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.
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)
Hill Giant Strength
Frost Giant Strength
Fire Giant Strength
Cloud Giant Strength
Storm Giant Strength
Stone Giant Strength
Oil of Firey Burning
Oil of Speed
Elixir of Health
Oil of Speed
Potion of Infravision
Marex's Potion of Antidote
Vial of Mysterious Liquid
Koveras' +1 Ring of Protection
SCROLLS-PROTECTION AND CURSED-ALL CLASSES
Protection from Acid
Protection from Cold
Protection from Electricity
Protection from Fire
Protection from Magic
Protection from Poison
Protection from Undead
Cursed Scroll of Weakness
Cursed Scroll of Clumsiness
Cursed Scroll of Foolishness
Cursed Scroll of Ugliness
Protection from Petrification
Cursed Scroll of Petrification
Cursed Scroll of Ailment
Cursed Scroll of Stupidity
Stone To Flesh
Cure Serious Wounds
Cure Critical Wounds
Protection from Petrification
Protection from Evil
Larloch's Minor Drain
Melf's Acid Arrow
Monster Summoning I
Protection from Normal Missiles
Minor Globe of Invulnerability
Monster Summoning II
Cone of Cold
Monster Summoning III
1, +4 vs Missles Large
+3 Spear "Backbiter"
1, +3 vs Shapeshifters Bastard
2 Long "Varscona"
2 Short "Whistling"
Cool Looking Flame Balde
Hull's Long Sword
Zan's Mood Bade
3 Scimitar "Frostbrand"
Perdue's Short Sword
1 Two Handed
2 Spiders Bane
Heavy of Accuracy
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
Teleport Character to Pointer
5 Healing Potions, 5 Antidote, and 1 Scroll Of Stone To Flesh
While playing, enter on the following codes.
Move selected characters to pointer position
Heal or resurrect the selected character or portrait
Kill selected monster or NPC with no EXP
Display trigger polygons; show traps
Display character bounding boxes
CHEATERSDOPROSPER:CreateItem( item name);
AMULETS and NECKLACES
Necklace Of Missles
Studded Necklace With Zios Gems
Blue Stone Necklace
Agni Mani Necklace
Rainbow Obsidian Necklace
Tiger Cowie Shell Necklace
Laeral's Tear Necklace
Blood Stone Necklace
+1 Amulet of Protection
Met-Spell Amulet of Influence
Arrow of Slaying
Arrow of Biting
Arrow of Detonation
Arrow of Dispelling
Poisoned Arrows(can't use)
+1 Battle Axe
+2 Battle Axe
+1 Throwing Axe
+2 Throwing Axe
Belt of Bluntness
Belt of Piercing
Plate Mail Armor (Cursed-Belt Icon)
+1 Morning Star
History of Calim Shan
History of Cormyr
History of Dambrath
History of Durpar & Var The Golden
History of Estagund
History of Gondegal The Lost King
History of Halruaa
History of Luiren
History of Sembia
History of Shadow Dale
History of Shadow Dale V2
History of Shadow Dale V3
History of Shadow Dale V4
History of Shadow Dale V5
History of Shadow Dale V6
History of Shadow Dale V7
History of Shadow Dale V8
History of Shadow Dale V9
History of Shadow Dale V10
History of Shadow Dale V11
History of Shadow Dale V12
History of Shadow Dale V13
History of Tethyr
History of The Bell In The Depths
History of The Chosen Of Mystra
History of The Dales and Elven Courts
History of The Dead Three
History of The Dragon Coast
History of The Drow
History of The Drow V2
History of The Fateful Coin
History of The Last March of The Giants
History of The Moon Sea
History of The North
History of The North V2
History of The North V3
History of The North V4
History of The North V5
History of The North V6
History of The North V7
History of The North V8
Worn Out Boots
Boots of speed from Drizzt
Long Bow of Marksmanship
Bracers AC 8
Bracers AC 7
Bracers AC 6
Bracers of Archery
Gauntlets of Ogre Power
Bracers of Dexterity
Bracers of Fumbling
Bracers of Weapon Skill
Bracers of Weapon Expertise
+1 Splint Mail
+4 Mithril Ch ain Mail
CLOAKS AND ROBES
Cloak of Balduran
Robe of The Good Arch-Magi
Robe of The Neutral Arch-Magi
Robe of The Evil Arch-Magi
Robe of The Good Arch-Magi
Dagger of Venom
1 War Hammer
2 War Hammer
HELM08 - 14
+3 "Shadow Armor"
DO NOT USE-Crashes Game
DO NOT USE-Crashes Game
Bassilus' Holy Symbol
Fire Agate Gem
Lynx Eye Gem
Star Diopside Gem
Horn Coral Gem
Melicamp the Chicken
Lock of Nymph's Hair
Bowl of Water Elemental Control
Duke Eltan's Body
Bottle of Wine
Brun's Dead Son
Brun's Dead Son
Abela the Nymph dead
Helshara's Artifact Fragment
Delorna's Spell Book
The Claw of Kazgaroth
The Horn of Kazgaroth
The Dream Potion
Key to River Plug
Boo "GO FOR THE EYES BOO!"
Mulahey's Holy Symbol
PLATE MAIL ARMOR
1 Plate Mail
Full Plate Mail
1 Full Plate Mail
Ankheg 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)
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
6.2 KULDAHAR PASS
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
8. Undocumented Features (Bugs?)
9. Appendix 1 "The Anarchist's Guide to Icewind Dale"
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:
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.
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).) 
- Trolls. (Besides, the AD&D Trolls are skinny,
compared to the MERP/Tolkien Trolls.) 
- Yxunomei. (Despite her fan service.) 
- Tower Archers. 
- Belhifet. 
- 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.)
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,
- 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
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.
- 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.
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"
(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
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
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
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
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.
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
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
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
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
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.
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.
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.
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.
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
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
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
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
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.
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
This section is an ad hoc journal of my 1st Play of
Also, this section clarifies details that weren't or
aren't in Dan Simpson's IWD FAQs at GameFAQs.com.
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
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
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
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
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.
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.
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
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
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
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
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
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.
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
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
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
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
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
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
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
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
Then, when the party return to the Talonite Priests' cave, Egenia and
the captive villagers aren't there.
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
- South to Denaini's tower.
- West to Larrel's Sending.
The nameless Shadowed Elves in the cafeteria disappear after the party
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.
6.8 DORN'S DEEP (UPPER DORN'S DEEP)
Any relation to the actor Michael Dorn, who plays the Klingon Worf in
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
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
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
After the party clear all of Upper Dorn's Deep, they can return to
Bandoth and brag.
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
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
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
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
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
- 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