flesh 918
Acid Arrows 3,060 Ammo Prismatic Spray 1,071
Bolt +2 918 Ammo Monster Summoning VI 3,672
Bolt of Biting 2,295 Ammo Mind Blank 1,224
Bullet +2 459 Ammo Acid Storm 3,213
Dart +1 244 Ammo Monster Summoning IV 2,754
Dart of Wounding 765 Ammo
Armor Type Potions
---------------------------- -------- -------------------------------
Mystery of the Dead 15,300 Shield Potion of Agility 459
Oil of Speed 765
Potion of Fire
Giant Strength 1,530
Other
-------------------------------
Viol of the Hollow Men 20,119
A Cage of Exotic Birds 153
A Cage of Squirrels 15
Gem Bag 7
Scroll Case 15
Potion Bag 15
==============================================================================
10. Dirty Llew's - Hidden City of Gnomes: (x 1630 y 1339 AR 8004)
==============================================================================
Armor Type Potions
---------------------------- -------- -------------------------------
Umber Hulk Plate 13,363 Armor Potion of Fortitude 805
Elixir of Health 402
Spirit Essence 8,050
Potion of Fire
Giant Strength 1,610
Potion of Magic
Blocking 2,415
Potion of Fire
Resistance 644
==============================================================================
Other Works
==============================================================================
This is a list of FAQ's written by me. The latest versions of all of
these FAQ's can be found at:
http://gamefaqs.com/features/recognition/8633.html
Unless otherwise noted, other sites might also carry this FAQ, but I will
always send new updates to gamefaqs.com first.
--------------
Works to Date:
--------------
Icewind Dale - Store Items
Icewind Dale: Heart of Winter - Store Items
Icewind Dale: Heart of Winter - Walkthrough
Invictus: In the Shadow of Olympus - Walkthrough
*Sea Dogs - Walkthrough
--------------
* Available ONLY at - http://www.gamefaqs.com
==============================================================================
Version Updates
==============================================================================
Version 1.2 Added ASCII text to the top of the document.
June 4, 2001 Corrected minor grammar and spelling errors.
26.7k
Version 1.1 Added the Elven Merchant Lehland in the Severed
April 30, 2001 Hand Tower. (Thanks to Urban Fleischman for
26.0k informing me that it was missing)
Version 1.0 This FAQ is first published. Created complete
April 17, 2001 item inventories with prices and item types for
24.7k all merchants in the main game with the expansion
pack installed.
==============================================================================
Legal Information
==============================================================================
I am in no way, shape, or form affiliated with Black Isle and/or Interplay
Entertainment Corp. I had nothing to do with the creation of this game, nor
did I have anything to do with the people who made it.
This FAQ may be posted on any site provided an email is sent to me FIRST
stating where the FAQ is to be posted, and an existing URL is provided within
the same email. NOTHING MAY BE CHANGED WITHIN THIS DOCUMENT. This document
may not be translated into any other language or dialect. Nothing may be
added, removed, or rearranged in any way, shape or form and then republished.
This FAQ MUST remain in its original form. (iwd_shop.txt) The author of this
FAQ reserves the right to recall this FAQ from any site, at any time, and for
any reason as he sees fit. This document may NOT be sold for profit, nor may
it be included in any package or promotion receiving a profit. By possessing
this document, you accept all the terms and conditions which accompany it,
both expressed and implied. Violation of the United States Copyright Laws is
a crime. Plagiarism is also a crime.
This document is Copyright 2001 by Michael Walsh.
Icewind Dale: Heart of Winter (c) 2000-2001 Interplay Entertainment Corp.
==============================================================================
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FAQ #3 for Icewind Dale
ICEWIND DALE SPELL FAQ
By the Last Avenger (Karl Schaumann)
Email: lastavenger@yahoo.com
Date: February 19, 2001
Version 1.0
Hi, and thanks for visiting my FAQ. I wrote this guide, seeing that no
other site had one. Have fun!
SPELLS
Spells are an integral part of this game. I will list every single
wizard and priest spell here, with comments such as their effectiveness
(or lack of,) duration, and product.
1st level wizard spells
ARMOR
Gives you AC 6 for a while. I really don't see the points of this, as
it doesn't help much, but then again, 1st level spells rarely do. I
don't really recommend this spell.
BURNING HANDS
Really, really bad at first. You have to get right up to the enemy to
cast this. Even when you are stronger, it's more difficult because it
has a terrible range and the area of effect isn't so great. Still, it's
good for taking out multiple enemies (that are too close for Fireball)
and can do more damage than any other 1st. Until you reach about 6th
level, however, skip this spell.
CHARM PERSON
Haven't found the scroll for it yet I think it makes a person obey you
for a period of time. This has obvious strengths, and could really be
damaging if you took control of a spell caster. It only works on biped
creatures of man sized or smaller though, and undead aren't affected in
the slightest. You get a saving throw as well to avoid the effects.
CHILL TOUCH
Eh, not so great. The spell is like Burning Hands in which you have to
get really close, and have to make an attack roll besides. On top of
that, the damage dealt is pathetic, and they suffer a 1 penalty to
their attack rolls. If they're undead, they run away for some time.
Bottom line? Don't bother.
CHROMATIC ORB
Really great spell maybe better than Magic Missile anyhow, it's a
guaranteed hit (unless the target has magic resistance or saves) and
deals increasing damage as the caster rises in level. Also, each level
orb has a special effect, also getting more powerful as the caster
rises in level. At first level, the orb does little damage but blinds
the target for one round. At second level, it does a bit more damage
and inflicts pain upon the victim. What they mean by "pain" is not
defined, and I don't have any idea what it does. At third level, it
does more damage and burns the victim for extra damage. At fourth
level, it does more damage and blinds the victim for a longer time. At
fifth and sixth level, it does even more damage and stuns them for
about twenty seconds besides. At seventh level and above, it does the
most damage (2-16) and paralyzes them for a minute and a half haste a
Master archer and have him focus his sights on the paralyzed victim and
they'll live no more. The manual said it would keep increasing until
the twelfth level, but it doesn't they must have removed those
effects.
COLOR SPRAY
Sort of like Burning Hands, but has different effects. If your caster
is stronger than the target(s), the latter gets knocked out, if they
are equally powerful, they get blinded, and everyone above that is
stunned for a little while. It has the same cons as Burning Hands I
wouldn't bother if I were you. I think undead are immune to this spell,
but I haven't checked this yet.
FRIENDS
Utter waste of time. Do not start with this spell, and don't buy it
either. All it does is raise your Charisma by five or so points for a
little while. Hostile creatures are still hostile, though, and no one
frankly seems to care about how high your Charisma is (except for maybe
in stores; where you can save ONE gold piece on all purchases.) Don't
even think about taking this spell.
GREASE
Covers a small area in purple goo. Anyone (including your own party)
who walks over it has their movement reduced to practically nothing.
This can be good for stalling enemies, giving your long range
characters a chance to throw a few arrows or a spell, or seeing just
how slow an enemy can really go (rhyme!) This spell isn't bad, but
isn't a first priority.
IDENTIFY
This spell identifies any magical item in your inventory. Absolutely
essential if you don't have a bard, but otherwise useless. Still, if
you're in the middle of a dungeon, don't have a bard, and seriously
need a sword you KNOW is +3, this spell is for you. Like Grease,
though, it's not a top priority.
INFRAVISION
Another utterly useless spell. If you have an elf or dwarf or halfling
or whoever, turn Group Infravision on and save yourself a lot of time.
Don't bother with this.
LARLOCH'S MINOR DRAIN
Sucks a VERY small amount of hit points from the target and adds them
to your own. You can actually go above your maximum, but they disappear
after about a minute (of real time.) Not really useful. Stick with
Magic Missile or Chromatic Orb.
MAGIC MISSILE
In my mind, this is the best first level wizard spell (Chromatic Orb is
a so very close runner up.) It shoots purple darts that always hit for
2-5 points of damage. At third, fifth, seventh, and ninth level, you
get more an extra missile (for a total of five at ninth level.) This
spell is good because it does good damage and is quick to cast besides.
PROTECTION FROM EVIL
Gives you a small boost to AC and saving throws, even if the creature
attacking you isn't evil. Odd anyhow, an okay spell I suppose.
PROTECTION FROM PETRIFICATION
If your party members are getting turned to stone, cast this on them
beforehand. A little obvious.
SHIELD
This is a good defensive spell. It gives you AC 4, 2 against missile
weapons, and renders you immune to all Magic Missiles. This is handy in
the case of fighter/mages who get pounded by Imbued Wights and such.
SHOCKING GRASP
Touches an enemy in a not-so-nice place. Just kidding, it creates some
sort of blue thing which zaps the enemy for 1-8 points of damage, plus
one for every level. Like Color Spray and its ilk, this spell requires
you to get up close and personal. Use this spell with caution.
SLEEP
Puts enemies to sleep for a while. Stronger creatures and undead aren't
affected. You get a saving throw to avoid the effects, and while it can
help reduce the scale of a battle, it only affects a few Hit Dice worth
of monsters, and it's really not all that powerful anyway
Wizard Spells, level 2
(AGANNAZAR'S) SCORCHER
Great spell shoots green fire at an enemy, who takes decent damage,
and anyone in its path suffers too. Once it "anchors" to an enemy (has
hit it once) it stays on to damage them one more time before vanishing.
Be sure that your fighters are out of the way, or they'll take damage
too. You can find this in Kuldahar in the mage tower or in the coffin
where the skeletal mage is standing in the first big battle in
Kresselack's tomb.
BLINDNESS
Haven't found the scroll for this one yet supposedly blinds them and
gives them a huge penalty to their attack rolls. Interesting, but I'd
rather take a Scorcher. They get a saving throw too.
BLUR
When cast, the caster gets a very blurred perspective of things it
actually causes his form to appear about six times to all sides of him,
giving him a large boost to AC and saving throws. Try casting this with
Mirror Image. You'll be happy.
DECASTAVE
Haven't found the scroll for this one yet creates a magic staff which
can hit creatures. On the first hit, it drains a ridiculously tiny
amount of hit points and adds it to your own.
DETECT EVIL
More useless than Friends and Infravision, if that's possible. This
spell is a total waste of time. You don't even need it. Whenever
something approaches you, pause the game. If they have a red circle
under them, that means they're trying to kill you, and you should do
the same. If they're blue, they want to talk or otherwise parley. If
they're green, then that means you have a serious problem 'cause you're
losing track of your party.
DETECT INVISIBILITY
I dunno. Really not that useful, since most enemies aren't invisible
anyhow. Useless at first, in fact, but later in Dorn's Deep you can
detect some backstabbing (literally!) thieves.
GHOUL TOUCH
Like Burning Hands and such, Ghoul Touch is an up-and-personal type of
spell. If a melee attack hits, they get paralyzed for about thirty
seconds, maybe more. I'd rather take Chromatic Orb.
HORROR
Affects weak monsters within a radius, making them run for their lives.
Good if you're badly hurt, but otherwise pointless as you then have to
track them down. For some reason, this is the very first second level
spell you get.
INVISIBILITY
You can find this in Therik's tomb. In the room with all the coffins,
look to the north. A very small treasure hoard has this scroll.
Anyhow, it's pretty fun. You turn completely invisible (and obviously
silent as well) and is thus perfect for scouting. Alternately, you can
use this to hide someone who's badly hurt or set them up for a
devastating attack. Note that if you attack or cast a spell while
invisible, you will lose the spell. Otherwise, it lasts for a REALLY
long time.
KNOCK
Knock, who's there? This spell unlocks locked doors and chests and
stuff! If you don't get the dude in Dragon's Eye, use this to unlock
Conlan's chest. Otherwise, this spell is kind of useless, as the
"really" locked stuff you can't open anyway, and the "un-really" locked
stuff you can simply force open.
KNOW ALIGNMENT
THE most useless spell in the game. Exactly the same as Detect Evil,
but now they get a saving throw! Don't even think about taking this
spell. Don't!
LUCK
.Gives a small boost to many dice rolls doesn't last long enough to be
really effective though. Skip it.
(MELF'S) ACID ARROW
The parentheses are the "extras" that aren't mentioned in a walkthrough
(i.e. this spell will be listed as Acid Arrow.) This is a very handy
spell, close to Scorcher. It does small damage, then lasts for a while,
dealing more damage after that. Great for spellcasters, as it ruins
their rituals and poses and stuff. Also fun to use against orcs or
someone then watching as they frantically chase you and die before
laying a finger. Handy for trolls, too.
MIRROR IMAGE
Brings blurry copies of the mage into being. Every time you would have
gotten hit, an image vanishes, essentially giving you a grace period to
throw a Magic Missile or something similar. Combine this with Blur, and
you will have your next 2-4 spells succeed GUARANTEED! Seriously, this
is a handy spell.
RESIST FEAR
Lasts one hour game time. Raises your morale score and makes you immune
to one fear spell (Horror, Cloak of Fear, etc.) This isn't a good spell
to pick unless you know of someone (or something) that can scare you.
SNILLOC'S SNOWBALL SWARM
Behold, the ultimate snowball fight weapon! It's like a lesser version
of Fireball, but when used against fire-based creatures, it kicks butt!
Better yet, if you have a melee fighter with Kaylessa's chain mail or
Mantle of the Coming Storm, you can cast this in the middle of a group
of enemies, and your fighter will take less damage! Note that undead
aren't affected by this spell.
STINKING CLOUD
You can only cast this spell if your mage has a serious problem thank
heavens it isn't so, because this is a very useful spell. Anyone
(including your own guys, unfortunately) must save or fall unconscious
to the floor. This does NOT work on undead creatures (I've tried) but
it does work to disrupt spellcasters and such. Once enemies are down,
you can hit them automatically. Same goes for you, unfortunately.
STRENGTH
Raises your Strength score for a little while. Pretty useless, as it is
only good for fighters with low Strength scores (which they should NOT
have.) Don't bother.
VOCALIZE
Haven't found the scroll for this one anyhow, according to the
description, it negates a Silence spell. Good only for that spell,
otherwise I would presume it's useless if you find it, sell it or
write it just for fun.
WEB
Many spider webs appear on the ground and entangle anyone who gets
caught in them actually they get paralyzed, so you can pound on them
for a while try using this in Yxonumei and attack her with fighters
wearing Rings of Free Action and you'll hurt her pretty badly. Handy
spell, and works on anyone.
3rd level wizard spells
DIRE CHARM
I can't really figure out the difference between this and Charm Person,
except that it lasts longer and the charmed will immediately attack
anyone who attacks the caster. You could just do the same with Charm
Person. A better name might be Improved Charm Person, just because it
lasts double the duration of the normal, and also the charmed fights
automatically (which is the only real reason you would want to cast
this spell)
DISPEL MAGIC
Very useful spell. Gets rid of all magical effects like Slow, Entangle,
Cloudkill, etc. and if they're using magical items, it will negate
their effects for a little while. Very useful for getting characters
out of a status problem, since a good portion of those are caused by
magic.
FIREBALL
For some reason, the game lists this spell as FireBall. Don't know why
anyhow, a really useful area-effect spell. Just a few more things would
make this spell perfect it explodes in a 20 foot radius for HUGE
damage on anyone in the area of effect. Do not cast this on engaged
enemies as you'll hurt your own characters. Also, don't cast this too
close to yourself (the limit of your vision is a good starting point.)
If you have good distance judgment, you can catch enemies at the very
fringe while making your fighters outside the area of effect. You
absolutely must get this spell. It's in the snake statue with the
lizard king and his friends.
FLAME ARROW
Another fun spell. Deals anywhere from 5-30 points of damage, and most
of it is fire. Great for picking off trolls. It's also a guaranteed
hit. At tenth level, you can throw another one. Be sure to get this
one. You can get it in the Temple of the Forgotten God or I think in
the mage tower back in Kuldahar.
GHOST ARMOR
Creates weightless plate mail which doesn't hinder spellcasting at all.
Handy I suppose, but once you get Kaylessa's armor, it becomes useless.
HASTE
To me, the best third level wizard spell (Fireball is close, but has
significant drawbacks.) Doubles the movement and attacks of your
characters cast this on someone with Boots of Speed and they'll be
zipping around the battle field so fast it's not even funny also use
this on someone with a long bow and high level for six attacks per
round. This spell has great potential. Use it wisely.
Oh yeah, before I forget, once this spell is over your characters get
fatigued quickly. Still, this is a wonderful spell. I think it's in
Kresselack's tomb, but I would have to check that one.
HOLD PERSON
Paralyzes a few people for a while. At higher levels, they get held for
a ridiculously long time. This doesn't work on monsters that aren't
"people" (see the Charm Person description) and doesn't affect undead
either. Acolytes and Skeletal Mages are rather fond of this spell.
ICELANCE
A lot like Flame Arrow, except the damage is ice damage and stuns the
target if they don't save. Not bad, but I'd rather take Haste.
LIGHTNING BOLT
I have mixed feelings about this spell. On one hand, it deals lots of
damage (has the same potential as Fireball) and can hit multiple
enemies if you're lucky. It also bounces off walls and such. Once, I
managed to hit an ettin three times, and it died right there
Unfortunately, it is horribly inaccurate. Most of the time, I'll hit a
single enemy before it bounces off some wall into nowhere. I definitely
would not take this spell if I just reached fifth level. Pick Fireball
or Haste instead.
MONSTER SUMMONING I
Summons VERY weak monsters to help you for a while. By the time you get
this, they won't be able to help you at all except maybe as fodder to
slow your enemies down. Grease does the same and I'd rather take that.
NON-DETECTION
Makes your characters immune to any Detect spell. I don't know if any
enemies even cast that type of spell, so I really am not sure again,
stick with a more powerful spell.
PROTECTION FROM NORMAL MISSILES
Makes you immune to normal arrows, bolts, sling stones, etc. Handy at
first, but later the missiles shot at you aren't normal anymore you
can find the scroll for this in a treasure chest on the first level of
Dragon's Eye, I believe.
SKULL TRAP
The "skull" thrown by this spell does not look like a skull anyhow,
it's like a Fireball except for it only blows up when someone gets
really close to it there are quite a few mechanical traps that release
this on the third level of Dragon's Eye, so be warned.
SLOW
Essentially the opposite of Haste. Those affected get slowed movement,
worse AC and attack roll penalty, all three very significant losses. If
someone casts this on you, Dispel it immediately, or you'll have a hard
time winning the battle also, targets suffer a huge penalty to save
against this spell. Definitely a useful spell.
VAMPIRIC TOUCH
Sort of like a weakened Fireball, except for that it only affects one
target and siphons hit points drained to you last longer than Minor
Drain as well. A great alternative to healing. Don't overlook this
spell.
4th level wizard spells
BELTYN'S BURNING BLOOD
Useless. Doesn't affect everyone, and while the damage is decent,
doesn't stand up to Fireball or Lightning Bolt. Do not choose this
spell.
CONFUSION
Makes your enemies act weirdly, either standing and doing nothing,
attacking whoever happens to be closest to them, or running in a random
direction. Confusing spell (no pun intended.) Okay, I suppose.
DIMENSION DOOR
Teleports your wizard to any location within sight. I might be missing
out on a use for this spell, but I find Invisibility to be a better
"escape" spell.
EMOTION: COURAGE
Gives you a small boost to attack and damage rolls, as well as a few
extra hit points. Not really significant, but against tough battles,
you might need all the help you can get. I'd rather take Ice Storm or
Improved Invisibility.
EMOTION: FEAR
As far as I can tell, this acts like Horror. Don't bother, since
chasing down enemies gets tedious, and fourth level spell slots are
precious.
EMOTION: HOPE
Sort of like the courage emotion, except for you get a morale boost as
well. I don't know if morale is even important for your characters, as
I never see a Morale Failure thing in the message window anyhow, use
it like the courage version.
EMOTION: HOPELESSNESS
Makes targets stand still and do nothing while you pound them to
oblivion I once got myself stuck in this and stood still for about ten
minutes. Funny, but annoying probably the most useful of the Emotion
spells.
GREATER MALISON
I never saw a Lesser Malison gives enemies a saving throw penalty for
a while. Again, sort of useful but do you really want to use up a
fourth level spell slot for this?
ICE STORM
Like a lesser fireball, except for damage is never improved. It also
looks cooler, in my opinion. Not bad.
IMPROVED INVISIBILITY
Same as Invisibility, but lasts much shorter. In return, though, you
can attack, cast spells, etc. and still remain invisible. Once you do
so, however, they can attack you, suffering a big penalty to their
attack roll (and giving you a substantial boost in saving throws as
well.)
MINOR GLOBE OF INVULNERABILITY
Makes you immune to 1st-3rd level spells. A good spell to pick, as quite
a few of the annoying spells (such as Magic Missile, Hold Person, Charm
Person, etc.) are in that level range.
MONSTER SUMMONING II
Summons more powerful monsters, just like its predecessor. See that
spell for hints on how to use this.
OTILUKE'S RESILIENT SPHERE
Traps the enemy in some sort of bubble which makes them invincible. It
also makes you immune to anything they do. Weird spell, but useful. Too
bad you don't get this until later, it would be great to use on
Yxonumei.
REMOVE CURSE
Removes a curse. Duh.
SHADOW MONSTERS
A lot like Monster Summoning, except for they have even less hit
points, somewhere like 20% of their real counterparts. Waste of time,
in my opinion.
SPIRIT ARMOR
Like Ghost Armor, except for now it's like Full Plate armor. However,
when it ends, you take 2-8 points of damage. I dunno. Take it if you
think you'll need it.
STONESKIN
Much better than the previous spell. Makes you TOTALLY invincible to
the next few attacks, as long as they aren't magical. Good for mages,
since they get killed so easily. You can get this in the Severed Hand,
I think. Don't miss it.
5th level wizard spells
ANIMATE DEAD
Summons extremely weak undead creatures to fight for you. Utterly
useless, since by the time you get this, they'll die quicker than you
can say "dusted bones."
CHAOS
Like Confusion, but the saving throw aisle is narrowed so not everyone
gets to save.
CLOUDKILL
Immediately kills weak creatures. Moderately creatures must save at 4
or die. Strong creatures merely take damage. Pretty good spell.
CONE OF COLD
Summons a powerful blast of cold air that freezes your enemies. Lots of
damage. For some reason, the game really slows down while this spell is
in effect. Still, a powerful offensive attack spell.
CONJURE EARTH ELEMENTAL
Summons a weird-looking earth elemental to attack your enemies. He is
really slow to attack, but deals lots of damage. Not a bad spell, but I
prefer Cone of Cold.
CONJURE FIRE ELEMENTAL
Summons a very un-fiery looking elemental to fight again. He attacks
quicker than the earth elemental, and deals good damage besides.
CONJURE WATER ELEMENTAL
Haven't experimented with this one yet summons a water elemental
(duh.) According to the official AD&D rules, they can do huge damage,
but I haven't tried this spell out yet.
DEMI-SHADOW MONSTERS
Like Shadow Monsters, except for these "half" monsters are stronger.
Why, I don't know. Anyhow, they have about half the hit points of their
real world counterparts.
DOMINATION
A lot like Charm Person, except for that is lasts for a ridiculously
long amount of time. Heck, I once did this on an ettin in Dorn's Deep
and it followed me all the way until chapter five fun spell to use,
and hard to save against too.
FEEBLEMIND
Basically permanently eliminates any spellcasting ability. You have to
get Heal to remove it. Really useful against spellcasters, for obvious
reasons.
HOLD MONSTER
Like Hold Person, but anyone can be affected. Only undead are immune.
Good spell, since it works on most things.
MONSTER SUMMONING III
Now the monsters summoned are a bit stronger. I think this is the first
time you can get bears, but I'm not sure.
SHROUD OF FLAME
A somewhat dangerous spell to use, Shroud of Flame sets the enemy on
fire for a while, one round per level of the caster. They get a saving
throw each round, failure resulting in decent fire damage. Anyone
around him gets hurt too. Use this well away from your party, maybe
against archers since they rarely move might be handy against
spellcasters too, for the same reasons as Acid Arrow.
SUMMON SHADOW
Creates a shadow (not lesser) to attack your enemies. They're not that
strong and you can't summon all that many anyway (three at most) so
don't bother.
6th level wizard spells
ANTIMAGIC SHELL
Creates a bubble which renders you completely immune to any cast spell,
at the expense of you not being able to cast anything. Really not that
useful unless you're getting pounded by mages.
CHAIN LIGHTNING
A lot like Lightning Bolt, except for this hits up to twelve different
enemies, dealing less damage with each strike. Be careful though, as it
can hurt members of your own party.
DEATH FOG
Creates a powerful acid cloud which does increasing damage with each
round, and slows them down besides. Great spell, since the damage racks
up rather quickly I think there's a trap that sets this off in the
last level of Dragon's Eye
DEATH SPELL
Kills creatures. End of story. If they're stronger, fewer of them will
be affected. Undead aren't subject to this spell. The manual says
creatures so affected can't be raised. Not like enemies get raised
anyway
DISINTEGRATE
Heh heh a focused version of the above spell. Works on one creature.
If they fail saving throw, they die permanently. Really dangerous and
useful spell, and works on undead besides.
FLESH TO STONE
Haven't found the scroll for this one yet the manual says it turns a
fleshy creature to stone if a saving throw is failed. Works on undead
too.
GLOBE ON INVULNERABILITY
Exactly like Minor Globe of Invulnerability, except for now the caster
is immune to 4th level spells as well. Useful for preventing those
irritating Static Charges
INVISIBLE STALKER
Summons an airy creature to serve you for a while. Kind of like a
thief. Useful if you don't have one, useless of you do. Enough said.
LICH TOUCH
Nope. This spell makes you immune to paralysis, fear, and you can do
damage if you hit, plus paralyze. Sounds useful, but given how it's a
sixth level spell, there are better spells to use than this.
MONSTER SUMMONING IV
We're getting stronger these spells are starting to be life savers.
OTILUKE'S FREEZING SPHERE
This shoots a ray, not a sphere. Funny how that works out. Anyhow, like
a beefed up Cone of Cold, but a successful saving throw negates all
damage. Kind of risky for that reason, but otherwise a damaging spell.
POWER WORD: SILENCE
Like Silence, 15' radius, but there's no saving throw allowed. If only
it lasted longer.
SHADES
The strongest of the shadow summons spells. The shadowy guys don't have
as many hits points as the real ones, but they're stronger than the
ones created by the others. Not bad.
STONE TO FLESH
Opposite of Flesh to Stone. That's all there is to it.
TENSER'S TRANSFORMATION
Whoa turns the wizard into a fighter. Hit points are doubled, they get
an enormous boost to AC, and can attack twice with a damage bonus.
Definitely a useful spell. One of the first I ever used, in fact.
7th level mage spells (you only get one of these. Pick carefully.)
ACID STORM
This is a powerful spell. Enemies suffer big damage, and even if they
exit, damage continues like a mass version of Acid Arrow. A good
choice.
FINGER OF DEATH
The caster gives the finger to someone, and they die of shocked horror
if only. Nope. You point your INDEX finger at them, and if they fail,
they're permanently dead. If they succeed, they take damage anyway.
BEWARE OF THIS SPELL!
MASS INVISIBILITY
Turns a whole bunch of creatures invisible. Sort of obvious.
MONSTER SUMMONING V
Stronger and stronger the duration seems longer too.
MORDENKAINEN'S SWORD
A long distance sword deals damage around that of an Oil of Fiery
Burning, and can hit anyone within sight. Wish I had one of these
POWER WORD: STUN
Affects someone with up to 90 hit points (current, not total.) The
lower the hit points, the longer they're stunned I picked this spell
for my first seventh level.
PRISMATIC SPRAY
I switched to this soon after. Like a really powerful version of color
spray, but deals a ridiculous amount of damage, and a multitude of
other effects. Really great spell. Probably the best of the level.
8th level wizard spells (you can never cast these. Don't waste time
copying them, just cast them from the scroll.)
INCENDIARY CLOUD
Brings about a smoke cloud. At first, it doesn't do anything, but for
the next few rounds, it dishes out insane amounts of damage to anyone
caught in it. A useful spell.
MIND BLANK
Makes you immune to Charm, Domination, etc. I never found the scroll
for this, but I could see why it might be useful.
MONSTER SUMMONING VI
Really, really powerful creatures now. Winter wolves and such.
9th level wizard spells (see 8th level wizard spells for information)
MONSTER SUMMONING VII
Holy I got three rhinoceros beetles when I used my only scroll, and
they kicked butt. Really wonderful spell. Lasts longer than the others
too.
POWER WORD: KILL
Kills any creature with less than 60 current hit points. No saving
throw. No possibility to survive. Death. This is the strongest spell in
the game.
1st level priest spells
BLESS
Improves your rolls for a while. Sort of like Luck, but affects
multiple creatures for a longer time.
COMMAND WORD: DIE
Though the name sounds powerful, all it does is make the target fall
asleep for one round. That is REALLY stupid. Don't bother.
CURE LIGHT WOUNDS
Cures a creature of eight hit points. Essential in the first stage of
the game, but later becomes useless as monsters deal out 20-30 damage
at a time.
CURSE
Enemies suffer small penalties to a few rolls for the same duration of
Bless. Not too bad.
DETECT EVIL
Very dumb spell. See the second level wizard spell of the same name to
find out why.
ENTANGLE
A less powerful Web. Entangle only prevents you from moving, and you
can still fight and casts spells. Good for skeletons and such, since
they are armed with melee and you can shoot at them for a while they
stand there helplessly.
MAGICAL STONE
Creates a projectile that flies forward and does damage. Works well on
undead creatures.
PROTECTION FROM EVIL
See the wizard spell of the same name.
REMOVE FEAR
As far as I can tell, this is the exact same as Resist Fear (a wizard
spell.) See that spell for details.
SANCTUARY
Like a limited Invisibility. While the spell is in effect, you get
ignored, and can heal yourself or Bless or whatever. Casting spells on
anyone (except yourself) ends the spell prematurely.
SHILLELAGH
Creates a green staff that deals okay damage. Handy in the beginning
stages, not so handy later on.
2nd level priest spells
AID
Like a focused Bless. Affects one person. They get all the benefits of
a Bless and some extra hit points to boot.
BARKSKIN
The target gets a boost to AC. It starts out as AC 6, and improves
every couple levels the priest attains. Doesn't last all that long, but
not too awful.
CHANT
Sort of like a Bless and Curse at the same time. It lasts longer, but
the priest can't cast other spells, and his movement is halved. Useful
if your priest is at the back of battle and not really doing anything.
CHARM PERSON OR MAMMAL
Exact same thing as Charm Person. Doesn't even affect other mammals
(I've tried it.) Good for the same reasons as Charm Person.
CURE MODERATE WOUNDS
Heals 11 points of damage. Slightly more useful than Cure Light Wounds
later on, but not by much.
DRAW UPON HOLY MIGHT
Grants you a +1 bonus to all physical ability scores for every three or
so levels you attain. Pretty useful if you have a fighting priest and
need some ability boosts.
FIND TRAPS
Like the thief skill, except for it lasts even when the priest does
something else. Always detects them too. The only thing is that you
can't disarm anything, so if there's an "unavoidable" trap, you're out
of luck. Trust me, take a thief.
FLAME BLADE
Only druids can get this spell. Creates a burning sword which does okay
damage like a lot of low-level priest spells, it is good at first, but
later is too ineffective to be of any use.
GOODBERRY
Creates a few low strength healing potions. Actually, is they are all
taken at once, is heals 25 points of damage, but otherwise they heal
almost nothing to speak of.
HOLD PERSON
Exactly like the wizard spell of the same name.
KNOW ALIGNMENT
Extremely, totally not useful spell. DO NOT TAKE THIS SPELL. NEVER,
EVER, EVER. Did I get my points across?
RESIST FIRE/COLD
Gives a big resistance to fire and cold good against Winter Wolves,
cutting damage in half. Combine this with Kaylessa's chain mail and/or
Mantle of the Coming Storm, and you'll be almost entirely cold
resistant.
SILENCE, 15' RADIUS
Good for spellcasters, since if they fails a saving throw, they're
helpless for a little while. Affects everyone within fifteen feet of
the center point, and after that stops.
SLOW POISON
Greatly slows poison down. A lot. If a low hit point character is
poisoned (say, in Dragon's Eye,) cast this spell on him and take him up
to Mother Egenia. Very useful for that purpose.
SPIRITUAL HAMMER
Sort of like Flame Blade, except for that the weapon is a hammer and
doesn't inflict fire damage.
3rd level priest spells
ANIMATE DEAD
Creates a few skeletons and zombies to help you out for a while.
They're really only good for drones for your foes to play around with
while you kill them from a distance.
CALL LIGHTNING
Calls down a bolt of lightning every minute or so. Can only be cast
outdoors. For that reason, this spell is almost completely useless.
Besides, few battles at all last more than a minute, much less outdoor
ones. Don't even bother.
CURE DISEASE
Cures a disease and restores a few hit points.
DISPEL MAGIC
See the wizard spell of the same name.
GLYPH OF WARDING
Like a weaker Skull Trap. See the wizard spell for details.
HOLD ANIMAL
Paralyzes an animal for a while. End of story.
INVISIBILITY PURGE
Removes all invisibility, unless, of course, they're under the effects
of Non-detection. Good in the first few floors of the Severed Hand.
MISCAST MAGIC
Spellcasters affected by this spell have a big change to fail their
spells, and is really good against Yxonumei and others. It only works
on wizard spells, though.
PRAYER
Exactly like Chant, except for now it lets the priest move normally and
cast more spells. Not bad.
PROTECTION FROM FIRE
Gives a huge percentage bonus against fire. Great if combined with
Mantle of the Coming Storm. You'll take practically nothing from spells
like Flame Strike and Fireball, making it good against enemies, or if
you want to cast this spell, feel free to do so, with your protected
character taking minimal damage.
REMOVE CURSE
Removes a curse.
REMOVE PARALYSIS
Removes paralysis.
RIGID THINKING
Exactly like Confusion. This is getting easier and easier.
STRENGTH OF ONE
Makes everyone's Strength 18/76. Good if everyone is engaged in melee
combat, which they shouldn't be. Lizard men are fond of this spell.
4th level priest spells
ANIMAL SUMMONING I
Summons a few weak animals to fight for the caster. The summoned
creatures depend on where you are when you cast this.
CLOAK OF FEAR
Makes you a very fearsome being. Anyone within an area of effect has to
save or run like heck away from you. Great if you're taking damage, but
annoying since you'll have to track the deserters down individually.
CURE SERIOUS WOUNDS
Heals 17 points of damage. Very useful.
DEFENSIVE HARMONY
Grants everyone a huge AC bonus. Use it in hard battles along with
Haste, and the odds will almost certainly be stacked on your favor.
This spell saved my life when I fought Yxonumei.
FREE ACTION
Makes you immune to Hold Person, Web, Grease, and anything else that
impedes movement. This spell has obvious strengths.
GIANT INSECT
Creates a big bug to scare your enemies. If someone casts this on you,
hope you have a barrel sized can of Raid, you'll need it.
MENTAL DOMINATION
Same as Domination. Don't know why they added the 'mental' prefix.
NEUTRALIZE POISON
Totally eliminates poison. Absolutely essential if you don't have a
thief, and even if you do.
PRODUCE FIRE
Blasts an enemy with a large fire. Damage is respectable, but can't
compare to Fireball.
PROTECTION FROM EVIL, 10' RADIUS
Eh, like Protection from Evil, but can affect all your party if they're
grouped close together. A good defensive spell.
PROTECTION FROM LIGHTNING
Protects against lightning for a little while.
RECITATION
Like a double strength Prayer. You can cast the two at once to get some
major benefits.
STATIC CHARGE
Like Call Lightning, but can be cast indoors. Very handy.
5th level priest spells
ANIMAL SUMMONING II
Like a more powerful version of the weaker spell, Animal Summoning I.
The animals summoned are a little stronger.
CHAMPION'S STRENGTH
Gives the target giant strength for a little while. Unfortunately, it
doesn't last much past one battle, and fatigues you as well. In
addition, no spells can be cast while in effect. An okay combat spell,
but has some serious drawbacks.
CHAOTIC COMMANDS
Makes the target immune to spells or effects that "command" you to do
anything. This includes sleep, charm, domination, etc. Useful for that
purpose only.
CURE CRITICAL WOUNDS
Really handy spell. Heals 27 points of damage. This may not mean much
to your fighter with 176 hit points, but for your 50 hit point wizard,
it can do a lot. If you have two slots, take this spell along with:
FLAME STRIKE
For some reason, the symbol for this spell looks like a cigarette.
Anyhow, it calls down a column of fire to burn the enemies for big
damage. A good spell for the damage, but takes a long time to cast.
INSECT PLAGUE
Haven't experimented with this one yet it does only one point of
damage, but makes spellcasting impossible. Interesting. And if the
affected are weak enough, they immediately try to run away. Of course,
anyone would want to run away from the cloud, but this is forced.
RAISE DEAD
A very obvious and very useful spell. This returns a dead character to
life, but only at one hit point, so doing this in battle is likely a
waste unless you can pull off a quick Heal. It works anywhere, but a
scroll can only be used in the locale where the character died.
RIGHTEOUS WRATH OF THE FAITHFUL
Now that's a darn cool name. For any allies, they're affected as if by
and Aid spell, but those of the same alignments get a +2 bonus to
attack, saving, and damage rolls, plus an extra attack every round. One
of the best priest spells anywhere.
SPIKE STONES
Weird spell. Sort of like Web, except for that it does damage and
doesn't paralyze. Good for the same reasons as web. Only druids can get
this spell, I think.
6th level priest spells
ANIMAL SUMMONING III
Same as the other Animal Summoning spells, but is more powerful. A
little obvious.
CONJURE FIRE ELEMENTAL
Like the wizard spell of the same name, but fire elementals conjured by
this spell are stronger than those created by the wizard spell.
ENTROPY SHIELD
The ultimate in defensive spells, this gives a huge bonus to AC, a
saving throw bonus, a 50% resistance to almost everything, and TOTAL
invulnerability to missile attacks. Though this is powerful, I'd rather
take Heal.
FIRE SEEDS
Creates small grenades that you can throw. A good spell to use against
the dude in Lower Dorn's Deep after you get all the badges. The damage
isn't great, but it is quick.
HEAL
The best restorative spell. Completely eliminates blindness, disease,
feeblemind, etc. and restores hit points to their MAXIMUM. Is that
cool, or what? If used in conjunction with a Raise Dead spell, you can
get a character back into combat quickly.
SOL'S SEARING ORB
Throws a fireball at a target. When it hits, it blows up for good fire
damage and blinds the target besides. If used against undead well,
just use it and see what happens.
7th level priest spells (you only get one of these, so choose
carefully.)
CONFUSION
Exact same thing as the wizard spell. In fact, it's the same as Rigid
Thinking as well. Do not pick this, unless for some reason you want
another Rigid Thinker.
CONJURE EARTH ELEMENTAL
Like the wizard spell, but the elemental conjured is stronger.
CREEPING DOOM
Whoa this spell should be banned, it's so good. Creates a whole bunch
of bugs that kill anything not immune to normal attacks great against
cyclops and their ilk.
FIRE STORM
A weaker fireball spell. Okay, but given the level, the damage isn't
acceptable.
IMPERVIOUS SANCTITY OF MIND
Like the wizard spell Mind Blank, with a more elaborate name. See Mind
Blank for details.
RESURRECTION
Probably the most useful priest spell in the game. Anyone resurrected
is instantly restored to full health, basically making it a Raise Dead
and Heal in one. Since you only have one slot for seventh level spells,
this is probably the way to go.
SUNRAY
If this were a lower level spell, I might consider it, but the previous
spell is a better choice than this one. Basically, a ray of light comes
around and blinds creatures. Against undead and fungoid creatures, it
deals lots of damage to those directly exposed and minor damage to
those off to one side.
SYMBOL OF HOPELESSNESS
Like a spread version of the wizard spell Emotion: Hopelessness. Not
bad, but again I would rather choose Resurrection.
SYMBOL OF PAIN
Makes enemies suffer penalties to their AC, saving throw, and attack
rolls. Not too shabby, but for the third time, go with Resurrection.
This FAQ was written in February of 2001 by the Last Avenger. Feel free
to use any information from it to help you in your game, but don't copy
anything! As of yet, this is only allowed on the following sites:
GameFAQs
Contact me at lastavenger@yahoo.com if you see this anywhere else.
Thanks!
Copyright 2001 by Karl Schaumann
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FAQ #4 for Icewind Dale
The Hitch-Hiker's Guide to Icewind Dale (Version 0.7)
By Donny "Gamera" Chan (crs1219@hotmail.com)
Current Update: Saturday, 4 November 2000
Previous Update: Wednesday, 1 November 2000
Created: Sunday, 23 July 2000
1. FOREWORD
2. WANTED
3. ACKNOWLEDGEMENTS
4. CHARACTER CREATION BASICS
4.1 POST-1ST PLAY REVIEW
5. EQUIPMENT, COMBAT, and ADVENTURING
5.1 POST-1ST PLAY REVIEW 2
6. CAPTAIN'S LOG
6.1 EASTHAVEN
6.2 KULDAHAR PASS
6.3 KULDAHAR
6.4 THE VALE OF SHADOWS
6.5 THE TEMPLE OF THE FORGOTTEN GOD
6.6 DRAGON'S EYE
6.7 THE SEVERED HAND
6.8 DORN'S DEEP (Upper Dorn'S Deep)
6.9 WYRM'S TOOTH
6.10 LOWER DORN'S DEEP
6.11 DESTROYED EASTHAVEN
7. LINKS
8. UNDOCUMENTED FEATURES (Bugs?)
9. IN MEMORY OF...
10. APPENDIX 1 "The Anarchist's Guide to Icewind Dale"
1. FOREWORD
RTFM (Read The F_cking Manual).
(OTOH, gamers who've read my previous game FAQs will
know my FAQs have very practical (read: cheap)
hints/strategies for gamers who don't or can't >nudge, wink<
read game manuals.)
[000730]
I HATE:
- Trolls. (Besides, the AD&D Trolls are skinny,
compared to the MERP/Tolkien Trolls.) [000823]
- Yxunomei. (Despite her fan service.) [000826]
- Tower Archers. [000918]
- Belhifet. [000927]
Be advised that I send the newest version of this file
to only four Websites:
- http://www.gamefaqs.com/
- http://DLH.Net/
- http://vgstrategies.about.com/
- http://www.neoseeker.com/
If you download or read this file at other Websites,
the SysOps of the other Websites probably leeched it from
one of the above Websites, albeit this file is public
domain material. [001022]
2. WANTED
- A transcript of all the female characters' quotes.
(During combat, or when Fatgiued, or when the player
chooses her as the party leader, or when the player
consecutively clicks her portrait, et al.)
- Practical tactics against Belhifet and its Iron
Golems.
- What does "Aura Cleansed" mean?
(For example, in Wyrm's Tooth, when a character talks
with Joril, the message window says the character is "Aura
Cleansed".)
3. ACKNOWLEDGEMENTS
Thanks to these sierra hotel persons/organisations:
- Dan Simpson, for the IWD FAQs at GameFAQs.com.
- Donny "Gamera" Chan, who works in the Design
Department at Casio Hong Kong.
- Marcus Cheng of Toronto, Ontario, Canada, for getting
the Icewind Dale Official Strategies & Secrets book (SYBEX,
2000) and New D&D (AD&D3) Player's Handbook (Wizards of the
Coast, 2000).
- Mike Tsui of Toronto, Ontario, Canada.
- Murphy, for the Murphy's Laws of Combat.
- Philip In of Hong Kong, for changing the OS of my PC
from WIN98E to WIN98J. I also use a Japanese keyboard that I
got in 1998.
- Roter stomach tablets, by Roter of Holland.
No thanks to these lima delta persons/organisations:
- T$R, Inc.
(I always place the Thanks/No Thanks lists near the top
of my FAQs so people will learn the Netters who contributed
to this FAQ (social democracy in action), or bashed this
FAQ.)
[000730]
4. CHARACTER CREATION BASICS
In IWD, all new characters begin at Level 1. It claims to have an XP cap
at
1,801,000 XP for single-, multi-, and dual-class chara.
While I follow the NATO combat pilots' motto of "If you're not cheating,
you're not trying hard enough," I'm not a Munchkin player. But as this is a
CRPG, when creating new characters, it's not practical to create
unsurvivable characters. Eg, I didn't decrease the "Difficulty" option, but
I toggled ON the "Group infravision" and "Maximum hit points per level"
options.
(Veteran gamers may have read a text file about how a Looney player, a
Munchkin player, a normal player, and a Real Man/Woman player would act in
various situations.)
ABILITIES, RACES, CLASSES, and SKILLS
Based on my real AD&D and AD&D2 experience, when rolling a chara's
Ability
Scores, re-roll the Ability Scores till all six are 13 or above. This means
when modifying the Ability Scores, the player can increase some of them to
16 or above, and decrease some of them to 9, as an Ability Score between 9
and 12 causes no penalty. If you've the patience, re-roll till all six are
14 or above.
When all six are 13 or above, and if the chara's a Fighter, Paladin, or
Ranger who can have exceptional STR, tentatively decrease some Ability
Scores enough to increase the chara's STR to 18/XX. If the XX is low (but
"00" means 100!), and the chara's race allows the chara to have a high
exceptional STR, consider storing and re-rolling the Ability Scores. The +3
to hit, +6 to damage bonuses of a STR 18/00 are very attractive.
The 18/XX is fixed in a particular set of Ability Scores. Eg, if the
player
decreases another Ability Score by one point and increases STR from 17 to
18/68, the player can't add another point to STR to increase it to above
18/68. If the player subtracts a point from STR to decrease it to 17, and
adds a point to STR again, STR increases to 18/68. The game doesn't change
the XX, unless the player re-rolls for a new set of Ability Scores.
(I miss the good old days in POOLRAD (Pool of Radiance, the first AD&D
CRPG) when a Level 8+ Fighter could, in one round, theoretically sweep
through eight Goblins or Kobolds that surrounded her because an AD&D1
Fighter had one attack per level, not per round, against monsters with fewer
than one Hit Die, such as Goblins (1-1 HD) and Kobolds (1/2 HD).)
Mage should have maximum INT. Chara who don't use Mage spells don't need
high INT.
Cleric should have maximum WIS. Chara who use Priest spells also need
high
WIS.
Only Bard, Druid, and Paladin need high CHA.
Actually, every chara should have high CON and WIS for the hit point and
saving throw bonuses.
I don't think all characters must be Good, but I didn't create any Evil
chara. OTOH, IWD has some magic items that characters of certain alignments
(such as any Good or any Lawful) or races can't use.
Amongst the non-Human races, Dwarfs have the advantages of high CON and
resistances to magic and poison. Elves have the advantages of high DEX and
resistances to Charm, Ghouls, and Sleep.
A single-class Mage is feeble in combat, but a dual- or multi-class Mage
who wears armour can't cast spells. A dual- or multi-class Mage who wears an
helmet or uses non-Mage weapons can cast spells. OTOH, a dual- or
multi-class Mage who doesn't need to cast low-level combat spells can rely
on the armours and weapons of the other class to acquire XP. Eg, an
Illusionist/Thief can use bows. A Magic Missile or two per day don't matter
much to a squad of Goblins or Orcs anyway.
A multi-class Cleric or Druid can't use almost all bows, bladed weapons,
and crossbows.
I don't think warriors should allocate any weapon proficiency to blunt
weapons like flails, hammers, and maces. Because Clerics can't use bladed
weapons, they allocate their weapon proficiencies to blunt weapons, and the
player will probably give the Clerics the magic blunt weapons that the party
acquire during the game. Instead, great swords and large swords are
essential to warriors.
Magic spears are rare in the game, AFAIK.
A Ranger, single- or multi-class, can attack with two weapons
("Nitouryuu"
in Japanese), when the Ranger has two suitable melee weapons in the Quick
Weapons slots, and isn't holding a shield. The action figure in the
Inventory screen doesn't show the Ranger holding two weapons, but the specs
in the Record screen show the Ranger's number of attacks as two. I think a
Fighter or Paladin can't similarly attack with two weapons.
Thus, a Ranger can enjoy the offensive special abilities of two high-
level
magic weapons, when the other classes can enjoy at most the offensive
special abilities of one magic weapon and the defensive special abilities of
one magic shield.
In 1st Play (the first game that I began on Sunday, 23 July 2000), for
convenience, I Imported and used five of the default characters: Cleric,
Mage, Paladin, Ranger, and Thief. For the sixth chara, I arbitrarily created
a Cleric/Ranger.
I gave composite long bow, short bow, and sling to the Mages and Rangers,
and set their AI to mostly Defensive and Ranged Attack. As Paladins can
heal, they can use the Cleric's AI. As Rangers can Stealth, they can use the
Thief's AI.
(I adopt the FSU/CIS and USMC ways of having organic scout-snipers to
soften the enemies while the grunts (warriors) take down the enemies in
close range.)
From my Basic D&D days, I've a mild prejudice against generic Mages, but
I
know this party lack magic users. If I restart a new game, or replace one of
the current characters, I'll create a Bard, Mage, or multi-class Mage. Eg, a
Gnome Thief/Illusionist.
When a Cleric advances to, for example, Level 3, the Cleric can memorise
a
spell from all the Level 2 priest spells available to the Cleric. But when a
Mage advances to Level 3, the Mage doesn't automatically have new Mage
spells in the Level 2 page of the Mage's spell book. The Mage must add new
spells to the spell book by copying spells from scrolls found amongst
treasures or bought from Mage NPCs. Successfully copying a spell from a
scroll consumes that scroll.
A Mage can copy a spell that she doesn't have enough experience level to
memorise and cast.
[000723]
When the Thief in my party levels up and allocates 20% amongst her
skills,
I allocate 2% to Pick Pockets and 6% to each of the other three skills. By
saving and loading games, a Thief can "borrow" items, frequently magic
items, from the named NPCs. A Thief can sometimes borrow multiple items from
a NPC, so save and load games till the Thief can't borrow any more items
from that NPC. Eg, in Kuldahar, 'tis too bad Oswald doesn't identify magic
necklaces and rings, or it would be funny if the Thief pays him to identify
his necklace and ring.
(Yeah, sure, the shops sell magic items, but gawk at their prices. When
my
party completed the quest in the Vale of Shadows beyond Kuldahar, they'd
just about 3,000-something GP in cash.)
When a party have two Thieves, one Thief may, for example, specialise in
two skills, while the other Thief may specialise in the other two skills.
IMO, Find/Remove Traps and Open Locks are more useful than the other two
skills.
A Thief's skills, whether modified by magic or not, can exceed 100%.
After an Human Fighter dual-classes into a Mage and when his Mage level
is
above his Fighter level, he can allocate his Mage weapon proficiencies to
non-Mage weapons, but his Mage weapon proficiencies can't specialise in any
new weapon.
[000807]
On Sunday, 30 July 2000, based on Dan's FAQ and my first week (real time)
of IWD experience, I reloaded to the point where my chara were in the Vale
of Shadows and restructured them to this Mark 1 Mod 2 config:
Female Human Paladin Lawful Good
* Male Human Fighter Lawful Neutral
Female Half-Elf Cleric/Ranger Chaotic Good
* Female Elf Fighter/Mage Chaotic Good
Female Half-Elf Cleric Chaotic Good
* Female Gnome Illusionist/Thief Chaotic Good
The * chara are new Level 1 chara. I removed the Mage, Ranger, and Thief.
I
plan to Dual-Class the Human Fighter at Level 2 as a Conjurer (Specialist
Mage). I added the Elf Fighter/Mage so she can double specialise bows.
(Since my AD&D days, I've an hatred/respect for Elf warriors who have
maximum DEX and double specialised bows.) I added the Gnome
Illusionist/Thief for fun. (Paladin and Mage aren't amongst my favourite
AD&D classes... except Lawful Neutral Paladins and Diviners. My favourites
are Human Archer-Ranger, Dark Elf Cleric/Fighter/Thief-Acrobat, Half-Dark
Elf Fighter/Thief/Bard, Half-Elf Druid, and the conventional Dwarf
Fighter/Thief.)
I may remove/replace the Half-Elf Cleric later. For now, I like to have
two
Cleric types because I'm paranoid about Undead, esp those that drain Levels.
(X_X)
Grr. Now that I listed them, I realise I've too many female and Good
chara... I forgot to set the new Elf Fighter/Mage as Chaotic Neutral. Good
or Lawful chara can't use many of the magic items the party will find.
(-_-;)
[000730]
Righto. On Tuesday, 1 August 2000, I laid off the Chaotic Good Elf
Fighter/Mage and hired a Chaotic Neutral Elf Fighter/Mage. I also
Dual-Classed the Level 2 Human Fighter as a Conjurer. As Marcus suggested, I
allocated the four Fighter weapon proficiencies to bows, crossbows
(specialised), and large sword; and gave him an heavy crossbow. The former
Fighter could've specialised both bows and crossbows, but I figured even
with an high-level Mage's high THAC0, I might as well have another chara who
can use a magic large sword, when the other chara maybe using magic
non-large-sword weapons, like a two-handed axe or halberd. OTOH, because
bows and crossbows are two-handed weapons, thus he can't equip a shield, he
could've specialised in some sort of two-handed melee weapon, like great
swords or halberds. OTOH^2, he could've began as a Ranger, which lets him
attack with two weapons, but only a daft Mage would engage high-Hit-Dice
monsters in melee combat.
[000802]
After I saw Arundel, the Druid of Kuldahar, in action, I'm intrigued by
his
Summoning spells. I created and exported an Half-Elf Fighter/Druid template
that I may use later.
[000805]
On Monday, 14 August 2000, when my party cleared the left (west) half of
Dragon's Eye Level 2, I laid off the CG Half-Elf Cleric and hired a TN
Half-Elf Fighter/Druid, because the Cleric and the CG Half-Elf Cleric/Ranger
were becoming redundant.
In 1st Play, my party leader's a Paladin. If I replay IWD, I'll probably
choose a Ranger (but not a Cleric/Ranger) as the party leader in 2nd Play.
Attacking with two magic swords sounds fun.
WRT naming the chara, I name the one male chara after the male
protagonist
of the Sotsugyou Crossworld RPG for PlayStation/Sega Saturn/WIN98J. I name
the five female chara after the female protagonists of the Sentimental
Graffiti 1 RPG for Sega Saturn/WIN98J. I considered naming the female chara
after the female protagonists of the Sotsugyou series of ikusei simulation
games, who are in groups of five, but declined.
[000815]
4.1 POST-1ST PLAY REVIEW
(A review of the IWD Abilities, Races, Classes, Skills,
Magic, and Spells, based on my 1st Play experience. Now
writing.)
5. EQUIPMENT, COMBAT, and ADVENTURING
I set the game to pause whenever a friendly is KIA.
WRT ammo for missile weapons, each chara can carry in their quivers up to
120 units (shots) of arrows, bolts, or bullets. My chara who use missile
weapons carry six slots of ammo (up to 240 units) each.
Slings must use bullets as ammo and can't use stones, which should be
free.
Also, IWD doesn't seem to have the Kenders' staff slings. (I know, different
game worlds.)
Use all of each chara's equipment slots to maximise the space in her
backpack. Eg, even if a chara won't drink a potion or use a wand, put the
potion or wand in her Quick Item slots. Also, even if a chara doesn't use
missile weapons, put in her Quiver slots arrows/bolts/bullets that the other
chara will use.
If the player toggled ON the "Group infravision" option, the party should
sell any Potion of Infravision or Scroll of Infravision they find.
The player can't access a Confused or polymorphed chara's inventory
screen,
but other chara can transfer items to a Confused chara.
When a chara tries to pick up an item, but her backpack slots are full,
she
can do the X-Com trick. When the chara's standing on the item, switch to her
Inventory screen. There, she can transfer some of her items to another
chara, so she can pick up the item on the ground. Or, she can pick up the
item on the ground and directly transfer it to another chara. Or, if the
item is an ammo, gemstone, or potion that she already has in her backpack,
she can pick up the item on the ground and merge it with those that she
already has in her backpack.
(In X-Com and X-Com 2, arming a grenade costs action points, and an
X-Commie may not have enough action points to arm and throw a grenade in one
turn. When an X-Commie sees an alien, another X-Commie may arm a grenade and
throw it to a third X-Commie between the X-Commie who sees the alien and the
X-Commie who arms the grenade. The player then switches to the middle
X-Commie's inventory screen, picks up the grenade, and throws it to the
X-Commie who sees the alien. The alien may have ended its turn in the
X-Commie's visual range, or the X-Commie may have turned or moved one square
when she sees the alien, which gives her enough action points to switch to
her inventory screen, pick up the grenade, and throw it onto the alien. It
sometimes becomes fatally and unintentionally funny when an X-Commie misses
her throw (makes a wild pitch) or the X-Commie who sees the alien doesn't
have enough action points to even pick up the grenade after all. (Sounds
like the Second Earth soldiers in the TV anime Blue Gender...) Also, IIRC,
X-Com has the bug that an armed but unused grenade becomes a dud in the next
battle.)
My Paladin sometimes Detect Evil an NPC who doesn't automatically talk
with
the party, to see if the Force that's strong with that NPC is Dark or Light.
When a Druid polymorphs into an animal, in her Inventory screen, the
rectangle that normally shows her humanoid "action figure" is blank.
A magic item that regenerates the wearer's HP doesn't regenerate the
wearer's HP when the party move from one location to another in the world
map.
The bears that Animal Summoning summons are tough, but they are too big
to
move through some doorways and passages.
A Fire Elemental isn't fiery, and looks more like a Magma Elemental.
[000723]
5.1 POST-1ST PLAY REVIEW 2
(A review of the IWD Equipment, Combat, and
Adventuring, based on my 1st Play experience. Now writing.)
6. CAPTAIN'S LOG
*SPOILER ALERT*
This section is an ad hoc journal of my 1st Play of
IWD.
Also, this section clarifies details that weren't or
aren't in Dan Simpson's IWD FAQs at GameFAQs.com.
*SPOILER ALERT*
6.1 EASTHAVEN
In the first town, Easthaven, in and around the tavern, talk with the
NPCs.
These conversations will lead the characters to some tasks within the town,
which will award the characters some XP.
(BTW, Hrothgar, which means hroth "fame" + gar "spear", is the archaic
form
of Roger. Yes, in my high school days, I'd a small interest in etymology.
Eg, AEthelbeorht, which means AEthel "noble" + beorht "bright", is the
archaic form of Albert.)
The first task is obviously Grisella's problem in the cellar.
After the characters "debug" the cellar and leave the tavern, they can go
to these spots (places) in the town:
To the east, Pomab's equipment/weapon shop.
To the west, Hrothgar's house.
To the southeast, an inn.
To the southeast corner, the entrance/exit of the town.
To the south, a pier.
To the southwest, two warehouses.
To the southwest corner, an humanoid water spirit.
In order of increasing danger, the party can first talk with the lad in
the
middle of the town and the water spirit in the southwest corner of the town.
The party can then give a bottle of liquor to the fisher in the building
beside the pier. The party can then clear the wolf in the warehouses. The
party can then talk with Hrothgar about a caravan. The party can then clear
the Goblins in the southeast corner of the town.
Of course, the party should retrieve all the equipment they find on the
monsters' bodies, and sell anything they don't need in the equipment/weapon
shop.
In the Inventory screen, the icons of equipment and weapons that a chara
can't use have a red outline. Eg, a Mage can't wear any armour. Magic but
unidentified items have a purple outline. Non-magic but high-quality items
don't have a colour outline, but have a green taint. (I don't think Black
Isle programmed in any contingency for players with colour-deficient
vision.)
In each house, move the mouse pointer over the furniture to check if the
party can open the furniture and see the contents. I think a Thief can open
locked doors and furniture without decreasing the party's Reputation. When
the party commit a really Evil action, such as murdering the
equipment/weapon shop owner, the message window announces a decrease to
their Reputation.
When the party want to store equipment that they don't want to sell, they
can put the equipment in the cabinets and chests in Hrothgar's house or the
inn.
In the wilderness just outside Easthaven, a cave entrance is to the left
of
the two wagons north of the entrance of the town. I don't think the party
should attempt to clear the cave in one try. Clear some of the monsters in
the cave; then leave the cave to heal, rest, and sell unneeded equipment and
weapons in the town; then clear some more of the monsters in the cave; then
repeat till they clear the entire cave.
[000723]
6.2 KULDAHAR PASS
After the party join Hrothgar's expedition and seriously leave Easthaven,
they enter a wilderness area, Kuldahar Pass. This area has a tower in the
middle, a cave to the northwest, a mill to the east, and the entrance to
the second town, Kuldahar, in the southeast corner.
I don't think the party need to clear the Ogre in the tower in the
middle,
or the Goblin Marshal outside the mill to the east, as they are worth few XP
and carry few GP and no magic item.
In the three rooms in the mill, don't bother to pay any tribute. Clear
all
the Goblins and Orcs, and search and rescue a lad.
[000723]
6.3 KULDAHAR
In Kuldahar, the other exit of the town is near the middle of the east
edge
of the map. Loitering about this exit are a few Yetis. No, not YATIs.
(Back in POOLRAD, Lizard Men were awesome against low-level chara
because,
when unarmed, Lizard Men attacked three times per round (the familiar
claw/claw/bite routine). Now in IWD, Level 1-2 chara get to fight Ogres and
Yetis. >Sigh< OTOH, another AD&D CRPG had the infamous Mulmaster Beholder
Corps that, literally, I didn't bother.)
In the house on the right side of the tavern, the party can store items
in
the cupboard.
In the Mage Gerth's shop, the party can read the books available for sell
by right-clicking them, so the party don't need to buy them. Book-browsing
("tatiyomi" in Japanese) is one of the few things in this CRPG that resemble
real life. (OK, so women are also beautiful in real life.)
Depending on the party's levels and progress into the game, the Mage
Orrick
changes the spells he sells to the party.
In Aldwin's inn, after the party find Eidan's Legacy Ring upstairs, they
can talk with Aldwin about the ring. They get some XP whether Aldwin
confesses to the elders, or he lets the party freely rest at the inn for
unlimited times. Either way, he remains as the innkeeper. If a Paladin talks
with him, he'll explicitly comment about the legality of an holy warrior's
"breaking and entering."
In the blacksmith Conlan's shop, don't worry about unlocking his chest.
Later, the party will get the key from his relative.
After Sheemish returns to Kuldahar, his label still says "Captive
Villager". (I think his aggression is from watching too much MMPR on TV.)
After the party unlock and open Conlan's chest, one chara in the party
must
carry Conlan's Key for any chara in the party to open the chest again. My
party once put the key in the cupboard in the house on the right side of the
tavern, and they can't open the chest. The Thief attempts to unlock it many
times and fails.
If a Thief fails to pick Arundel's pockets (the Druid), Arundel becomes
Invisible.
If a Thief fails to pick Brother Ferg's pockets (the Priest outside the
church), Brother Ferg attacks the Thief.
If the party murder both male Priests, they find only a small amount of
GP
on them. The female Priest has a Morning Star +1 on her.
If the party attack any of the Priest, the Priests counter-attack, and
Arundel also comes to counter-attack the party. Against low-level chara,
Arundel's insect-summoning spells kick arse.
If the party murder Conlan (the blacksmith), they find a leather armour,
a
war hammer, and some GP on him.
If the party murder Mirek (townsperson), they find the same necklace they
got from the Yeti Chieftain.
If the party murder Whitcomb (the barkeep), they find some bolts, a
crossbow, and some non-magic stuph on him.
If the party murder the barmaid or other townspersons, they may find a
club, a dagger, or some GP on them.
If the party murder Oswald's cows, Oswald doesn't become hostile, and
Arundel doesn't come to avenge them.
Though the Neo Orogs concentrate on the party, I wonder if they can
murder
a few townspersons for the party? Also, I wonder if the party can collateral
damage the townspersons with a Fireball or two, and not damage their
Reputation?
[000723]
6.4 THE VALE OF SHADOWS
East of Kuldahar is the next wilderness area, the Vale of Shadows. In the
Vale of Shadows, near the centre of the map, and along the north and east
edges of the map, are entrances of different crypts. Between the centre and
the south edge of the map is a caveful of Yetis.
(To paraphrase an ancient Canadian proverb: "When I walk in the valley of
death, I shall fear no evil, for I am the meanest mother f_cker in the
valley.")
In the crypts, some Skeletons use non-magic but high-quality weapons.
Also
amongst the treasure are some keys, holy symbol, and talisman that open
locked double doors and gates in other crypts or other areas of the same
crypt.
Reminder: Ghasts and Ghouls can't paralyse Elves.
In the crypt in the southeast corner, I think the party must KO the
armoured Skeleton, Therik.
In the crypt in the northeast corner, the party can debate with Mytos the
Bone Dancer for some XP, but I think they must KO Mytos. (OTOH, I didn't
return to Kuldahar and ask if the Druid and the Priests know any pacifist
way to bypass Therik and Mytos?) Engage Mytos in melee combat, so he can't
cast offensive spells.
In Level 2 of Mytos's crypt (it's actually Kresselack's crypt), against
the
first squad of Tattered Skeletons, retreat to the room outside the doorway,
so only one Tattered Skeleton at a time can attack the party. Then, move
towards the hall slowly to attract a small batch of Undead before retreating
to just inside the doorway. Repeat this two to three times till the party KO
both Wights. Near the doorway, the party are far enough from the hall to
rest. Then, engage the Skeletal Mage in melee combat, so he can't cast
offensive spells.
If the party attack Kresselack, he doesn't counter-attack. But he seems
immune to magic weapons and has Magic Resistance against spells.
If the party already cleared the Yetis' cave before they began to clear
the
crypts, when they enter that cave to talk with Lysan, the cave is empty. But
when Lysan engages the party, four or five Yetis materialises to complement
Lysan.
After the party murder Lysan in self-defense, and before they talk with
Kresselack again, when they go to Kuldahar and talk with Arundel, they and
Arundel sound like they haven't murdered Lysan.
When the party talk with Whitcomb (the barkeep), they can convince him to
give them Lysan's belongings: Mantle of Coming Storm (cloak) and scrolls
(Cure Critical Wounds, Cure Serious Wounds, and Protection From Fire).
To be honest, I didn't recognise or remember Lysan as one of the barmaids
in the tavern, because the NPCs don't have portraits. Other CRPGs show at
least portraits of the NPCs' heads when the protagonists talk with them.
[000727]
6.5 THE TEMPLE OF THE FORGOTTEN GOD
At the entrance, if five chara block the entrance to prevent the Verbeeg,
Red Toe, from disappearing, I think a Thief still can't borrow anything from
him. If they murder him, they find an halberd and a large shield (yellow) on
him.
In Level 2, near the far end of the hallway are two Acolytes and three
Verbeegs who wasted a lot of my real time. The Verbeegs cause big damage,
and the Acolytes soften the party for the Verbeegs. I tried hit-and-run,
which didn't work. Then I tried low-and-slow, which didn't work. Then I
tried to divide the party, counter the Verbeegs with warriors, and counter
the Acolytes with the Clerics and Mages' Acid Arrow, Chromatic Orb, Colour
Spray, Hold Person, Miscast Magic, and Scorcher, which didn't work. One of
the problems is, even when the Mages are apart from the warriors, their
Colour Sprays and Scorchers, which pivot to track their target, sometimes
hit the warriors. I deduced the Verbeegs are causing more damage than the
Acolytes, but the party need to disable the Acolytes first, so the party can
clear the Verbeegs before they clear the Acolytes.
The tactic that works is stop the party just before they and the Verbeegs
see each other. I've two Mages on the left side of the hallway, and four
Clerics and warriors on the right side of the hallway. One Mage casts three
Stinking Clouds between the Verbeeg's brazier and the party. Then both Mages
move slightly forwards to see and Scorcher the Verbeegs. The Acolytes
naturally move into the Stinking Clouds. The warriors engage the Verbeegs,
but now the Scorchers don't hit the warriors because the Mages are some
distance away and behind the Verbeegs. The Acolytes may cast a spell or two
before the Stinking Clouds disable them. When the Verbeegs are moderately
wounded or worse, the Mages continue to Chromatic Orb and Colour Spray the
Verbeegs and Acolytes. After the party clear the Verbeegs, and whether the
Stinking Clouds are active or not, the Acolytes are almost sitting ducks.
In the cave where the Heartstone Gem was, get the green potion and give
it
to Arundel in Kuldahar.
[000809]
6.6 DRAGON'S EYE
The disease that a Wraith Spider's attacks cause is temporary.
Against the Lizard King & Co, my tactic is: Stop the party south of the
steps. Cast a Web on the steps and another Web north of the steps. Send one
chara to talk with the Lizard King, then retreat that chara down the steps.
When the Lizard King's on the steps, the warriors engage it. The Mages and
snipers concentrate on the Lizardman Shamans, which probably have time to
cast Strength of One. Unlike the Stinking Clouds that I previously used
against the Acolytes and Verbeegs, the Webs don't bother my warriors who
wear Rings of Free Action borrowed in Kuldahar. Besides Stinking Clouds and
Webs, other players may also use Invisible chara.
I tried the "Dead Lizard King" answer mentioned in Dan's FAQ, but the
Lizardmen didn't commit regicide.
In Level 2, beyond the Lizardman Shamans, when my party fight the Wraith
Spiders, the message window says a Captive Villager attacks a chara or a
Wraith Spider. (Bug?)
In Level 2, when a female chara talks with the captive villager Sheemish,
she'll point out she's definitely not Sheemish's Papa, because she's a
woman.
Against the Trolls and Wraith Spiders (I wonder why they don't eat each
other), my tactic is: Attract one of them far away from its position and
clear them one at a time. The party can sometimes kill a Troll (1,400 XP) by
keep hitting a knocked-down Troll, but against an especially stubborn Troll
that rebounds for 3+ times, and to save real time, my Mages sometimes
Scorcher it. Also, seems the 1 point damage per round that a Diseased
Halberd causes can kill a Troll.
Against the Talonite Priests and Trolls, my tactic (inspired by the USMC
Force Recon (special ops capable)) is: Stop the party at the rubble north of
the entrance of the cave. Choose a scout sniper. (In my party, she's an Elf
Fighter/Mage who specialises in bows and has an Huge Long Bow.) While the
balance of the party switch to melee weapons and wait at the rubble, the
scout sniper enters the cave, two to three steps at a time. When she spots a
Troll, she leads it back to the party. Together, they clear the Troll, and
the scout sniper re-enters the cave. Or, when she spots a Priest, she stops
and clears that Priest. Each Priest can endure three to four shots, but when
the scout sniper misses a shot, the Priest possibly has time to hit her with
a spell. (I don't trust the USMC's "One shot, one kill" jingo, but I trust
the USAF's "First look, first shot, first kill" jingo.) This tactic
fortunately works because, unlike the Lizard King & Co, the Priests and most
of the Trolls stand far apart. To decrease surprise, other players may send
in an Invisible chara to preview what monsters are where in the cave.
In Level 2, in the right (east) half, I'm trying another tactic, because
I
forgot snipers work in pairs - one as a spotter and the other as a shooter.
That is, while I stop the party somewhere safe, I send ahead two snipers.
When the snipers spot something suspicious (bridge, cave opening, steps,
&c), one sniper stops and the other continues ahead. If they spot a monster
that they can clear, they clear it. If they spot one or more monsters that
they can't clear, both lead it/them back to the party. Or, when the leading
sniper's far enough from the stopped sniper, the party move to the stopped
sniper's position. This tactic needs some patience, but IMO
pausing/unpausing the game is more convenient than saving/loading the game.
My party return to Kuldahar when the snipers have depleted their arrows and
bolts. (Yes, of course I've read the legendary USMC scout sniper Carlos
Hathcock's biography.)
The Shield Ring is useable by a Cleric/Mage, Mage, or Mage/Thief, but NOT
useable by a Specialist Mage! (Bug? Quirk?)
When the party talk with them, the Captive Villagers share a common pool
of
answers.
The party can murder the Captive Villager adults and find nothing on the
bodies. OTOH, the party can't murder the Captive Villager children. Even
when Mages Scorcher them, the children's worst status is Badly Wounded.
After Sheemish returns to Kuldahar, he's equally immortal. (If the party
attack Sheemish, and when they return to Kuldahar, I don't know if he and
his relative will thank the party?)
Capitalism in action: After the party save Egenia's life, she still
charges
them hundreds of GP for her curing and healing. Also, when the party returns
to Kuldahar now, they don't tell the Priests that the party searched and
rescued Egenia.
If the party murder Egenia, the nearby Captive Villagers don't become
hostile.
In Level 3, the party must immediately clear a Blast Skeleton/Undead
Lieutenant and its squad of Cold Wights. Retreat the party towards the
entrance, because when they move between the snake statues, they may attract
more Cold Wights. When they destroy a Blast Skeleton, it explodes like a
certain race of Draconians. Against the Cold Wights, I recommend Entangle,
Fireball, and Web. Animate Dead and Monster Summoning I are useless, because
the summoned monsters aren't durable.
Level 3 has more such squads of Undead. Move slowly to spot and clear two
to three Cold Wights at a time, instead of an entire squad.
Against Presio & Co, I stop the party on the bridge, Animate Dead to
summon
some Skeletons as decoys/drones, stop the Skeletons a few steps west of the
entrance of Presio's room, and send a sniper (after clearing the east half
of Level 2 and the west half of Level 3, when my party reached Presio's
room, the only sniper who had ammo was the Druid/Fighter with a sling +1...)
to bait the Undead. If the sniper attracts a Wight, the sniper and the
Skeletons retreat to the party. If the sniper attracts two to three Poison
Zombies, the Skeletons delay them while the sniper stops a few steps behind
the Skeletons and help clear the Poison Zombies. During this process,
Presio's spells might hit the sniper, who returns to the party for healing.
(Presio doesn't cast Stinking Clouds. She casts Cloukills!) After the party
clear most of Presio's roommates, I send two Cleric, Druid, or Mage to the
entrance and cluster-bomb the area just before where Presio's standing with
the dumb area-effect spells Entangle, Fireball, and Web. These spells are
"dumb" because they don't aim at specific targets, unlike "smart" spells
such as Hold Person and Scorcher. If Presio's Magic Missiles hit one of the
chara, she can't interrupt the other chara's spell. Then, my Mages cast some
more dumb offensive spells, like Burning Hands and Colour Spray, at Presio's
position. Even when Presio's Mirror Imaged, she can't move. Then, if Presio
and any of her roommates are still functional, the party roll in and clear
them. BTW, her treasure chests are very trapped. (I don't remember which
chara are responsible for Mytos and Therik in the Vale of Shadows, but my
Human dual-class Fighter/Conjurer's Record screen says he's responsible for
Presio. Mark 1 Mod 4 party in 1st Play, on Friday, 18 August 2000.)
When the party rest outside Presio's room, I wonder if Presio also
re-memorises her spells?
Now that Marcus mentioned it... In the dungeons, I guess some especially
compassionate players, who are in a hurry, can ignore some Chaotic or Evil
NPCs who aren't directly in the party's way and don't give the party an
extra XP award when cleared. Eg, some players can live and let live Presio,
who doesn't exit her room unless disturbed and doesn't continually harass
the party with Lizardmen and Trolls like the High Summoner. Her magic dagger
is an useful weapon though.
Between Presio's room and the northeast corner of Level 3, use a Thief to
detect and disarm the many traps on the floor. (I miss the bad old "10 feet
deep pit" trap.)
In Level 4, use a non-Paladin to talk with Albion. (My party
intentionally
and politely didn't ask him about the Heartstone Gem and Kuldahar
villagers.) Find Geelo the Librarian, talk with him about books and magic
texts, and buy all his spells. Find Sharra the Healer for healing (if
necessary), or at least know her location. Yomp all over the level to admire
their banners, carpets, and indoor swimming pools.
If a Paladin scans (Detect Evil) Albion, Geelo, et al, they squawk Evil.
The Eldathyns ("Love and peace" Hippies, IMO), their guests, and the more
guests they summon won't harass the party when a non-Paladin talks with
Albion and not belittle their banners and carpets, or a Mage casts Web on an
Eldathyn, or a Paladin talks with Geelo and Sharra, or a Priest casts
Animate Dead.
The Eldathyns, their Yuan Ti guests, and the Lizard Men and Trolls they
summon will harass the party when a Paladin talks with Albion about their
masquerade, or a Mage casts Monster Summoning, or a Thief unlocks a locked
door, or the party talks with Albion about their banners and carpets. As
soon as the natives are restless, all locked doors automatically open.
If a Mage casts Monster Summoning II and gets Lizard Men, these Lizard
Men
remain friendly to the party.
As Dan's FAQ suggests, I eventually station my party in Geelo's library.
The Mage casts Web in the area outside the doorway, and casts Monster
Summoning II. Albion and Geelo immediately declare war on the summoned
monsters, and the party legally defend the summoned monsters. (My Half-Elf
Druid/Fighter's Record screen says she's responsible for Albion. Mark 1 Mod
4 party in 1st Play, on Saturday, 19 August 2000.)
After the party clear the Eldathyns and monsters that line up outside the
library to borrow Geelo's new shipment of Harry Potter, I send a sniper to
clear Sharra. (I chose the chap with the M-60 GPMG, ie, the heavy
crossbow-specialised Human dual-class Fighter/Conjurer, because Sharra heals
herself.) Then, the party clear the Diners Club in the room north of
Sharra's.
If the party clear the High Summoner, then liberate Cristiana, Iholikan,
Marchon, and Reise from the room northwest of Sharra's, these four MIAs
don't become homicidal and exit their room. The party may murder them, with
no apparent damage to the party's Reputation, and get their Arrows +2,
Arrows of Fire, Chain-Mail Armour +1, Flaming Long Sword +2, Long Sword +1,
Mage Dagger +2 (memorise one extra Level 1 and one extra Level 2 spells),
Morning Star +1, and Potion of Extra Healing. (Only the Arrows of Fire,
Flaming Long Sword, and Mage Dagger look interesting, IMO.)
Or, I guess the party may liberate them before the party clear the High
Summoner, Entangle or Web them, let the High Summoner's Lizard Men and
Trolls change the four MIAs into four KIAs, and get their magic items.
(Can't blame them for losing their heads after they are locked for weeks in
a room full of corpses, and waiting to be Huamn sashimi.)
After Presio and during the Eldathyns, because of the traps, I changed
tactics. The party have two chara primarily tasked with melee weapons, and
four chara primarily tasked with missile weapons. (Fighter/Mage and
Illusionist/Thief with bows, Fighter/Conjurer with heavy crossbow, and
Fighter/Druid with sling.) The Thief moves ahead and alone to detect and
disarm traps. When the Thief sees a monster, she and the other three snipers
target the monster. (The other three snipers probably move ahead to a
position between the Thief and the two chara with melee weapons.) When the
monster moves into the Thief's melee range, the Thief moves back to behind
the other snipers. If the monster moves into the snipers' melee range,
everyone target the monster. Or, when the Thief sees multiple monsters, the
Thief attracts them and moves back to behind the other snipers, while the
other snipers target the monsters. If the monsters move into the snipers'
melee range, everyone target the monsters. Optionally, like when the party
have expended their healing spells, the Mages Fireball or Web the incoming
monsters.
In Level 5, the corridors have traps on the floor, even corridors where
some Yuan Ti are waiting, but the Yuan Ti don't activate the traps when they
move through them. Thus, if the party boldy charge towards some Yuan Ti, one
or more chara might activate a trap and get poisoned.
Yxunomei the Proprietress is reasonably tough and has a bit of fan
service.
According to Ken's HP, she's vulnerable to Arrows +2, Conlan's Hammer, +3 or
better weapons, and fire-based weapons (Arrows of Fire, Flaming Oils, Oils
of Fiery Burning, &c). She has Magic Resistance 70%, but fire-based spells
can penetrate her MR. Before the party engage her, and (to quote an ancient
Canadian proverb) "the bird dropping hits the propeller," they should
appropriately configure their memorised spells and weapons. (Sounds like a
Pyromaniacs Anonymous meeting.)
Against the Proprietress, each chara in my party has some Flaming Oils or
Oils of Fiery Burning as her Quick Items, and Antidotes in her backpack. The
Mages memorise mostly fire-based spells, such as Burning Hands, Fireball,
Flame Arrow, and Scorcher. The bowyers have Arrows +2 or Arrows of Fire, the
crossbowyer has Bolts +2, and the slinger has Bullets +2. The Cleric/Ranger
has Conlan's Hammer as one of her two weapons. The party cast Animate Dead
and Monster Summoning to create some drones just before the door of her
room. Then, the party wait in the doorway west of her room.
The Fighter/Mage, with some Oils, a magic bow, and Arrows +2, opens the
door of her room and moves into the room far and straight enough to see the
Odd Little Girl (aka Child Yxunomei) and a Yuan Ti near her. The F/M bluntly
tells the Odd Little Girl that the party have come to rip off the Heartstone
Gem. (The first time my party attempted to clear her, the herald talked with
her and learnt her ambitions.) Even as the Odd Little Girl's transforming
(but not into Sailormoon), the F/M throws Oils at her. When the Proprietress
is immobile and casting Animate Dead, Cloukill, or Dispel Magic, the F/M
still throws Oils at her. The F/M riskily ignores the Yuan Ti and low-level
Undead because the priority is to soften the Proprietress. When the
Proprietress is mobile and chases the F/M, the F/M retreats into the
corridor, to a position behind the friendly drones (who can delay the
Proprietress because she doesn't Dimension Door or fly), and shoots at the
Proprietress. Even as the Proprietress is exiting her room and engaging the
drones (who are unfortunately expendable), I pause the game, order the Mages
to Fireball, Flame Arrow, or Scorcher her, and order the other chara to
throw Oils at her. Fire-based missiles and spells that hit the Proprietress
can momentarily stagger her. Each time a chara finishes casting a spell or
throwing an Oil, I pause the game and order them to cast another fire-based
spell or throw another Oil, so their Scripts don't order them to cast
Burning Hands or Chromatic Orb (which can hurt the other chara or is
ineffective) or to attack with melee weapons. When she clears the drones and
moves towards the Mages (by now, she was Hurt to Badly Wounded), the
Cleric/Ranger and Paladin engage her, supported by the Mage's spells, the
snipers' magic bullets and arrows, and the regular healing spells.
After she buys the farm, save game and carefully clear the Proprietress's
room. Finally, the party find about 2,000 GP in cash in one of her chests.
On second thought, I could've Hasted the party when the Odd Little Girl's
transforming. I tried sending two Mages to talk with her and Scorcher her,
but they didn't have enough AC and HP to survive the first few rounds. (My
Human dual-class Fighter/Conjurer's Record screen says he's responsible for
Yxunomei. Probably with a Flame Arrow. Mark 1 Mod 4 party in 1st Play, on
Friday, 25 August 2000.)
When the party return to the Eldathyns' store room, Marchon & Co are
still
there.
Then, when the party return to the Talonite Priests' cave, Egenia and the
captive villagers aren't there.
[000813]
6.7 THE SEVERED HAND
In Levels 1 to 3, groups of Goblins (including archers), Orcs (including
shamans), and Skeletons (including Bladed (Guyver-like), Burning, and
Serrated ones) will suddenly materialise around a chara and attack.
I forgot to check if a Druid or Ranger can Charm the Shadowed Wargs?
A Burning Skeleton's first attack is a Fireball. Gnarly.
Though the floor looks uniform, a lot of traps are on the floor.
In Level 4, Lethias's level, the party can go:
- Northeast to Valestis's Arboretum.
- East to Kaylessa's tower, with a bridge to Custhantos's library and
tower.
- South to Denaini's tower.
- West to Larrel's Sending.
The nameless Shadowed Elves in the cafeteria disappear after the party
see
them.
After the party liberate the Shadowed Ogres and Shadowed Orcs from the
cell
behind Kaylessa, Kaylessa doesn't attack them. I thought Kaylessa's duty is
to protect Severed Hand from Goblinoids?
My party eventually hit Kaylessa with multiple Chromatic Orbs to
immobilise
her, then realise her wish.
On the bridge between Kaylessa and Custhantos's towers, slowly move west
to
separately see and engage each row of Shadowed Elves.
Custhantos's library isn't your neighbourhood Barnes and
Noble/Chapters/Coles World's Biggest Bookstore/Yurindo. The party can't get
his books from the shelves. They must talk with him to get his books.
Raise Dead has no apparent effect on a Shadowed Elf.
With this and that named NPCs in Kuldahar and Severed Hand wanting the
party to find and bring them this and that items, IMO the party are more
like couriers than adventurers.
[000827]
6.8 DORN'S DEEP (UPPER DORN'S DEEP)
Any relation to the actor Michael Dorn, who plays the Klingon Worf in
ST:TNG?
In the Round Table Room, remember the runes on the round table.
Through the secret door, in the room with the three rings of runes, send
one chara to move around the room. The chara can step on the outer ring of
red and white triangles, but if she steps on any incorrect rune, a lightning
bolt hits her.
Without stepping on any rune, go to the northeast and step on the "hammer
and anvil" rune in the outer ring. Now, the chara can step on the other
runes in the outer ring.
Next, without stepping on any rune in the middle ring, go to the
south-southwest and step on the "crossed axes" (or "crossed hockey sticks")
rune in the middle ring. Now, the chara can step on the other runes in the
middle ring, and on the inner ring of red and white triangles.
Next, without stepping on any rune in the inner ring, go to the northwest
and step on the "overlapped circles" rune in the inner ring.
Next, re-enter the Round Table Room, and activate the hammer of the
statue
beside the secret door.
Next, re-enter the room with the three rings of runes, and now it has a
stairwell.
The six badges that Saablic Tan mentions are:
- Krilag's Badge, in Dorn's Deep, from the Neo Orog Chieftain southeast
of
Saablic Tan.
- Joril's Badge, in Wyrm's Tooth, from the Frost Giant leader in the cave
southwest of the aquarium building.
- Plus four more badges from four NPCs in Lower Dorn's Deep (see below).
Behind Norlinor the Ghost, the three doorways lead to the same area map.
In
that area, waiting above the stairs are a Lich and some Undead. Like a
Troll, the Lich is vulnerable to magic weapons, can be stunned by magic
weapons that stun, and re-appears with 100% HP a few seconds after the party
"kill" it. Unlike a Troll, the Lich casts spells. Behind the Lich is a
locked door. The key is in a coffin northwest of the Lich. So, while the
party engage the Lich with melee weapons to hinder its spells, send a Thief,
preferably wearing Boots of Speed, to find/remove traps, open the coffin,
get the key, unlock the door, and let the party enter the doorway.
The doorway leads to a corridor with crypts (rooms) on both sides. In
this
area, waiting in the corridor are a Lich and some Undead. The statues before
the crypts probably identify which crypt is whose. Waiting in some crypts
are more Undead.
In the fourth crypt on the left is Terikan's Phylactery. The second crypt
on the right is Jamoth's. So, while the party engage the Lich with melee
weapons to hinder its spells, send a Thief, preferably wearing Boots of
Speed, to find/remove traps, get Terikan's Phylactery, and take it into
Jamoth's crypt.
After the party clear all of Upper Dorn's Deep, they can return to
Bandoth
and brag.
[000906]
My Half-Elf Cleric/Ranger's Record screen says she's responsible for the
Lich. Mark 1 Mod 4 party in 1st Play, in September 2000.
6.9 WYRM'S TOOTH
Outside the aquarium building, southwest of the building is a broken
Yokohama Bay Bridge. To repair it, the party should go to the lower floor of
the aquarium, go to the west end of that floor, and talk with Soth to get a
book about Dwarven civil/mechanical engineering (ERTW). Then, when the party
re-examine the bridge, they will automatically repair it. The bridge leads
to a caveful of Frost Giants (see below).
In the aquarium building, the monsters don't attack the party when: a
Druid
or Ranger tries to Charm a Winter Wolf and fails or succeeds; or a Mage
casts Web on the monsters; or a Mage or Priest casts Summoning spells; or a
Priest casts Entangle on the monsters.
After a Druid or Ranger successfully Charms a Winter Wolf, if the party
exit and re-enter the aquarium, that Winter Wolf disappears. IMO the party
don't need to remove the Winter Wolves by this trick, unless the player's a
(Communist) Gre_npe_ce supporter, because when a Winter Wolf buys the farm,
the party get a Winter Wolf pelt.
After my party get Dugmaren's Key from Kerish, and before they liberate
the
slaves, I decided to execute a pre-emptive strike against the monsters in
the aquarium. (To quote an ancient Canadian proverb, "Do unto them before
they do unto you.") I thought of stationing the party in the boiler room
northeast of Vera, and attracting the monsters to them, as in previous
dungeons, but this doesn't work because the monsters are waiting all over
the aquarium. So, the party go to the lower floor, and the Mages memorise
acid- and fire-based spells and rest. Then, beginning from the boiler room,
after the Druid and Mage summon some bears and a Fire Elemental, the Thief
(who uses a bow) leads the bears and Fire Elemental out of the boiler room.
The Thief needs to lead the bears and Fire Elemental because they can engage
only monsters that the Thief can see. When the Thief sees a monster or two,
the bears and Fire Elemental engage it/them, and the Thief moves back to
behind the bears and Fire Elemental. When the bears and Fire Elemental are
engaging the monster(s), I designate the monster(s) as the Thief and the
other snipers' target(s). That is, the other snipers also move out of the
boiler room to provide fire support, while the bears and Fire Elemental's
large size probably prevents the monster(s) from engaging the snipers. OTOH,
when the Thief sees three or more monsters, the Thief moves back to behind
the bears and Fire Elemental, and the entire party, including the Thief and
the grunts who don't use missile weapons, engage the monsters. With a Fire
Elemental as a Big Brother, the Trolls don't pop up again because the Fire
Elemental's punches are fire-based.
In the Frost Giants' cave, except the Winter Wolves near the entrance and
the monsters in the enclosed sub-cave, the monsters don't attack the party
when: the party clear the Black Ice Knights (no relation to the beer),
Kontik, and monsters in the enclosed sub-cave; the party get magic items
from the monsters' bags and shrines; or the party murder the slaves. (Feels
like the neighbourhood Toys R Us or Wal-Mart, except the murder part.)
The party don't need to fight the Frost Giants and White Wyrms. When the
party talk with Jarl Joril Frostbeard, even when the party leader is a
Paladin, they can do a Captain Kirk and convince Joril that they work for
The Master (no relation to Dr Who), that he lend them his Joril's Badge, and
that he explain how he conspired to murder his father.
(Clearing the Frost Giants and White Wyrms a few at a time is painful and
slow. IMO, they are strong (damage), but not very tough (HP). Also, they
seem immune to Entangle and Web. I plan to return and clear them later, when
the Mages and Priests have more top level spells. My reluctance to murder
named NPCs in CRPGs mostly applies to human-size named NPCs.)
The Frost Giant Guard northeast of the slaves is named Gorg. He doesn't
flamebait the party like the other Frost Giant Guards, and the party can
constructively talk with him.
(My party eventually cleared all the monsters in Joril's caves before
they
talked with Davin, so the party's Journal said the party already done this
and already done that.)
Outside the aquarium building, northeast of the building is a cave. That
cave leads to a small area. In that area, the centre passage (northeast)
leads to the world map. The right (east) cave leads to Lower Dorn's Deep
(see below). Before the party enter Lower Dorn's Deep, re-configure the
Mages and Priests with cold- and ice-based spells.
Vera evidently isn't as good a Thief as she thinks. My Gnome
Illusionist/Thief borrowed her Amulet.
A deceased Salamander's energy field doesn't damage a chara.
Seems a Thief can't pick a Frost Giant's pockets. My Gnome
Illusionist/Thief couldn't anyway.
My Elf Fighter/Mage's Record screen says she's responsible for Kontik.
Mark
1 Mod 4 party in 1st Play, in September 2000.
6.10 LOWER DORN'S DEEP
[000912]
Northeast of the entrance are some bridges, guarded by Salamanders and
Tarnished Sentries. IMO, from the entrance, it's advantageous for the party
to move south, then east, then approach the bridges from the southeast.
North of the entrance is an elevator to Tarnelm's Oubliette.
Northeast of the elevator is an entrance to the Artisan's District, with
boarded up houses and eye-like graffiti on the ground.
In the southeast corner is a cave that leads to Guello and Shikata's mine.
In the east half, don't approach the watchtower from its southwest,
though
its door is on its southeast side. The party should cross the bridge west of
it, move northeast, get Fengla's Watchtower Key, and approach it from its
north/southeast.
Unnamed Svirfneblins wear brown. Named Svirfneblins, who will talk with
the
party, wear grey.
My party ignored Seth and didn't see or talk with him. After the party
cleared other Lower Dorn's Deep areas, exit Fengla's doorway, and talk with
Fengla, Seth seems to have disappeared?
Norl and Tarnelm attack with axes. IMO, hammers and picks are more
appropriate to miners like them.
One of the Tower Archers is named Kelly. (Grr. Was forced to cast Raise
Dead on my Illusionist/Thief after the battle in the tower, even though my
Druid and Priest successfully summoned some animals to distract some Tower
Archers. I thought Raise Dead decreases the unfortunate chara's CON by one,
but it evidently doesn't.)
While fighting the Salamanders and Tarnished Sentries, if the party's
area-effect offensive spells fatally collateral damage a nearby Svirfneblin,
other Svirfneblins don't attack the party.
A deceased Salamander's energy field doesn't damage a chara.
Boneguard Skeletons and Elementals can be stunned.
When the party try to rest and Umber Hulks awaken the party, these Umber
Hulks don't give Umber Hulk hides.
In the Oubliette, casting a Cure Wounds spell on an Unconscious Deep
Gnome
doesn't awaken him.
The magic sword Pale Justice is exactly at Area AR8009, X 852, Y 1488.
Rhino Beetle shell and Umber Hulk hide are heavy. Fortunately, a chara
with
STR 18/XX and a Ring of Dwarven Bone (+1 STR) for STR 19 can carry 500 lb.
In the Artisan's District, some boarded up houses contain monsters that
come out and attack the party when a chara walk near those houses.
The Graffiti are traps and aren't Sentimental. If a chara moves into the
circle around an eye, the trap petrifies and kills the chara. But animals
summoned by Druid or Priest seem immune to the graffiti?
(No, I don't play Sentimental Graffiti 2 for Dreamcast because I don't
have
a Dreamcast.)
In the Artisan's District, the southern exit leads to Callard's garden.
In the Artisan's District, in the green Malavon's Dome, in a room
northeast
of the entrance are Malavon, Iron Golems, and Umber Hulks. Whether a chara
sees an Iron Golem and provoke it without seeing and talking with Malavon,
or a chara talks with Malavon, the Iron Golems and Umber Hulks exit the room
and attack the party.
A Stealthed Thief can move into Malavon's rooms and the monsters don't
see
and attack her. But when the Thief tries to get items from the containers in
Malavon's rooms, the monsters see and attack her.
The Malavon whom the party first see is actually his clone. Against
Malavon's clone and his monsters, my party wait in a room west of Malavon's
clone's room, and switch to melee weapons. Then, one of my chara moves step
by step towards Malavon's clone's room until she sees one immobile Iron
Golem. Then, that chara retreats, and the Mages and Priests summon some
Elementals and monsters and let the monsters wait outside the doorway of
Malavon's clone's room. Then, my three Mages simultaneously cast area-effect
spells, such as Fireball, Ice Storm, and Skull Trap, into the room to
provoke the Iron Golem. (These spells unfortunately collateral damage the
Svirfneblins, which causes the party to consider the other Svirfneblins in
Malavon's Dome as enemies @ 420 XP.) When the Iron Golems and Umber Hulks
exit their room, the party and summoned monsters target the Umber Hulks,
because the Umber Hulks can Confuse the party and summoned monsters. Then,
they target the Iron Golems. Then, the party and summoned monsters wait in
the circular room outside Malavon's clone's room, beyond Malavon's clone's
visual range. Then, the summoned monsters enter as far as possible into
Malavon's clone's room. One or more chara switch to missile weapons and move
into Malavon's clone's room until they see him. Then, the summoned monsters
and snipers target Malavon's clone. After they clear Malavon's clone and
Malavon appears, everyone target Malavon.
Malavon casts Dimension Door to teleport from one spot to another, and
casts Cloudkills and Webs at the party. But the party's AI are smart enough
to chase Malavon from spot to spot.
After the party clear Malavon, they find many potions and scrolls in the
containers in Malavon's rooms. DO NOT use the Oil of Null Effect! Reserve it
for Malavon's sister, Ginafae.
If the Mages in the party can't cast more than one Level 7 or above
spell,
I recommend the Mages don't copy Malavon's scrolls into their spell books.
Use those scrolls in the final battle in the Cryshal Tirith, in Destroyed
Easthaven.
My Gnome Illusionist/Thief and Half-Elf Druid/Fighter's Record screens
say
they are responsible for Malavon. Mark 1 Mod 4 party in 1st Play, on Sunday,
24 September 2000.
In Callard's garden, the exits are:
- North to Marketh's Palace.
- Northeast to Brother Perdiem's Temple.
- Southeast to Guello and Shikata's mine.
- Southwest to Fengla's doorway and the main entrance of Lower Dorn's
Deep.
- Northwest to the Artisan's District and Malavon's Dome.
To stop the endless monsters, destroy the circle of Shriekers around the
statue. Unless the party destroy all Shriekers, monsters from areas that the
party has cleared still appear. Eg, Salamanders still appear even after the
party has cleared Maiden Ilmadia and Shikata's areas.
In Guello and Shikata's mine, the two entrances at and near the southeast
corner lead to Maiden Ilmadia's Great Forge.
The entrance in the northwest, between two statues, leads to Callard's
garden.
In the Great Forge, the party can honourably talk with Maiden Ilmadia to
learn her mission objectives before she attacks them.
Against Maiden Ilmadia the Elf "Woman", my party and some summoned
monsters
wait at the rightmost bridge between the four vats of pure water. My
Illusionist/Thief, wearing Boots of Speed, moves towards her house. Just
before the I/T sees her and she talks with the I/T, the I/T casts Web
between her and the Fire Giant southeast of her. Then, the I/T casts
Improved Invisibility on herself (I/T) and talks with Maiden Ilmadia. Even
as Maiden Ilmadia uses an Oil of Speed on herself, the I/T dodges the Fire
Giants and moves back to the party. As the Fire Giants need to cross the
bridges to attack the party, the party clear the Fire Giants one at a time.
But when Maiden Ilmadia is in visual range, the party concentrate on her.
Warning! The Fire Giant bodies may prevent some chara from crossing the
bridges, even after the party rest and the bodies have disappeared. Saving
and reloading the game may solve this "undocumented feature".
In the Great Forge, the entrance in the north leads to Brother Perdiem's
Temple.
In Marketh's Palace, in Level 1, Fleezum and Ginafae aren't Evil. Cook
and
Flozem are Evil, but they don't automatically attack the party. Fleezum and
Flozem are brothers, and are mercenaries employed by Marketh.
(Though Dark Elf is one of my favourite AD&D PC races, I initially
dislike
helping Ginafae. After my Paladin scans her and confirms she isn't Evil, my
party might help her after all.)
Cook's room has a Sack of Potatoes.
Before the party talk with Marketh, if the party talk with Fleezum, he
attacks the party. Then, if Flozem sees the party, he also attacks the
party.
In Level 2, Darth Marketh is in the northwestern room. If a non-Thief
talks
with him, he surrenders only his badge. If a Thief talks with him, he
surrenders his magic armour, badge, magic ring (don't bother), and magic
sword, but the party lose 500 GP (?). OTOH, if the party threaten to murder
him, he attacks the party, and Fleezum, Flozem, and Seth come and attack the
party.
After the party talk with and don't threaten to murder Marketh, if the
party talk with Fleezum, he attacks the party. Then, Flozem also attacks the
party.
The party should go to the Oubliette and give the Sack of Potatoes to
Tarnelm. Then, when the party are ready for a battle with a crowd of Umber
Hulks (full HP, memorised spells, summoned some monsters, &c), move to the
northeast corner of the Oubliette. Then, after some Umber Hulks pop out, the
party may move to somewhere between Ternelm and the Umber Hulks, and clear
the Umber Hulks a few at a time.
(Earlier, anticipating more Umber Hulk hides, my party deposited some
Umber
Hulk hides in one of the three containers in Maiden Ilmadia's house. Then,
after they acquired Marketh's Badge, they deposited more Umber Hulk hides in
a container in Marketh's Palace.)
Even when the party are blocking the doorway of Ginafae's room, after she
gets the Oil of Null Effect, she can still disappear.
In the Svirfneblin hamlet, when the party are carrying some Rhino Beetle
shells and talk with Dirty Llew (sexist), they can pay him to change a Rhino
Beetle shell into a shield. This takes 10 days. After the party get the
shield, put it in a container, and talk with Dirty Llew again, they can't
pay him to change another Rhino Beetle shell into a shield.
Dirty Llew and Nym are Evil.
In Brother Perdiem's Temple, even when a chara stands behind or beside a
Brother or Sister, a Searing Orb flies through the Brother or Sister to hit
the chara. Also, when the player pauses the game and changes the chara's
waypoint to try to dodge a Searing Orb, it tracks and guides towards the
chara like a Romulan plasma torpedo.
Warning! The Idol casts Finger of Death.
Against The Idol, stay beyond its visual range and clear the Undead
around
it one to three at a time. After the party clear all the Undead around The
Idol, it's a sitting duck... as long as the party don't fail their saving
throws.
My Gnome Illusionist/Thief's Record screen says she's responsible for The
Idol. Mark 1 Mod 4 party in 1st Play, on Saturday, 23 September 2000.
After the party climb the stairs north of Brother Perdiem, the party
don't
immediately talk with or fight Revered Brother Poqueline on the upper floor.
But between this fight and the two final fights in Destroyed Easthaven, the
party can heal and rest, but they can't resupply. Thus, before they fight
Poqueline, they should return to Kuldahar or wherever, and carry the most
effective and useful magic items the party have gathered, even magic ammo.
Against Poqueline & Co, my party stop at their initial positions. The
Druid, Mages, and Priest summon some Elementals near the party. One chara
moves north and causes Poqueline to talk with her. After the dialogue ends,
as that chara moves south, the Druid, Mages, and Priest simultaneously cast
area-effect spells (Entangle, Fireball, Ice Storm, Silence 15' Raidus, &c)
at Poqueline. The Elementals and chara with melee weapons move north to
engage Poqueline and to block the incoming monsters, while the Mages and
Priest continue to consecutively cast single-target spells (Acid Arrow,
Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) at
Poqueline.
6.11 DESTROYED EASTHAVEN
[000927]
Seems the party can't exit the town by the southeast passage.
The party can rest in the cellar of Grisella's pub, near the northeast
corner of town.
The Cryshal Tirith is at the northwest corner of town, beside the party's
initial positions. Move the pointer onto the wall of ice and the pointer
becomes a door icon.
Against Pomab & Co, ignore his Lightning Bolts and Sentries, and target
all
of him until he and his Sentries buy the farm, and the party can climb the
ladder. If the party can climb the ladder, and Pomab and his Sentries are
immobile on the floor, but a False Pomab is still alive and distracting the
party, ignore that False Pomab.
A False Pomab has Magic Resistance and isn't Evil.
Whether or not Poqueline's Searing Orb blinds Everard, Everard closes the
Stargate anyway.
Against Belhifet's Iron Golems, try to cause one or both of them to
follow
a chara, so the other chara and friendly summoned monsters can concentrate
on Belhifet, while the Iron Golems chase that chara.
An high-level Chromatic Orb can Hold or Stun Belhifet... if it penetrates
Belhifet's Magic Resistance and saving throw. While Belhifet's Held/Stunned,
Belhifet obviously can't attack, cast spells, or teleport. The party can
attack and cast enough low- to medium-level offensive spells (Acid Arrow,
Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) to
destroy Belhifet before Belhifet becomes mobile again!
(To quote an ancient Canadian proverb: "It's better to be lucky, than to
be
good.)
After the party destroy Belhifet, the game plays another page-flipping,
voiced movie like those between Chapters, then plays the credits (staff
list). It has no Game Over screen that reviews the chara's final attributes.
Disappointing, IMO.
7. LINKS
[000805]
-
http://dir.yahoo.com/Recreation/Games/Computer_Games/Titles/Role_Playing/Icewind_D
ale/
IWD category in Yahoo! USA.
- http://DLH.Net/
By Bernd Wolffgramm of Germany.
- http://icewind.dbtavern.com/
Ice Winds of Dale.
- http://vgstrategies.about.com/
About.com Guide to Video Game Strategies, by Al Amaloo.
- http://www.din.or.jp/~k-teraki/ICEWIND.html
Tales of Shadowdale, by Ken of Japan. An AD&D (computer and
paper) fan page in Japanese.
- http://www.gamefaqs.com/computer/doswin/game/25590.html
http://www.gamefaqs.com/
GameFAQs.com.
- http://www.interplay.com/icewind/
IWD official homepage in the Interplay USA HP.
- http://www.neoseeker.com/
Neoseeker.com, by Peter Judson.
- http://www.sega.co.jp/sega/pc/baldurs/html/ice/ice_main.html
IWD official advertisement in the Sega Enterprise Japan
HP. Sega distributes the IWD English version in Japan. Its
scheduled release date is 22 September 2000. Its recommended
price is 9,800 Yen, but some on-line shopping Websites offer
a lower price.
Be reminded that I send the newest version of this file
to only four Websites:
- http://www.gamefaqs.com/
- http://DLH.Net/
- http://vgstrategies.about.com/
- http://www.neoseeker.com/
If you download or read this file at other Websites,
the SysOps of the other Websites probably leeched it from
one of the above Websites, albeit this file is public
domain material. [001022]
It's also possible that, after the date this file is last
updated, I authorised other Websites to archive this file.
[001121]
8. UNDOCUMENTED FEATURES (BUGS?)
The game might hang when, in a dungeon, a fast chara sees a monster that
will talk with that chara, the screen greys out, but the player causes that
chara to move away from the monster, and the monster disappears because it's
beyond that chara's visual range. The message window doesn't change into
dialogue mode, the player can't click the party's portraits to choose them,
and the player can't designate a spot to which the party should move.
After a summoned monster is destroyed and leaves behind its weapon, a
chara
who tries to pick up the weapon might stand beside the weapon and hesitate
for a while before she can pick up the weapon, esp Goblin/Skeleton Archers'
arrows and bows.
Before the 1.06 patch, for a chara who has STR 18/XX, a Ring of Dwarven
Ring increases the chara's STR from 18/XX to STR 19 (500 lb). After the 1.06
patch, the ring increases the chara's STR from one rank of 18/XX to the next
higher rank of 18/XX. I presume it increases the chara's STR to 19 only when
the chara already has STR 18/00?
In Severed Hand, Shatterd Souls' spells hit both the party and the Bladed
and Serrated Skeletons.
My party found Evayne's Diary in Severed Hand, before they met Gelarith
and
Larrel, brought it to Larrel, and gave it to him for some XP. Unlike what
the party's Journal reports, the Diary only says she decided to go to Dorn's
Deep, and doesn't say anything about The Doom That Came To Dorn's Deep (not
Sarnath). Later, my party found Journal of Evayne in Dorn's Deep, brought it
to Larrel, and got some more XP. This time, Larrel didn't take the Journal.
It stays in the chara's backpack.
In Severed Hand, Gelarith says "My name is 'Geralith'." The item
descriptions have more spelling and typing mistakes, which I expect in
Japanese games, but not in English games.
In Upper Dorn's Deep, everytime my party enter or re-enter Level 1, the
Blue Myconids and Ettins re-appear, as if my party haven't cleared them. But
the monsters in the caves in Level 1 don't re-appear. The 1.06 patch doesn't
cure this feature... which is might as well, because when my party cleared
Lower Dorn's Deep and before they engaged Poqueline, some chara had almost
1,200,000 XP. I want to challenge the 1,800,001 XP cap before I challenge
the final three battles.
In Wyrm's Tooth, outside the aquarium building, if the party explore the
cave and passages northeast of the building, the game plays the voiced
introduction of Chapter Six, and the party's subsequent exploration is
recorded in Chapter Six of their Journal.
In Lower Dorn's Deep, after the party destroy The Idol and liberate the
Brothers and Sister, Brother Perdiem charges 0 GP for Cure
Light/Moderate/Serious Wounds, Heal, Cure Disease, and Neutralise Poison;
but charges 1,000 GP for Cure Critical Wounds.
In Lower Dorn's Deep, in the upper floor of Brother Perdiem's Temple, the
party moved north far enough to see some animals, but not enough to see
Poqueline. The Mages and Priests estimated his position and launched
area-effect spells at the animals. Even as the spells hit Poqueline, the
game switched to dialogue mode. After the dialogue with Poqueline ended, the
battle happened normally. But after the party re-appeared in Destroyed
Easthaven, the game was apparently stuck in dialogue mode, ie, the commands
and portraits were greyed out, and the pointer was a pointing hand. I had to
quit the game.
In Destroyed Easthaven, in the Cryshal Tirith, after the four Sentries
and
(I assume) the True Pomab were KIA, a False Pomab kept re-appearing. I
became suspicious when I noticed the True Pomab's body on the floor, and the
party could climb the ladder. So the party switched to melee weapons, esp
those that can Poison or Stun, I got something to eat, and watched as the
party chased the False Pomab all over the room while he fumbled around like
Michael Jackson and his wand launched Lightning Bolts that missed the party,
until the party were all Fatigued. The False Pomab was still there after the
party left the room, rested, and re-entered the room, and after I saved and
loaded game. (Reminds me of an ancient Canadian proverb: "Join the army, go
to interesting places, meet interesting people, and kill them.") He finally
disappeared when a Mage Disintegrate him for all of 35 XP. (Klingon
disruptors rule the galaxy.)
Amongst the built-in cheat commands, Ctrl-Y works on Belhifet's Iron
Golems, but not on Belhifet.
BTW, I played enough BGII-SoA (Baldur's Gate II: Shadows of Amn) to clear
the first floor of its first dungeon, and I don't like it as much as I like
IWD. The BGII-SoA interface looks more oppressive than the IWD interface,
and the BGII-SoA icons look more blurry. The BGII-SoA protagonist begins at
Level 7. The dialogue between the BGII-SoA chara are voiced, but I don't
like the protagonist's three comrades' personalities. Your preference may
vary.
OTOH, BGII-SoA has more classes, kits, races, and spells. I like the
Paladin's Undead Hunter kit, with its immunity to level drain.
9. IN MEMORY OF...
- My grandfather, who passed away on the night of
Sunday, 30 August 2000.
- The 118 sailors and officers on the Oscar II-class
submarine, Kursk, of the Northern Fleet, Russian Navy.
- The 39 wounded and 17 killed personnel on the Arleigh
Burke-class (Block I) Aegis guided missile destroyer, DDG-67
USS Cole, of the 5th Fleet (Atlantic Fleet), US Navy.
10. APPENDIX 1
The Anarchist's Guide to Icewind Dale
In these towns and from these "*" persons, a Bard or Thief can "borrow"
(Pick Pockets) these items. If the party murder these persons, the party
might find different or more items on the bodies.
(IMO, the IWD Bard and Thief aren't cheap enough. They borrow only items,
not cash (GP) from NPCs who carry cash.)
[000806]
EASTHAVEN
Apsel (Scrimshander): Nothing.
Churin (Warehouse Foreman): Nothing.
Damien (Scared Boy): Nothing.
Gaspar (Fishmonger): Nothing.
Grisella (Barkeep): Nothing. (Reputation -2. 15 XP. GP.)
* Everard (Priest of Tempus): 2 Potions of Healing. (Reputation -1. 5,000
XP. Boots of Avoidance (+5), Full Plate-Mail +1, Warhammer of Sparks +2.)
Hildreth Highhammer (Dwarf): Nothing. (Reputation -5. 120 XP. Battle axe,
chain-mail armour, Potion of Frost Giant Strength.)
Old Jed (Old Jed): Nothing. (Reputation -5. GP.)
Quimby (Innkeeper): Nothing.
Townsperson (Townsperson): Nothing. (Reputation -2. 15 XP. Club, dagger,
and/or GP.)
In Grisella's pub, if a Level 1 party murder both Grisella and Hildreth
for
Reputation -7, a Paladin becomes a Fallen Paladin, and a Ranger becomes a
Fallen Ranger. A Fallen Paladin or Fallen Ranger needs 2,000 XP for Level 2.
Seems a Fallen Paladin can still Cure Disease. I don't know if an Human can
Dual-Class out of the Fallen Paladin or Fallen Ranger pseudo-class?
Outside the buildings, if the party attack a child or Townsperson,
Hrothgar
comes to attack the party.
After the party clear Lower Dorn's Deep and return to Destroyed
Easthaven,
if they attack Everard, his HP begins at Uninjured and he casts offensive
spells.
KULDAHAR
Aldwin (innkeeper): Nothing. (Reputation -5. 270 XP. Leather Armour +1,
GP.)
Amelia (barmaid): Nothing. (Reputation -0. 15 XP. Nothing.)
* Arundel: Ring of Free Action. (Reputation -2. 3,000 XP. Boots of Speed,
four Fire Seeds, Ring of Free Action.)
Brother Ferg: Nothing.
Conlan (blacksmith): Nothing. (Reputation -5. 120 XP. Leather armour, war
hammer, GP.)
Cows: (Reputation -0. 1 XP. Nothing.)
Gerth (shopkeeper): Nothing. (Reputation -2. 0 XP. GP.)
Mirek (frightened townersperson): Nothing, even after the party gave him
his Mirek's Family Heirloom. (15 XP. Mirek's Family Heirloom.)
* Orrick the Grey: Amulet of Metaspell Influence (memorise an extra Level
2
spell), Ring of Free Action. (Reputation -5. 4,000 XP. Bracers of Defense
AC 6, Dagger +2, Potion of Absorbtion, Robe of Neutral Archmagi, Wand of
Paralysation.)
* Oswald Fiddlebender (Gnome): Necklace of Missiles (one charge), two Oil
of Fiery Burning, Potion of Firebreath, Ring of Protection +2.
Sheemish (captive villager): Nothing.
Townsperson: Nothing.
Urnst (townsperson): Nothing. (Reputation -5. 15 XP.)
Weenog (Goblin): Nothing. (Reputation -0. 15 XP. Battle axe, scroll
(Magic
Missile), small shield.)
Whitcomb (barkeep): Nothing.
The party's progress into the game doesn't seem to affect a Paladin or
Ranger's Fall. Eg, after the party have cleared some of the dungeons beyond
Kuldahar, if they murder enough of the NPCs in Kuldahar for Reputation -7,
their Paladin and Ranger still Fall.
VALE OF SHADOWS
Lysan (Priestess): Nothing.
DRAGON'S EYE
Albion (Eldathyn): Nothing. (Reputation -0. 1,000+ XP. Albion's key.)
Captive Villager: Nothing.
Cristiana Knight: Nothing. (Reputation -0. 500 XP. Magic items.)
Egenia (Priest of Ilmater): Nothing. (Reputation -0. 1,100 XP. Nothing.)
Geelo the Librarian (Eldathyn): Nothing. (Reputation -0. 2,000 XP.)
Iholikan Quinval: Nothing. (Reputation -0. 500 XP. Magic items.)
Marchon of Waterdeep: Nothing. (Reputation -0. 500 XP. Magic items.)
Reise Coppersky: Nothing. (Reputation -0. 500 XP. Magic items.)
Sharra the Healer (Eldathyn): Nothing.
Sheemish (captive villager): Nothing.
Cristiana, Iholikan, Marchon, and Reise's magic items are: Arrows +2,
Arrows of Fire, Chain-Mail Armour +1, Flaming Long Sword +2, Long Sword +1,
Mage Dagger +2, Morning Star +1, and Potion of Extra Healing.
SEVERED HAND
Gelarith (Gelarith): Nothing. (Reputation -0. 100 XP.)
Kaylessa (Kaylessa): Nothing.
Larrel (Larrel): Nothing.
Lehland (Lehland): Nothing. (Reputation -0. 100 GP.)
Lethias Enaril, Bladesinger of Seldarine (Lethias): Nothing.
Sehriya (Sehriya): Nothing.
Telanis Songbender (Telanis): Nothing.
Valestis (Valestis): Nothing. (Reputation -0. 100 GP.)
If the party attack Larrel the Baelnorm, seems Larrel is immortal, ie,
seems Lethias's worst status is Almost Dead, even after tens of points of
damage and spells.
If a Thief fails to pick Lehland or Valestis's pockets, they attack the
Thief.
If the party murder Valestis, on his body are the items that the party
may
have given him. Also, the party can murder the squirrels, but not the exotic
birds.
If the party attack Lethias, seems Lethias is immortal, ie, seems
Lethias's
worst status is Almost Dead, even after tens of points of damage and spells.
If a Thief fails to pick Telanis's pockets once, he doesn't attack the
Thief.
DORN'S DEEP (UPPER DORN'S DEEP)
Bandoth (Bandoth): Nothing. (Reputation -0. Nothing.)
Norlinor (Ghost): Nothing. (Nothing.)
Saablic Tan (Umber Hulk): Nothing. (Nothing.)
WYRM'S TOOTH
Davin Berenson (Davin): Nothing. (Reputation -0. 15 XP. Nothing.)
Gareth (Gareth): Nothing. (Nothing.)
Slave (Slave): Nothing. (Nothing.)
Soth (Soth): Nothing. (Nothing.)
* Vera Elles (Slave): Amulet of Protection +1. (Amulet of Protection +1,
Dagger +2, Leather Armour +2.)
LOWER DORN'S DEEP
Beorn (Beorn): Nothing.
Brother Adson (Brother Adson): Nothing. (Nothing.)
Brother Harken (Brother Harken): Nothing. (Brother Perdiem's Badge.)
Brother Perdiem (Brother Perdiem): Nothing. (Brother Perdiem's Badge.)
Cook (Cook): Nothing. (5 XP. Nothing.)
Dirty Llew (Duergar): Nothing. (2,000 XP. GP.)
Fengla (Slave Girl): Nothing.
Fleezum (Fleezum): Nothing. (Bathed In Blood (plate-mail armour), helmet,
Large Shield +1, Long Sword +1.)
Flozem (Flozem): Nothing. (Girdle of Stromnos (STR 19), helmet, Large
Shield +1, Long Sword +1, plate-mail armour.)
Ginafae (Dark Elf): Nothing. (2,000 XP. Nothing.)
Guello (Guello): Nothing.
Norl (Norl): Nothing. (Battle axe.)
Nym (Dark Elf Merchant): Nothing.
Sister Incylia (Sister Incylia): Nothing. (Nothing.)
Svirfneblin (Svirfneblin): Nothing. (420 XP. Battle axe.)
Tarnelm (Tarnelm): Nothing. (420 XP. Battle axe.)
If a Thief fails to pick Brother Adson, Brother Harken, or Sister
Incylia's
pockets, they don't attack the Thief.
Despite a Brother or Sister's energy field, the party can murder him/her.
After the party destroy The Idol, if the party murder Brother Harken,
Brother Perdiem attacks the party. After the party murder Brother Harken and
Brother Perdiem, Brother Adson and Sister Incylia don't attack the party.
If the party attack Dirty Llew, the Svirfneblins don't attack the party.
The party can't find Dirty Llew's goods on his body.
If a Thief fails to pick Flozem's pockets once, he doesn't attack the
Thief. If a Thief fails to pick his pockets thrice, he attacks the Thief.
If the party attack Ginafae, she calls for Flozem, but Flozem doesn't
come
or become hostile when the party subsequently talk with him.
If a Thief fails to pick Norl's pockets once, he doesn't attack the Thief.
If the party attack Nym, he casts Dimension Door and disappears. If the
party cast spells on him, he has Magic Resistance.
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FAQ #5 for Icewind Dale
ICEWIND DALE FAQ/WALKTHROUGH
+++++++++++++++++++++++++++++++++++
VER. 1.0
08/24/2K
BY RAIZEN INOGAMI
INOGAMI24@HOTMAIL.COM
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i. DISCLAIMER
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+++++++++++++
This FAQ/Walkthrough is copyright of Raizen Inogami and no portion of this
work can be reproduced without the expressed permission of the author. It is
the intention of the author that this work is for private and personal use only
and that no profit should be made from this. I will send a horde of blind
svirfneblins to kick the crummy ass of anyone violating this.
This walkthrough is available only at www.gamefaqs.com
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++
ii. SOME WORDS FROM THE AUTHOR (OR RAMBLINGS OF AN INCOHERENT BUFFOON)
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
+++++++++++++
This is my first attempt at writing a FAQ/Walkthrough and as such I'm pretty
sure there would be inconsistencies, vague or obscure writings littered around
this work. If you find anything that needs clearing, additions or corrections
please e-mail me and place in the subject line "Icewind Dale" so that I may not
accidentally delete the mail and may reply faster. Politeness and common
courtesy can take you a long way. :)
Anyhoo, I've played this game for almost 2 months. Part of it is due to my
thesis, upcoming graduation (hopefully:]) but mainly because I get easily
distracted with Deus Ex, Guilty Gear, Diablo II, and Chrono Cross, oh and I
forget to mention NBA Live 2000. Looking back, I still can't figure where I got
those extra hours and why I always ran out of coffee. Like Torment, this game
sucked enough life force from me that's why I decided to make a FAQ/Walkthrough
for Icewind. I must confess though that I get a little bit carried away at
times when writing this and blathers senselessly so I'm apologizing right now
if I seem to beat around the bush especially at the walkthrough section. Also
some of the infos on the gameplay section is from the manual though I added a
few of my commentary so I may explain it a little bit for those like me that
have no idea about paper-and-pencil RPGs. I aimed my gameplay section for
individuals who have a bit of difficulty at creating their party and for those
that didn't bother to read the manual. You can skip right into my walkthrough
if you already know these stuff. One last thing, I have read this work a couple
of times before posting it and I have tried to locate and correct any typos or
grammatical errors and if there are any that are left undone please bear with
it.
Enjoy the game though I suggest you beat this game first on your own and use
the walkthrough only for reference or if you are really, really stuck
somewhere. And remember that this is how the way I finished the game, it does
not necessarily mean that this is the only way to go through it, the key word
is non-linear here, if you can't accomplish a quest yet, skip it, to hell with
the walkthrough! This is only a guide, the decision of how you like to play is
still up to you. Anyway, I hope that this work would provide you the help that
you need and may you come out a better person :)
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iii. VERSION HISTORY
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VER. 1.0 - First version; Have beaten the game.
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iiii. TABLE OF CONTENTS
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i. Disclaimer
ii. Some words from the author
iii. Version history
iiii. Table of contents
I. Introduction
II. Gameplay
A. System Requirements
B. Controls
C. Character Creation
D. General Strategies
III. Walkthrough
IV. Post Gaming Notes
A. Spell Progression
B. Icewind Deities
C. Cheats
V. Credits
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I. INTRODUCTION
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Just almost less than a year after their release of their masterpiece,
Planescape: Torment, Black Isle is at it again and this time the adventure will
take you to the frozen north - The Spine of the World. Set in AD&D's Forgotten
Realms, you will take a band of adventurers to the ice-laden mountains in
search for the source of a growing evil that plagues the small town of
Kuldahar. Unlike Torment, Icewind Dale is not a character specific game, you
will not have a Nameless One here or a Morte but instead you will have a band
of anonymous heroes where you, the player, customizes and tailors them to your
liking much like Baldur's Gate. But unlike the said game, the focus of Icewind
Dale is dungeon crawling (don't think about Diablo too much) as there are
plenty of it.
One of the things that is very remarkable with Ice Wind Dale or any RPGs made
by Black Isle for that matter, is their keen sense for depth and details. They
really take time to make the world believable by diversifying the places the
player would visit through the entire quest. You would see people(even
monsters) with different beliefs, principles, and the way they view the world
which is really cool. Of course Wizards of the Coast are the ones that DID make
this worlds, but Black Isle have captured that masterfully. Also like Torment
(I keep referring to Torment as a comparison instead of Baldur's Gate as I have
never played the game) the world is rich in terms of design and most of the
time when exploring one of the many dungeons here, I make sure that I clear the
whole map entirely so I can very well see what it looks like. Most of the time
they live me in awe (especially if there are big statues and stuff like that).
Black Isle very well solidifies the fact that you don't need to have a kick-ass
3D graphics eye candy to make awesome visuals. The music is another plus for
the game, they helped a lot to pull you into the reality of the game and the
situation you might be in. Whenever you encounter enemies an appropriate music
would kick in that would highten the rush. Voice acting is also top notch
(though it would have been great if they still have a couple more choices for
the voice of your party - my cleric's voice really gets annoying at times!).
Story wise, I can't describe it but awesome.
Though I haven't played paper-and-pencil RPGs and some of the terms used here
tooked me a while to grasp their meanings (like THACO), this never stopped me
from playing the game up to the wee hours of the morning and shutting myself
from the rest of the world.
The bottomline is: if you spent all of your time playing Diablo II, not that
there's anything wrong with it, and have completely ignored this game, your
missing on a very, very great adventure.
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II. GAMEPLAY
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====================================
A. SYSTEM REQUIREMENTS
====================================
**************************
REQUIRED REQUIREMENTS
**************************
Pentium II (or compatible) 233 MHz
32 MB RAM
Windows 95 with DirectX 7.0 or later
600 MB of Hard Drive Space
4X or faster CD-ROM
DirectX Certified Video Card with at least 4 MB of video RAM
DirectX Certified Sound Card
Keyboard, Mouse
***************************
RECOMENDED REQUIREMENTS
***************************
Recommended (required for multiplayer):
Pentium II (or compatible) 266 MHz
64 MB RAM
900 MB (or more) of Hard Drive Space
8X (or faster) CD-ROM
===================================
B. CONTROLS
===================================
This is the default controls for the game:
************** *****************
PAGE MISC
************** *****************
G - Return to Game T - Chat
M - Map X - Location
J - Journal L - Quick Load
I - Inventory Q - Quick Save
R - Character Record A - Party AI
W - Mage Spellbook . - Toggle Portrait
P - Priest Spells
O - Options
C - Arbitration
*************** *****************
ACTIONS Quick Keys
*************** *****************
Z - Trap Detection Quick Formation - E
V - Special Abilities
===================================
C. CHARACTER CREATION
===================================
Once you start to play Icewind Dale and starts the single player game, you
would see six empty boxes of which is the alotted number of party members you
may have. It is not required that you must create six members for your party as
you may only have four or two even if you so desire (more on that later).
Character creation takes you to a few steps to get ready for your adventuring.
***********************
GENDER
***********************
Gender is just an aesthetic option, it will not affect gameplay.
**********************
PORTRAIT
**********************
The portrait is another option which really wouldn't do anything to the
gameplay but helps much in identifying your characters. The great thing with
the portraits is that you can import your own instead of using the ones in the
game.
**********************
RACE
**********************
Race selection is very important as this will decide your class, the dialogues
options that becomes available to you, your strenghts and failings, so choose
wisely! The available races in the game are:
**Humans**
Humans are the predominant race in Faern,and they rule most of the
significant empires and kingdoms in the Forgotten Realms. Humans may choose any
class,or dual-class if they wish.
Humans may not have the special abilities that the other races may have but
they have the advantage of becoming any of the classes available and later on
dual-class if you so choose, Three of my party members are from this race
because of their dual-classing ability.
**Dwarves**
Dwarves are short stocky humanoids with ruddy cheeks,dark eyes,and dark hair.
Though there are exceptions,they tend to be a dour and taciturn people. Dwarves
have a natural resistance to magic and poison and possess infravision,which
allows them to see warm objects in the dark. Dwarves gain a bonus to
Constitution,but a penalty to Charisma.
I have yet to use this race though their natural resistance to magic and
poison will come in handy against many enemies and the mages of later levels.
**Elves**
Elves tend to be shorter and slimmer than humans with delicate features. Elves
are generally looked upon as being frivolous and aloof. Elves have a natural
resistance to charm and sleep magic,possess infravision,and are skilled in the
use of the bow and long sword. Elves gain a bonus to Dexterity,but a penalty to
Constitution.
Because of their skill in the use of bow and bonus in dexterity, I gave my
party an elf that serves as my sniper.
**Gnomes**
Kin to dwarves,gnomes are noticeably smaller than their distant cousins.
(Gnomes,as they proudly maintain,are also less rotund than dwarves.) Most have
dark tan or brown skin,white hair,and rather large noses. Gnomes have natural
resistance to magic and can see in the dark with infravision. They gain a bonus
to Intelligence,but a penalty to Wisdom.
Still, another race that I have yet to use so I cannot say much about them
though their bonus to intelligence may make them good mages.
**Halflings**
Halflings are short,generally plump people,much like small humans. Their faces
are round and broad,and often quite florid. Their hair is typically curly,and
the tops of their feet are covered with coarse hair. Halflings are highly
resistant to poisons and magic,are naturally skilled with slings as weapons,and
have a limited ability to see in the dark. They receive a bonus to
Dexterity,but a penalty to Strength.
Another race that I haven't touched yet so on to the next...
**Half-Elves**
Half-elves are a mix of human and elven blood. They are handsome
folk,combining the best of both races. A half-elf has the
curiosity,inventiveness,and ambition of their human ancestors,and the refined
senses,love of nature,and artistic tastes of their elven heritage.
Half-elves have a limited resistance to Charm and Sleep spells and can see in
the dark with infravision.
I don't know why I used them as their resistance to sleep and charm spells are
almost useless in this game but still...
***************************
CLASSES
***************************
Once you have determined the classes you want for your party, the next thing
you decide is their classes. There are several classes from which you could
choose from. This classes are divided into warrior, rogue, priest and the
wizard. There are still classes within this group from which you truly choose
(you cannot choose warrior for example).
**Warriors**
*Fighter*
The fighter is a champion,swordsman,and soldier. He lives or dies by his
knowledge of weapons and tactics. Fighters can be found at the front of any
battle, contesting toe-to-toe with monsters and villains. A good fighter needs
to be strong and healthy if he hopes to survive.
Special Abilities : Advanced Weapon Specialization.
Restrictions : None.
Try to have two or more on your party as they are powerful with melee attacks
and would serve great on hacking your enemy to pieces and standing between your
mages and an onslaught of enemies.
*Ranger*
The ranger is a hunter and a woodsman,skilled with weapons and knowledgeable
in tracking and woodcraft. The ranger often protects and guides lost travelers
and honest peasant-folk. An above average strength and wisdom are needed to be
a ranger.
Special Abilities : Weapon Specialization,Dual Weapon Usage,Racial Enemy,
Stealth, and Charm Person/Mammal. At 8th level,rangers gain the ability to cast
priest spells.
Restrictions : Only humans or half-elves can be rangers,and they must be of
Good alignment.
The first time I played Icewind Dale, I included a ranger as their bonus on
racial enemies, and charming animals looks enticing. Thank God I restarted with
a different party as both abilities deemed to be a bit crappy.
*Paladin*
A paladin is a warrior bold and pure,a paragon of virtue. Like the fighter,the
paladin is a man of combat. However,the paladin lives for the ideals of
righteousness, justice, honesty, piety, and chivalry. He strives to be a living
example of these virtues so that others might learn from him as well as gain by
his actions.
Special Abilities : Weapon Specialization, Lay Hands, Turn Undead, +2 all
Saving Throws, Protection from Evil, and Detect Evil. At 9th level, paladins
gain the ability to cast priest spells.
Restrictions : Only humans can be paladins,and they must be of Lawful Good
alignment.
My party was lead by a paladin as he is a noble and righteous warrior which in
the gaming world would translate to having a good dialogue options (I think).
Aside from that he's got great special abilities like Lay Hands and a +2 on
saving throws. Plus when he reach his 9th level he gains the ability to cast
priest spells.
**Priests**
*Cleric*
The cleric is a generic priest(of any mythos)who tends to the spiritual needs
of a community.He is both protector and healer. He is not purely defensive,
however. When evil threatens,the cleric is well suited to seek it out on its
own ground and destroy it.
Special Abilities : Turn Undead, Spell Casting
Restrictions : Cannot use bladed or piercing weapons.
My cleric serves as the healer of the party so I believe a cleric is a
necessity in your party. Aside from healing spells, the cleric have | |