Icewind Dale

Platform

zScore

87%

Icewind Dale

Developer:Black Isle Studios Genre:RPG and MMO Release Date: Download Games Free Now!

About The Game

Icewind Dale, set in the Advanced Dungeons and Dragon's Forgotten Realms, is a party-based dungeon crawl in the popular Icewind Dale region created by famous author R. A. Salvatore. The game uses an enhanced version of BioWare's Infinity engine, which was used to power Baldur's Gate and Planescape: Torment. Icewind Dale offers six major areas with approximately fifty dungeon levels, an excellent story, multiple plot lines, sixteen different classes, improved multiplayer support, seventy monster-types, new interface, optional 3D graphics support to show off flashy spell effects, lighting and fogging. Expect sixty to eighty hours of gameplay from Icewind Dale.

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Icewind Dale

Icewind Dale Review

By Chris Commodore |

Anyone who has been playing PC games for the past couple of years is aware of both Black Isle's and BioWare's contributions to the RPG genre. Fallout, Fallout 2, Baldur's Gate, and Planescape: Torment all can be considered modern day classics. Take that talent, infuse it with BioWare's Infinity engine (from Baldur's Gate), and you get yet another amazing example of AD&D computer role-playing in the form of Icewind Dale.

The game takes place in the frozen northern part of the Forgotten Realms known as Icewind Dale. This harsh and cold area is separated from the rest of the world from a very rough mountain range called the Spine of the World. The game starts out in one of the ten towns of the Dale, and you must make your way into the Spine of the World mountain range (and under it) for a classic hack and slash dungeon crawl.

Since Icewind Dale uses the Baldur's Gate engine, a lot of things will be instantly familiar to fans of that previous game. The interface is exactly the same, with the exception of the art style, and all the familiar buttons and features are present. But there are a few new things that make it even more polished than before.

First you will notice that the paper dolls in the inventory screen look a lot more defined, and you can now change their clothing colors on the fly, which is pretty cool when you get a new robe for your mage and it looks bad in blue. Also, they now offer many more voice samples to choose from during character creation for Fighter, Mage, and Thief types. Next up, there is a little button in the options that will automatically give your characters the maximum hit points available to them each time they level. This is extremely helpful to those of you who get annoyed when you gain a level in D&D and only roll one extra hit point.

Part of the beauty of this game is that it perfectly harnesses the basic AD&D rules, just as Baldur's Gate and Planescape: Torment did. Saving throws, combat, spells, and everything else related to the rules work exactly as they are explained in the Player's Handbook. Not only that, the spell descriptions are taken almost word for word out of the Tome of Magic. While it would have been nice if they added in some of the optional rules and character kits, this is exactly like playing an action packed dungeon crawl with your friends (the adventure even starts in a tavern, just as many AD&D modules do). The only difference is that the computer takes the place of the DM, as well as taking care of all the complicated calculations needed for die rolls (although you can have the game display die rolls for hits during combat).

Quests are given by NPCs, but depending on your characters' race/class/alignment the responses each NPC gives you will be drastically different. If your Chaotic Neutral Thief cannot get an answer out of a NPC, then maybe your Paladin would have better luck. Seeing that there are so many possible race/class/alignment combinations in the rules, it adds a lot of replay value to the quest as it will be a little different each time you play (as long as you use a different party each time). Simply put, there are many different ways in which you can tackle this game.

Speaking of your party, Icewind Dale allows you to start off the game with a full group of six characters if you wish, unlike Baldur's Gate where you began the adventure all by yourself and had to rely on NPCs to fill out your group. Of course, you don't have to take a full party of six. You can go solo, which is just like suicide in this game, or use any number of characters up to the maximum of six.

It may be a good idea to take a strong, balanced group through this adventure because the environments are harsh and unforgiving and you will be in a lot of battles throughout the course of the game. The amount of combat in this game makes the last couple AD&D titles seem like Hello Kitty games in comparison. Nearly every area is infested with hordes of critters to kill, and they get progressively more difficult as you get deeper and deeper into the dungeons. While that may take a little while to get used to, it fits the theme of the game perfectly, and gives combat a whole other level.

Battles in the game are played out in real-time, but you are able to pause the game to issue orders to your party members so things don't get chaotic too quickly. The sheer number of monsters to slay in the game means you'll have to plan out nearly every battle, and makes combat very exciting. Sometimes you'll need to send in a Thief using stealth to scout out an area, and then use him to pull one or two monsters at a time. Other situations will require you to summon an army of skeletons using your Cleric, have them protect your mage, who will then blast the enemies into oblivion using his wide array of spells. The different tactics and amount of strategy each fight needs makes the combat in this game some of the most exciting ever seen in and AD&D PC game.

Some players may be turned off by the amount of combat in the game, as there is definitely more action than dialogue. There really isn't anything wrong with the story, but it's really just an excuse for you to go out and kill things. You leave your small starting town to investigate the evil plaguing the land, and by investigate we mean tearing through dungeon after dungeon of monsters. Once you discover the source of the evil, you do battle with an ultimate villain at the top of his tower of terror. With that in mind, you may be better off playing Planescape: Torment if you are looking for a deep and fascinating story. But Icewind certainly delivers on the action end.

As for the graphics, they have improved over Baldur's Gate in the year the team at Black Isle has had to tweak the engine. Even though the game still runs in 640x480, the large pre-rendered backgrounds have even more detail than before, and the water looks simply amazing. And while the game takes place in the frozen north, snow isn't the only environment you'll run into. You'll find towns hidden from the harsh weather and warmed by the earth, vast underground caves and tombs, hidden temples, ruined cities, and more. Add to those random weather effects and you have a very impressive environment with tons of little areas to explore. The game even has an unsupported OpenGL mode, but turning this on doesn't make a huge difference, and on some cards it can make the backgrounds look worse than they do in the non-accelerated mode.

When it comes to the character and monster sprites, they haven't changed much since Baldur's. They are still small, and lack detail. However, the larger monster sprites (such as giants) are pretty well detailed and crisp looking, even at the low resolution that the game runs in.

Along with the graphics, one of the things that will strike you is the incredible sound and music. The narrator is an amazing storyteller with perfect pacing and mood for every encounter. This is the type of DM that every D&D session should have. The other sound effects are just as good -- snow crunches under your feet, wind blows all around you (using environmental audio), and character voices trail off into the distance as you get farther away from them (just like in Planescape: Torment). Also, you are able to tone down the number of times your characters speak, something that is nice as hearing their same taunts over and over can get on your nerves.

Even though the sound effects are pretty good, nothing can prepare you for the music in this game. In my opinion, Icewind Dale contains some of the best music to every grace a computer RPG, and without a doubt it is the best music ever put into an AD&D title on any platform. The soundtrack is less like a game score, but more like an epic Hollywood film score. The closest comparison would be the Conan: The Barbarian soundtrack. That epic soundtrack perfectly captured the feel of action and high adventure, just as Icewind Dale's does.

As in Baldur's Gate, there is an extensive multiplayer mode supporting networks, Internet, and the now rarely used modem and serial cable options. Multiplayer is slightly more stable than in Baldur's, but there are still some bugs to iron out. The Black Isle team is already working on a patch that focuses on multiplay (the beta version has been released as of this writing) so these problems should be addressed pretty quickly.

Once in a while, a game comes along that completely takes over your life. StarCraft, Baldur's Gate, and EverQuest were all like that, and now Icewind Dale arrives to flush productivity right down the toilet. Despite the somewhat cookie-cutter story, the game will have you playing long into the night the whole time saying to yourself, "Just one more dungeon, just one more dungeon!" It's an exciting dungeon crawl that I recommend to any true RPG fan that is looking for a meaty quest to hold them over until the epic Baldur's Gate II is released.

-- Jeremy Conrad


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Icewind Dale Cheats

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)
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)

POTIONS

POTN02

Fire Resistance

POTN03

Hill Giant Strength

POTN04

Frost Giant Strength

POTN05

Fire Giant Strength

POTN06

Cloud Giant Strength

POTN07

Storm Giant Strength

POTN08

Healing

POTN09

Heroism

POTN10

Invisibility

POTN11

Invulnerability

POTN12

Stone Giant Strength

POTN13

Oil of Firey Burning

POTN14

Oil of Speed

POTN15

Red Potion

POTN16

Violet Potion

POTN17

Elixir of Health

POTN18

Absorption

POTN19

Agility

POTN20

Antidote

POTN21

Clarity

POTN22

Cold Resistance

POTN23

Oil of Speed

POTN24

Defense

POTN25

Healing

POTN26

Explosions

POTN27

Firebreath

POTN28

Fortitude

POTN29

Genius

POTN30

Potion of Infravision

POTN31

Insulation

POTN32

Antidote

POTN33

Magic Blocking

POTN34

Magic Shielding

POTN35

Magic Shielding

POTN36

Master Thievery

POTN37

Mind Focusing

POTN38

Mirrored Eyes

POTN39

Perception

POTN40

Invulnerability

POTN41

Power

POTN42

Regeneration

POTN43

Insight

POTN44

Strength

POTN45

Freedom

POTN46

Stone Form

POTN47

Marex's Potion of Antidote

POTN48

Vial of Mysterious Liquid

 

RINGS

MAGE01

Invisibility

MAGE02

Barkskin

MAGE03

Mirror Image

MAGE04

Blur

MAGE05

Free Action

MAGE06

Free Action

RING01

Ring

RING02

Fire Resistance

RING03

Charm Animal

RING04

Clumsiness

RING05

Invisibility

RING06

+

1 Protection

RING07

+2 Protection

RING08

Wizardry

RING09

Free Action

RING10

Gold

RING11

Silver

RING12

Onyx

RING13

Jade

RING14

Greenstone

RING15

Bloodstone

RING16

Angle Skin

RING17

Flame Dance

RING18

Fire Opal

RING19

Ruby

RING20

Energy(charges)

RING21

Infravision

RING22

Holiness

RING23

Folly

RING25

Koveras' +1 Ring of Protection

RING94

Ring

RING95

Ring

RING97

Ring

RING98

Ring

RING99

Ring

 

SCROLLS-PROTECTION AND CURSED-ALL CLASSES

SCRL03

Protection from Acid

SCRL04

Protection from Cold

SCRL05

Protection from Electricity

SCRL06

Protection from Fire

SCRL07

Protection from Magic

SCRL08

Protection from Poison

SCRL09

Protection from Undead

SCRL10

Cursed Scroll of Weakness

SCRL11

Cursed Scroll of Clumsiness

SCRL12

Cursed Scroll of Foolishness

SCRL13

Cursed Scroll of Ugliness

SCRL15

Protection from Petrification

SCRL16

Cursed Scroll of Petrification

SCRL17

Cursed Scroll of Ailment

SCRL18

Cursed Scroll of Stupidity

SCRLPET

Stone To Flesh

 

SCROLLS-MISC

MISC78

Invitation

SCRL02

Spell Scroll

SCRL2I

Letter

SCRL2J

Letter

SCRL2K

Letter

SCRL2L

Letter

SCRL2M

Letter

SCRL2N

Letter

SCRL2O

Letter

SCRL2P

Letter

SCRL2Q

Letter

SCRL2R

Letter

SCRL2S

Letter

SCRL2T

Letter

SCRL2U

Letter

SCRL2V

Letter

SCRL2W

Letter

SCRL2X

Letter

SCRL2Y

Letter

SCRL2Z

Letter

SCRL3A

Letter

SCRL3B

Letter

SCRL3C

Letter

SCRL3D

Letter

SCRL3E

Letter

SCRL3F

Letter

SCRL3G

Letter

SCRL3H

Letter

SCRL3I

Letter

 

SCROLLS-PRIEST

SCRL56

Cure Serious Wounds

SCRL58

Free Action

SCRL59

Neutralize Poison

SCRL61

Cure Critical Wounds

SCRL62

Flame Strike

SCRL63

Raise Dead

SCRLJAVA

Geas Removal

 

SCROLLS-WIZARD

SCRL66

Grease

SCRL67

Armor

SCRL68

Burning Hands

SCRL69

Charm Person

SCRL70

Color Spray

SCRL71

Blindness

SCRL72

Friends

SCRL73

Protection from Petrification

SCRL75

Identify

SCRL76

Infravision

SCRL77

Magic Missile

SCRL78

Protection from Evil

SCRL79

Shield

SCRL80

Shocking Grasp

SCRL81

Sleep

SCRL82

Chill Touch

SCRL83

Chromatic Orb

SCRL84

Larloch's Minor Drain

SCRL85

Blur

SCRL86

Detect Evil

SCRL87

Detect Invisibility

SCRL89

Horror

SCRL90

Invisibility

SCRL91

Knock

SCRL92

Know Alignment

SCRL93

Luck

SCRL94

Resist Fear

SCRL95

Melf's Acid Arrow

SCRL96

Mirror Image

SCRL97

Stinking Cloud

SCRL98

Strength

SCRL99

Web

SCRL1B

Agannazar's Scorcher

SCRL1C

Ghoul Touch

SCRL1D

Clairvoyance

SCRL1E

Dispel Magic

SCRL1G

Fireball

SCRL1H

Haste

SCRL1I

Hold Person

SCRL1K

Lightning Bolt

SCRL1L

Monster Summoning I

SCRL1M

Non-Detection

SCRL1N

Protection from Normal Missiles

SCRL1O

Slow

SCRL1P

Skull Trap

SCRL1Q

Vampiric Touch

SCRL1S

Dire Charm

SCRL1T

Ghost Armor

SCRL1U

Confusion

SCRL1V

Dimension Door

SCRL1Y

Improved Invisibility

SCRL1Z

Minor Globe of Invulnerability

SCRL2A

Monster Summoning II

SCRL2D

Animate Dead

SCRL2E

Cloudkill

SCRL2F

Cone of Cold

SCRL2G

Monster Summoning III

 

SHEILDS

SHLD01

Small

SHLD02

+

1 Small

SHLD03

Medium

SHLD04

+

1 Medium

SHLD05

Large

SHLD06

+

1 Large

SHLD07

+

1, +4 vs Missles Large

SHLD08

Buckler

SHLD09

Buckler 2

SHLD10

Buckler 3

SHLD11

Small 2

SHLD12

Small 3

SHLD13

Medium 2

SHLD14

Medium 3

SHLD15

Large 2

SHLD16

Large 3

SHLD18

Large 4

 

SLINGS

SLNG01

Sling

SLNG02

+

1 Sling

 

SPEARS

SPER01

Spear

SPER02

+

1 Spear

SPER03

+3 Spear "Backbiter"

SPER04

+3 Spear

 

STAFFS

STAF01.

Quarterstaff

STAF02

+

1 Quarterstaff

STAF03.

Quarterstaff

STAF04.

Quarterstaff

 

SWORDS (ONE-HANDED)

SW1H01

Bastard

SW1H02

+

1 Bastard

SW1H03

+

1, +3 vs Shapeshifters Bastard

SW1H04

Long

SW1H05

+

1 Long

SW1H06

+

2 Long "Varscona"

SW1H07

Short

SW1H08

+

1 Short

SW1H09

2 Short "Whistling"

SW1H10

+

3 Backstabbing

SW1H11

Cool Looking Flame Balde

SW1H12

Hull's Long Sword

SW1H13

Zan's Mood Bade

SW1H14

+

1 Short

SW1H15

+

3 Scimitar "Frostbrand"

SW1H17

Perdue's Short Sword

 

SWORDS (TWO-HANDED)

SW2H01

Two Handed

SW2H02

+

1 Two Handed

SW2H03

+3 "Berserker"

SW2H05

Two Handed

SW2H06

+

2 Spiders Bane

 

WAND

WAND02

Fear

WAND03

Magic Missle

WAND04

Paralysation

WAND05

Fire

WAND06

Frost

WAND07

Lightning

WAND08

Sleep

WAND10

Monster Summoning

WAND12

Heavens

WAND13

Magic Missle

 

CROSSBOWS

XBOW01

Heavy

XBOW02

+

1 Heavy

XBOW03

Heavy of Accuracy

XBOW04

Light

XBOW05

+1 Light

XBOW06

Light of Speed

This game requires the user to edit the Icewind.ini file in the game. We recommend you make a copy of Icewind.ini before you edit the file.

Use a text editor to edit the Icewind.ini file, add the line "Cheats=1" in the Game options section.

Press Control+Tab and display the console window and then enter the following codes: (Codes are Cap-sensitive and you must also type the semi-colon at the end.

Show Full Map

CHEATERSDOPROSPER:ExploreArea();

Teleport Character to Pointer

CHEATERSDOPROSPER:Hans();

Give EXP

CHEATERSDOPROSPER:SetCurrentXP(enter #)

Add Gold

CHEATERSDOPROSPER:AddGold(enter #)

500 Gold

CHEATERSDOPROSPER:Midas();

5 Healing Potions, 5 Antidote, and 1 Scroll Of Stone To Flesh

CHEATERSDOPROSPER:EnableCheatKeys();

While playing, enter on the following codes.

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; show traps

Ctrl+9

Display character bounding boxes

Creating Items

CHEATERSDOPROSPER:CreateItem( item name);

AMULETS and NECKLACES

AMUL01

Necklace Of Missles

AMUL02

Necklace

AMUL04

Studded Necklace With Zios Gems

AMUL05

Blue Stone Necklace

AMUL06

Agni Mani Necklace

AMUL07

Rainbow Obsidian Necklace

AMUL08

Tiger Cowie Shell Necklace

AMUL09

Silver Necklace

AMUL10

Gold Necklace

AMUL11

Pearl Necklace

AMUL12

Laeral's Tear Necklace

AMUL13

Blood Stone Necklace

AMUL14

+1 Amulet of Protection

AMUL15

Shield Necklace

AMUL16

Met-Spell Amulet of Influence

ARROWS

AROW01

Arrow

AROW02

+1 Arrow

AROW03

Arrow of Slaying

AROW04

Acid Arrow

AROW05

Arrow of Biting

AROW06

Arrow of Detonation

AROW07

Arrow of Dispelling

AROW08

Fire Arrow

AROW09

Ice Arrow

AROW10

Piercing Arrow

AROW11

+2 Arrow

AROW14

Poisoned Arrows(can't use)

 

AXE (ONE-HANDED)

AX1H01

Battle Axe

AX1H02

+1 Battle Axe

AX1H03

+2 Battle Axe

AX1H04

Throwing Axe

AX1H05

+1 Throwing Axe

AX1H06

+2 Throwing Axe

 

BELTS

BELT01

Girdle

BELT02

Golden Girdle

BELT03

Belt of Bluntness

BELT04

Belt of Piercing

MISC99

Plate Mail Armor (Cursed-Belt Icon)

 

BLUNT WEAPONS

BLUN01

Club

BLUN02

Flail

BLUN03

+

1 Flail

BLUN04

Mace

BLUN05

+1 Mace

BLUN06

Morning Star

BLUN07

+1 Morning Star

 

BOLTS

BOLT01

Bolt

BOLT02

+1 Bolt

BOLT03

Lightning

BOLT04

Biting

BOLT05

Polymorphing

BOLT06

+2 Bolt

 

BOOKS

BOOK01

Magical

BOOK02

Spell

BOOK03

+1 Constitution

BOOK04

+1 Strength

BOOK05

+1 Dexterity

BOOK06

+1 Intelligence

BOOK07

+1 Charisma

BOOK08

+1 Wisdom

BOOK09

Normal

BOOK10

History of Calim Shan

BOOK11

History of Cormyr

BOOK12

History of Dambrath

BOOK13

History of Durpar & Var The Golden

BOOK14

History of Estagund

BOOK15

History of Gondegal The Lost King

BOOK16

History of Halruaa

BOOK17

History of Luiren

BOOK18

History of Sembia

BOOK19

History of Shadow Dale

BOOK20

History of Shadow Dale V2

BOOK21

History of Shadow Dale V3

BOOK22

History of Shadow Dale V4

BOOK23

History of Shadow Dale V5

BOOK24

History of Shadow Dale V6

BOOK25

History of Shadow Dale V7

BOOK26

History of Shadow Dale V8

BOOK27

History of Shadow Dale V9

BOOK28

History of Shadow Dale V10

BOOK29

History of Shadow Dale V11

BOOK30

History of Shadow Dale V12

BOOK31

History of Shadow Dale V13

BOOK32

History of Tethyr

BOOK33

History of The Bell In The Depths

BOOK34

History of The Chosen Of Mystra

BOOK35

History of The Dales and Elven Courts

BOOK36

History of The Dead Three

BOOK37

History of The Dragon Coast

BOOK38

History of The Drow

BOOK39

History of The Drow V2

BOOK40

History of The Fateful Coin

BOOK41

History of The Last March of The Giants

BOOK42

History of The Moon Sea

BOOK43

History of The North

BOOK44

History of The North V2

BOOK45

History of The North V3

BOOK46

History of The North V4

BOOK47

History of The North V5

BOOK48

History of The North V6

BOOK49

History of The North V7

BOOK50

History of The North V8

 

BOOTS

BOOT01

Speed

BOOT02

Stealth

BOOT03

The North

BOOT04

Avoidance

BOOT05

Grounding

BOOT06

Worn Out Boots

BOOTDRIZ

Boots of speed from Drizzt

 

BOWS

BOW01

Composite

BOW02

+

1 Composite

BOW03

Long

BOW04

+1 Long

BOW05

Short

BOW06

+1 Short

BOW07

Long Bow of Marksmanship

BOW08

Eagle Bow

BOW09

Long

 

BRACERS

BRAC01

Bracers AC 8

BRAC02

Bracers AC 7

BRAC03

Bracers AC 6

BRAC04

Bracers of Archery

BRAC05

Bracers

BRAC06

Gauntlets of Ogre Power

BRAC07

Bracers of Dexterity

BRAC08

Bracers of Fumbling

BRAC09

Bracers of Weapon Skill

BRAC10

Bracers of Weapon Expertise

 

BULLTETS

BULL01

Bullet

BULL02

+1 Bullet

BULL03

+

2 Bullet

 

CHAIN MAIL

CHAN01

Chainmail

CHAN02

+1 Chainmail

CHAN03

+2 Chainmail

CHAN04

Splint Mail

CHAN05

+1 Splint Mail

CHAN06

+4 Mithril Ch ain Mail

 

CLOAKS AND ROBES

CLCK01

+1 Protection

CLCK02

+

2 Protection

CLCK03

Displacement

CLCK05

Cloak of Balduran

CLCK06

Non-Detection

CLCK07

Nymph

CLCK08

Algernon's

CLCK09

Cold Resistance

CLCK10

Fire Resistance

CLCK11

Electrical Resistance

CLCK12

Knaves

CLCK13

Traveler's

CLCK14

Adventurers

CLCK15

Robe of The Good Arch-Magi

CLCK16

Robe of The Neutral Arch-Magi

CLCK17

Robe of The Evil Arch-Magi

CLCK18

Knave's

CLCK19

Robe of The Good Arch-Magi

 

DAGGERS

DAGG01

Dagger

DAGG02

+

1 Dagger

DAGG03

+

2 Dagger

DAGG04

+

2 "Longtooth"

DAGG05

Throwing

DAGG06

Nesters

DAGG07

Kylee's

DAGG08

Hentold's

MISC75

Dagger of Venom

 

DARTS

DART01

Dart

DART02

+

1 Dart

DART03

Stunning

DART04

Wounding

 

HALBERDS

HALB01

Halberd

HALB02

+1 Halberd

HALB03

+

2 Halberd

 

HAMMERS

HAMM01

War Hammer

HAMM02

+

1 War Hammer

HAMM03

+

2 War Hammer

 

HELMS

HELM01

Helmet

HELM02

Opposite Alignment(Cursed)

HELM03

Glory

HELM04

Defense

HELM05

Infravision

HELM06

Charm Protection

HELM07

Balduran

HELM08 - 14

Decorative

 

LEATHER ARMOR

LEAT01

Leather Armor

LEAT02

+

1 Leather

LEAT03

+

2 Leather

LEAT04

Studded

LEAT05

+

1 Studded

LEAT06

+

2 Studded(Cursed)

LEAT07

+

2 Studded

LEAT08

+3 "Shadow Armor"

 

MISCELLANEOUS

MISC01

MISC01

MISC02

DO NOT USE-Crashes Game

MISC03

DO NOT USE-Crashes Game

MISC04

Bassilus' Holy Symbol

MISC07

Gold Piece

MISC12

Ankheg Shell

MISC13

Samuel's body

MISC16

Fire Agate Gem

MISC17

Lynx Eye Gem

MISC18

Sunstone Gem

MISC19

Turquoise Gem

MISC20

Bloodstone Gem

MISC21

Skydrop Gem

MISC22

Andar Gem

MISC23

Jasper Gem

MISC24

Tchazar Gem

MISC25

Zircon Gem

MISC26

Iol Gem

MISC27

Moonstone Gem

MISC28

Waterstar Gem

MISC29

Ziose Gem

MISC30

Chrysoberyl Gem

MISC31

Star Diopside Gem

MISC32

Shandon Gem

MISC33

Aquamarine Gem

MISC34

Garnet Gem

MISC35

Horn Coral Gem

MISC36

Pearl

MISC37

Sphene Gem

MISC38

Black Opal

MISC39

Water Opal

MISC40

Moonbar Gem

MISC41

Star Saphire(sic)

MISC42

Diamond

MISC43

Emerald

MISC44

Kings Tears

MISC45

Rogue Stone

MISC47

Golden Pantaloons

MISC48

Idol

MISC49

Melicamp the Chicken

MISC50

Skull

MISC51

Lock of Nymph's Hair

MISC52

Wyvern Head

MISC53

Bowl of Water Elemental Control

MISC54

Child's Body

MISC55

Duke Eltan's Body

MISC56

Broken Weapon

MISC57

Broken Shield

MISC58

Broken Armor

MISC59

Broken Miscellaneous

MISC60

Spider Body

MISC61

Bottle of Wine

MISC62

Dead Cat

MISC63

Chew Toy

MISC64

Telescope

MISC65

Brage's body

MISC66

Brun's Dead Son

MISC67

Brun's Dead Son

MISC68

Abela the Nymph dead

MISC69

Helshara's Artifact Fragment

MISC70

Delorna's Statue

MISC71

Delorna's Spell Book

MISC72

The Claw of Kazgaroth

MISC73

The Horn of Kazgaroth

MISC74

The Candle

MISC76

The Dream Potion

MISC77

Kereph Skull

MISC79

Female Body

MISC80

Male Body

MISC81

Kereph Skull

MISC82

Ancient Armor(Broken)

MISC83

Key to River Plug

MISC84

Boo "GO FOR THE EYES BOO!"

MISC85

Mulahey's Holy Symbol

MISC86

Bandit Scalp

MISC87

Contaminated Iron

MISC88

Rabbit's Foot

MISC89

Edwin's Amulet

MISC90

Chelak's Amulet

 

PLATE MAIL ARMOR

PLAT01

Plate Mail

PLAT02

+

1 Plate Mail

PLAT04

Full Plate Mail

PLAT05

+

1 Full Plate Mail

PLAT06

Ankheg Plate Mail

PLAT07

Plate Mail

Icewind Dale Game Walkthrough

     Icewind Dale (Windows)

     FAQ/Walkthrough (Version 1.2 - Text Version)

     Current Update: Monday, 24 January 2005
     Previous Update: Saturday, 22 January 2005
     Created: Sunday, 23 July 2000

     By Don "Gamera" Chan (crs1219@h_tmail.c_m)

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.   Appendix 1 "The Anarchist's Guide to Icewind Dale"

"Setsunasa!" (*1)

     Disclaimer: I send the newest version of this file to
only five Websites:

     Dementi: J'ai envoye la plus recente version de ce
fichier a seulement cinq sites webs:

     - /
     - http://www.cheathappens.com/
     - http://vgstrategies.about.com/
     - http://faqs./
     - /

     If you downloaded or read this file at other Websites,
the SysOps of the other Websites probably leeched it from
one of the above Websites.

     Si vous avez telecharge ou lu ce fichier a partir
d'autres sites, les responsables de ces sites l'auront
probablement pompe a partir de l'un des sites ci-dessus.

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 read game
manuals (nudge, wink).) [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]

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.)

3.   ACKNOWLEDGEMENTS

     Thanks to these sierra hotel persons/organisations:
     - Dan Simpson, for the IWD FAQs at GameFAQs.com.
     - Jean-Luc Barbera of France, for the French
translation of the Disclaimer. (After all, English and
French are the two official languages up here in Canada, the
True North Strong and Free.)
     - David Bondoc, Guillaume Leblanc, and Scott Wells, for
feedback and Q&A about "Aura Cleansed".
     - Howard Beswick of UK, for anti-Belhifet tactics.
     - Kurt Zachary, for anti-Belhifet tactics.
     - Marcus C of Toronto, Ontario, Canada, for getting the
Icewind Dale Official Strategies & Secrets book (SYBEX,
2000) and D&D 3E Player's Handbook (Wizards of the Coast,
2000).
     - Mike T of Toronto, Ontario, Canada.
     - Murphy, for the Murphy's Laws of Combat.
     - Philip I 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]

     In memory of:
     - The 118 sailors and officers on the Oscar II class
submarine, K-141 Kursk, of the Northern Fleet, Russian Navy.
She sank in the Barents Sea on Saturday, 12 August 2000.
     - My grandfather, who passed away on the night of
Sunday, 30 August 2000.
     - 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), United States Navy. She was damaged in Aden, Yemen,
on Thursday, 12 October 2000.
     - The victims of the earthquake that happened in the
Indian Ocean, off the west coast of northern Sumatra,
Indonesia, on Boxing Day, Sunday, 26 December 2004, at
07:58:53 local time; and the victims of the resultant
tidal waves caused by the earthquake, in various South
Asia and East Africa nations, including India, Indonesia,
Sri Lanka, and Thailand.
     http://earthquake.usgs.gov/eqinthenews/2004/usslav/
     - Comrade ZHAO Zi Yang. Deposed Premier of the People's
Republic of China and General Secretary of the Chinese
Communist Party. He was 85. He was born in Hua Xian (Hua
County), He Nan Province, China, on 17 October 1919; and
passed away in Bei Jing, China, on 17 January 2005.
     http://news.xinhuanet.com/newscenter/2005-01/17/content_2469579.htm

     Revision history of this file:

     Version 0.7 [82 KB]: Saturday, 4 November 2000
     Version 1.0 [86 KB, +5%]: Sunday, 4 July 2004
     Version 1.1 [86 KB, +0%]: Monday, 12 July 2004

<!--

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: "Even though I walk through 
the valley of the shadow of death, I 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 a 
                    

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