Return to the frozen North of the Forgotten Realms, for more dungeon-crawling adventure. A generation after the original game, hordes of goblins, orcs, and bugbears under the banner of the Chimera threaten Targos, the port of the Ten Towns. Your party begins trying to save Targos and must learn the cause of this new war. Fifty new spells and a plethora of new magical items will be available to the adventurers. Some features from Baldur's Gate II will also be added like 3D technology, dual-wielding, classes (Barbarian, Sorceror, Monk), and class kits. Icewind Dale will include novel kits like Mercenary, Votary, Giant Killer, and Dreadmaster of Bane, as well as new subraces like Drow, Gold Dwarves, and Tieflings.
For those of you who didn't catch the original IWD, it's a Black Isle Studios' fantasy-based CRPG (computerized roleplaying game) that uses the 2D Infinity Engine, like the extremely popular Baldur's Gate series and Planescape: Torment. IWD and its freshly hatched sibling differ from the other IE-based games in several respects. First, you create your entire party of six, rather than finding and adding NPCs to it. Second, both IWD games are relentlessly linear, moving from one major quest to the next. You can't pick and choose among a variety of major but nonessential quests. You can choose between different sides in a few secondary IWD2 conflicts, but not to the extent that the Fallout series or Arcanum allows you to pursue two completely separate tracks of good and evil to win.
Both these factors have turned off some players in the past. On the other hand, IWD provides an entertaining mix of abilities, spells and enemies. It isn't the most colorful or original RPG out there, but it remains one of the best balanced, with a series of escalating challenges that keep the tension crackling throughout the entire game. Icewind Dale 2 shares its predecessor's strengths, but makes a lot of changes to the underlying rules. The game is arguably better for the differences, as you'll discover.
IWD2's New Stuff, Part the First: Third Edition
Much of what's new in IWD2 derives from the game's adaptation of AD&D 3E (third edition) rules. These furnish a greater level of specificity in character design and development over the course of the entire game. Let's take a look at some of these important new features, and see how they affect gameplay.
Feats. These represent the biggest single modification to the original. The idea may have come from the very similar and popular perks system in the Fallout series. Like perks, feats are a tempting dessert tray of advantages that are wheeled out every few levels, and from which you can only choose one (or, very occasionally, two) for a given character at a time. Some feats involve increasing save rolls for Will, Reflexes, Fortitude or Magical Resistance. There are also feats that work from the opposite point of view, increasing a character's chances of over-riding saves. IWD2 incorporates a number of opportunities to see its feats work in spectacular fashion. I had to laugh out loud when my extremely agile Rogue was repeatedly attacked by a powerful tempest spirit in the Ice Temple, only to have every single one of those storm attacks fail due to his extraordinary feat-inspired reflexes.
Some feats are applied automatically: Sub-vocal Casting lets a character continue using spells after they've been silenced. (This presumably involves training at the Marcel Marceau School for Spellcasters.) Others feats are used only when players activate them, such as Expertise, which lets a character take a penalty of as much as 5 on attacks and apply it directly to Armor Classgreat for stalling monsters with your rogue, while your melee specialists whittle down the opposition. A few feats use other feats, skills and/or attributes as prerequisites, which encourages careful planning. For instance, Envenom Weapon requires at least one level in the Rogue profession and an Alchemy rating of 8 or higher. The latter depends upon possessing a few levels as a Bard, Wizard, or Sorcerer.
Only one profession, the Fighter, has the chance to really grab a large number of feats. (Fighters gain a bonus feat at the first level, and additional feats at every even-numbered level.) The rest of your party will be left making careful choices that determine what sort of role each plays during combat, conversation, or just drudging across the endless miles of white tundra. All this obviously tends to create a greater range of career-specific characters in any given game.
Magic-users familiar with 3E, take note: there are no meta-feats in IWD2. These are a sub-set of feats that enable characters to (for example) stick a higher level version of the 3rd level Fireball spell in a 5th level spell slot, with correspondingly greater damage. There's more to it than that, but meta-feats are honestly one area of the 3E rules where I'm not pleased with the results. Too much about them smells of openly aired and coldly calculated game mechanics. I frankly prefer BIS' other magical feats, which increase the strength of magical effects and decrease likely spell resistance while remaining resolutely within the playing world's frame-of-reference. Thus, instead of moving a lower level fire attack spell into a higher level slot, your Wizard in IWD2 is offered the chance to learn Spirit of Flame, a feat that provides a tiny amount of fire resistance and a significant boost to all fire damage.
Skills. Where feats are one-shot advantages, you develop skills by allocating points to them repeatedly as characters level. Several skills, such as Hide, Pick Pocket, Search, Open Lock, Disable Device and Move Silently, will be familiar to players of roguery from other RPGs, though these skills are now available to all characters. The Alchemy skill raises hopes that are soon dashed, since it doesn't grant a character the ability to make potions with ingredients: it simply lets a character recognize the nature of different unknown potions they encounter. Use Magic Device lets Bards and Rogues wield magical items such as wands; but I found that a 12th level Rogue couldn't even make a Magic Missile Wand work. Wilderness Lore is disappointing in implementation. Rather than a repeated analysis of your party's surroundings as you move through an area, it just supplies a paragraph for the entire loaded area describing what creatures are around, and the clues that lead to your conclusions. Bah.
Pickpocketing is still a mess, something it has been since BG1 first saw light of day. This particular skill continues to equate lifting a few coins with stealing gems or valuable magical rings, and relies upon success or abject failure that instantly turns a potential victim into your most relentless enemy. It's the kind of over-simplified gaming sub-system that has players constantly reloading, which in itself indicates something is wrong. Why couldn't pickpocketed merchants just scream a bit and raise their prices, or throw you out for a week, or call the local constabulary and hand you a fine?
I did like the introduction of social abilities like Bluff, Diplomacy, and Intimidate. As these are applied automatically in conversation with NPCs, however, they're useful but dull. Which is true in general about 3E skills: they're important for some characters to have, but the choices lack the distinction and excitement associated with Feats. Fortunately, IWD2 makes their choice pretty much a no-brainer. As long as you give any thieving or spellcasting character at least an average intelligence score, you'll never lack for skill points to allocate properly, and the choices themselves are pretty obvious.
Icewind Dale II Cheats
Run Icewind Dale II's configuration utility to enable the cheat console. In the
game, press CTRL + TAB display the console. Enter the following cheat codes:
Teleport selected party .... ctrlaltdelete:hans()
Accrue 500 gold pieces .... ctrlaltdelete:midas()
Earn user set amount of gold .... ctrlaltdelete:addgold()
Reveal map for current area .... ctrlaltdelete:explorearea()
Set XP of chosen character .... ctrlaltdelete:setcurrentxp()
Set current chapter .... ctrlaltdelete:setchapter () Prologue is chapter 0.
Load indicated area .... ctrlaltdelete:movetoarea("AR") Data directory of Disc 2 has area names.
Chosen character gains spell .... ctrlaltdelete:addspell("")
Enable in-game cheat keys .... ctrlaltdelete:enablecheatkeys()
Browse available characters .... CTRL + A or CTRL + S
Replay chapter introduction .... CTRL + C
Turn chosen character on axis .... CTRL + F
Debug data dump .... CTRL + M
Teleport party .... CTRL + J
Kill chosen unit .... CTRL + Y
Kill chosen monster .... CTRL + K Also removes character from parties.
Heal chosen character .... CTRL + R
Receive free XP .... CTRL + U
Current pointer position .... CTRL + X
Cycle through armor levels .... CTRL + 1
Fade screen to dark .... CTRL + 2
Fade screen to light .... CTRL + 3
Display polygons .... CTRL + 4
Transform selected character .... CTRL + 6 or CTRL + 7
Character bounding spheres .... CTRL + 9
Spawn indicated creature .... ctrlaltdelete:createcreature("")
Spawn indicated number of items .... ctrlaltdelete:createitem("",)
Some items cannot be spawned in quantities of greater than 1.
Belt Of Bluntness .... 00BELT03
Belt Of Piercing .... 00BELT04
Belt Of Beautification .... 00BELT05
Boots Of Stealth .... 00BOOT02
Boots Of The North .... 00BOOT03
Boots Of Avoidance .... 00BOOT04
Boots Of Grounding .... 00BOOT05
Boots Of Winterbranch .... 00BOOT09
Boots Of Yeti .... 00BOOT14
Boots Of Snow Wolf .... 00BOOT15
Bracers .... 00BRAC01
Bracers Of Defense +2 .... 00BRAC02
Bracers Of Defense +3 .... 00BRAC03
Bracers Of Defense +4 .... 00BRAC04
Bracers Of Archery .... 00BRAC05
Bracers Of Expertise .... 00BRAC10
Bracers Of Icelandic Pearl .... 00BRAC11
Crossbow: Hagnen's Folly .... 00BWHXHF
Crossbow: Hagnen's Foolishness .... 00BWLXHF
Baleful Armor .... 00CHAN06
Elven Chain of the Hand .... 00CHAN07
Armor Of Life .... 00CHAN08
Ogien's Armor .... 00CHAN09
Cloak Of Protection +3 .... 00CLCK02
Cloak Of Displacement .... 00CLCK03
Cloak Of Non-Detection .... 00CLCK04
Diamond .... 00GEM26
King's Tears .... 00GEM29
Rouge Stone .... 00GEM30
Battle Axe: Soul Stealer .... 00HFAXAS
Battle Axe: Scales of Balance .... 00HFAXBA
Great Axe: Cowards Flight .... 00HFAXBB
Throwing Axe: Black Flying-Death .... 00HFAXBD
Throwing Axe: Stormshifter .... 00HFAXCK
Throwing Axe: Screaming Axe .... 00HFAXSC
Battle Axe: Death's Ally .... 00HFAXSP
Great Axe: Grim Widow-Through .... 00HFAXWT
Bow: Mithril Arc .... 00HFBCAG
Bow: Triumphant Flamekiller .... 00HFBLFK
Bow: Sophia's Arc .... 00HFBLSF
Bow: Great Sun-Reacher .... 00HFBLSR
Bow: Swift Eye of the Hunter .... 00HFBSEH
Bow: Furious Rabbit Slayer .... 00HFBSRS
Club: Club of Confusion .... 00HFCBHK
Dagger: Closing Arguments .... 00HFDGFW
Dagger: Ysha's Sting .... 00HFDGPF
Flail: Demon's Breath Flail .... 00HFFLFV
Flail: Righteous Strength .... 00HFFLSR
Halberd: Hand of the Buccaneer .... 00HFHBDC
Halberd: Holy Hammer of Lucerne 00HFHBHL
Warhammer: Masher .... 00HFHMPH
Warhammer: Hammer of Lightning .... 00HFHRSC
Crossbow: Beloved Geloise .... 00HFHXGE
Crossbow: Folly of Hagnen .... 00HFHXHF
Crossbow: Mithril Arbalest .... 00HFHXIA
Crossbow: Shielded Mailripper .... 00HFHXMR
Crossbow: Foolishness of Hagnen .... 00HFLXHF
Crossbow: Iron Mary's Bold Reply .... 00HFLXIM
Crossbow: Makavail's Swift Bane .... 00HFLXMB
Mace: Glowing Azure Rod .... 00HFMEAR
Mace: Iron Hand of Ohanion .... 00HFMECF
Morningstar: Lathander's Gift .... 00HFMRMG
Morningstar: Mountains of Selune .... 00HFMRMS
Flail: Svirfneblin Skull .... 00HFMRSS
Bastard Sword: Know Thy Family .... 00HFSBBS
Bastard Sword: Order's Nemesis .... 00HFSBRC
Bastard Sword: Bloody Wroth .... 00HFSBWR
Scimitar: Caernach's Sickle .... 00HFSCCS
Great Sword: Dwelnar's Folly .... 00HFSDT
Stave: Delnar's Lightning Stave .... 00HFSFDD
Sling: Nimble Cat-tail .... 00HFSGCT
Sling: Sun-kissed Sparrow .... 00HFSGSS
Long Sword: Delnar's Heal Blade .... 00HFSLDB
Long Sword: Gleaming Dykahst .... 00HFSLDY
Spear: Life's Blood Drinker .... 00HFSRIM
Short Sword: Lolth's Cruel Sting .... 00HFSSLS
Short Sword: Assassin's Blade .... 00HFSSSK
Short Sword: Shame of Thy-Dunag 00HFSSTD
Stave: Phantom Staff .... 00STAF86
Stave: Staff of Fireballs .... 00STAF89
Wand Of Fear .... 00WAND01
Wand Of Magic Missiles .... 00WAND02
Wand Of Paralyzation .... 00WAND03
Wand Of Fire .... 00WAND04
Wand Of Lightning .... 00WAND05
Wand Of Sleep .... 00WAND06
Wand Of Summon Monster .... 00WAND07
Wand Of The Heavens .... 00WAND08
Great Axe: Executioner's Wife .... 11HFAXEW
Throwing Axe: Dullcobble's Axe .... 11HFAXHO
Battle Axe: Kegsplitter .... 11HFAXKS
Club: Paths of Kuldahar .... 11HFCBMK
Dagger: Goblin Slayer .... 11HFDGGH
Flail: Black Chimes .... 11HFFLBC
Warhammer: Slow and Steady .... 11HFHRCR
Stave: Iron-Banded Staff .... 11HFSFPI
Sling: Left Hand of Darkness .... 11HFSGLH
Long Sword: Golden Heart .... 11HFSLHE
Spear: Twelve Paces .... 11HFSRNP
Great Sword: Saga Wandering Sky .... 11HFSTWS
Stave: Caballus Whispering Staff ....12HFSFWS
Club: Amazing Everlasting Torch ....50HFCLBT
Dagger: Black Lamia's Tongue .... 50HFDGLT
Long Sword: Barrow Wight's Blade 50HFSLWB
Spear: Kyosti's Hunting Spear .... 50HFSRKS
Battle Axe: Duergar Doom Axe .... 51HFAXDF
Warhammer: Hammer of Darkness .... 51HFHRDA
Warhammer: Dire-Hammer Valorfoe 51HFHRVA
Crossbow: Dragu's Doom Bolter .... 51HFHXDB
Crossbow: Dragu's Hell Bolter .... 51HFHXHB
Stave: Ryomaru's Harmless Staff 51HFSFRH
Dagger: Baron Sulo's Hook .... 52HFDGSH
Long Sword: Light of Cera Sumat 60HFSLHA
Dagger: Wyvern Stinger .... 61HFDGWS
Dagger: Xvimian Fang of Despair 62HFDGXF
Club: Monkey Paw of Prejudice .... 63HFCBMP
Flail: Pustule's Flail of Boils ....63HFFLPF
Halberd: Pudu's Fiery Blight .... 63HFHBPB
Warhammer: Xvim's Brutal Impact ....63HFHRBI
Scimitar of the Soulless .... 63HFSCSS
Battle Axe: Mighty Scalecleaver .... ZZI6HFSC
Mace: Selune's Blessing .... ZZJ6HFMM
Great Sword: Thunder's Shock .... ZZR6HFWB
Necklace ... 00AMUL01
Silver Necklace ... 00AMUL02
Bluestone Necklace ... 00AMUL03
Agni Mani Necklace ... 00AMUL04
Rainbow Obsidian Necklace ... 00AMUL05
Tiger Cowrie Necklace ... 00AMUL06
Gold Necklace ... 00AMUL07
Necklace Studded with Zios Gems ... 00AMUL08
Bloodstone Amulet ... 00AMUL09
Pearl Necklace ... 00AMUL10
Laeral's Tear Necklace ... 00AMUL11
Necklace of Missiles ... 00AMUL12
Amulet of Protection +1 ... 00AMUL13
Shield Amulet ... 00AMUL14
Amulet of Intellect ... 00AMUL15
Arrow ... 00AROW01
Masterwork Arrow ... 00AROW02
Arrow +1 ... 00AROW03
Arrow +2 ... 00AROW04
Corrosive Arrow ... 00AROW05
Arrow of Biting ... 00AROW06
Arrow of Dispelling ... 00AROW07
Arrow of Flame +1 ... 00AROW08
Frost Arrow +1 ... 00AROW09
Arrow of Piercing ... 00AROW10
Holdfast Arrow ... 00AROW14
Girdle ... 00BELT01
Golden Girdle ... 00BELT02
Bolt ... 00BOLT01
Masterwork Bolt ... 00BOLT02
Bolt +1 ... 00BOLT03
Bolt +2 ... 00BOLT04
Sparkling Bolt ... 00BOLT05
Tranquil Bolt ... 00BOLT08
Boots of Speed ... 00BOOT01
Gauntlets of Fumbling ... 00BRAC08
Gauntlets of Weapon Skill ... 00BRAC09
Elven Sewn Gloves ... 00BRAC12
Bullet ... 00BULL01
Bullet +1 ... 00BULL02
Bullet +2 ... 00BULL03
Force Bullet ... 00BULL04
Submitted by forkyshady, David_28_98
Icewind Dale II Game Walkthrough
==( Icewind Dale 2 v2.01 walkthrough v1.1 (c) Nailz 2003 )=====================
email: firstname.lastname@example.org subject: iwd2
--( Index )-------------------------------------------------------------------
PR1.1 - Targos Docks
PR1.2 - Targos Town
PR1.3 - Targos Palisade
(-) Chapter 1
CH1.1 - The Shaengarne Bridge
CH1.2 - The Horde Fortress
(-) Chapter 2
CH2.1 - Crashed Airship
CH2.2 - The Glacier
CH2.3 - The Ice Temple
CH2.4 - The Ice Temple Basement
(-) Chapter 3
CH3.1 - The Wandering Village and the Fell Woods
CH3.2 - The River Caves
(-) Chapter 4
CH4.1 - The Black Raven Monastery
CH4.2 - The Eight Chamber Challenge
CH4.3 - The Underdark
CH4.4 - The Drider Cave
CH4.5 - Z'Hinda Citadel
(-) Chapter 5
CH5.1 - Kuldahar
CH5.2 - Yuan-Ti Jungle
CH5.3 - Yuan-Ti Temple
CH5.4 - Dragon's Eye
CH5.5 - Dragon's Eye Exit
CH5.6 - Fields of Slaughter
(-) Chapter 6
CH6.1 - The Severed Hand
CH6.1 - The Severed Hand Level 1
CH6.2 - The Severed Hand Level 2
CH6.3 - The Severed Hand Level 3
CH6.4 - The Severed Hand Level 4
CH6.5 - The Severed Hand Towers
==( PR1.1 - Targos Docks - AR 1000 )==========================================
Your main objective is to kill all the goblins in this area. Be sure to
check inside all houses.
(!) Talk to Brogan at the warehouse, with high enough dialogue skills you
can convince him to let you drive the goblins out of the warehouse
There is a dead cat inside a barrel (x=790 y=400). Go down the trap door
at x=600 y=200. This will lead to a small cave. Kill all the goblins
including the one named "Rukwurm". Be sure to pick up the
"Charred Vellum Scroll" he drops!
(-) Talk to Reig Redwaters (x=1450 y=900). He wants you to get healing
draughts from Magdar Shenlen (x=990 y=520). You can find the healing
potions inside a locked chest at (AR1001) x=1180 y=430.
(-) You can get a dagger from Honest Jon (x=1370 y=950) with high enough
(-) Inside the Salty Dog Tavern (x=900 y=1800) you'll find Guthewulfe Henghelm.
He has some items for sale and after you get rid of the goblin threat you
can compete with him in a drinking game to get his magical wolf charm.
Character needs >16 Constitution.
(-) Inside the house at coordinates x=800 y=2200 you will find Firtha Kerdos,
Hedron's mother. Kill the goblins and talk to her. After this you can go
back to Hedron (x=2500 y=890) for some gold.
Come back after killing all the goblins for a lot of information.
(-) There is a bottle of wine in the from the boat hold at x=2888 y=2032.
==( PR1.2 - Targos Town - AR 1100 )============================================
(-) Talk to Ulbrec Dinnsmore inside the house at x=2300 y=1400 to get recruited.
Let Elytharra identify the "Charred Vellum Scroll", talk to her again to
learn that there is a traitor in Targos.
(-) Confront Phaen (x2270 y=970) and show him the scroll. After killing him
return to Elytharra for a reward.
(-) Also ask Elytharra about her troubles;
a diviner named Valin Geldencross has become ill. He's in the Temple. Talk
to him to learn he wants to have "Braegh". Buy it from Guthewulfe Henghelm
in the Salty Dog tavern.
(-) Gallaway Trade Depot (x=1550 y=1750)
Deidre Gallaway has a lot of useful weaponry for sale, including the
"Heart of X" longsword. This is a must get weapon in HoF mode.
(-) Temple Pavillion (x=1250 y=600)
This is the local temple, one of the clerics has a +1 Wisdom ring for sale.
--( Weeping Widow Quest )------------------------------------------------------
(-) Inside the house at x=420 y=940 you will meet with Koluhm Bonecutter. Do
not kill this person! Talk to him for information about the spirit in the
Weeping Widow Inn.
(-) Make your way to the Weeping Widow Inn. (x=800 y=1650) Talk to the owner,
Cahl-Hyred a couple of times. You should get a key to the weeping
spirit's room and a magic bottle. Go upstairs during the night and talk
to the spirit, Veira. Talk to the Cahl-Hyred again about Veira's husband,
(-) Go to Elytharra to have the bottle identified.
(-) Go to the Salty Dog Tavern (AR 1000 x=900 y=1800) and talk to Gohar. He
will give you a piece of Donavans ship, "Veira's Gaze".
(-) Talk to Koluhm and tell him what you know about the bottle for some extra
(-) Go back to Veira and show her the ship prow. You can also get her to shed
one final tear into your ghost-touched bottle.
(-) You can sell the bottle to Elytharra for 700 gold maximum, or she will
offer to make you an enchanted dagger.
==( PR1.3 - Targos Palisade - AR 1200 )========================================
(-) Niles (x=3265 y=2290) wants a bottle of wine, instead of helping him order
him back to his post.
(-) Bluff Tabard Mooncalf (x=3280 y=1660) out of your way. Grab the shield.
(-) Talk to Anson (x=3240 y=1450) and listen to his story. Be sure to ask him
how he got rid of the rats. Mention it to Firtha Kerdos for some XP.
(-) Talk to the drill sergeant (x=2830 y=1700) with a cleric.
(-) Talk to Gable and Kadance (x=3100 y=970) with a character holding a ranged
weapon. You can make a wager with Gable for 50 gold. Force attack the keg.
Gable only has a normal bow which you can sell for aprox. 35 gold.
(-) Destroy the keg (x=2290 y=2190) with your fighter, you will then be able to
give some tips to the trainees.
--( Shawfords Chores )---------------------------------------------------------
(-) Go inside the barracks at x=2700 y=2500 and talk to Shawford Crale.
(1) Your first of four chores will be to talk to Olap Tamewater (x=2570 y=520).
Make your way to Lumbar Grundwall inside Targos Town (x=1150 y=1650).
The crane needed to haul the wood is broken. Report back to Olap. Olap's
father, Jorun is a carpenter and can fix the crane. He can be found at
the docks (x=635 y=1460). Fix the crane by putting the part into the
container at x=1000 y=1850. Report back to Shawford.
(2) Your next assignment will be to get arrows for Isherwood (x=650 y=2100).
Talk to Isherwood then head for the Gallaway Trade Deport. Talk to
Deirdre with your best dialogue skilled character. Report back to Shawford.
(3) Your next job is to talk to Koluhm Bonecutter. He can be found inside a
house in the town area (x=420 y=940). Initiate dialogue with a dwarf or
drow character so you can translate the goblin message yourself.
Report back to Shawford.
(4) The last chore is to get the Iron Collar mercenaries to report to the
palisade. They can be found in the Salty Dog tavern in the docks area.
This can be done several ways, one is to accuse them of being friends with
Phaen. Another way is to use a bluff skilled character; you can threaten
to have their contracts revoked. Be sure to finish of all the other little
quests in the palisade area before reporting back to Shawford. A major
battle will start once you talk to Shawford.
==( CH1.1 - The Shaengarne Bridge )============================================
--( AR 2000 )-----------------------------------------------------------------
(-) You will encounter Torak, chieftain of the Broken Tusk Clan. Proceed
northwards killing orcs.
(-) Break the logs. (x=1837 y=930)
(-) Talk to Dereth Springsong. (x=2000 y=1000) A passage south of your
position will open. (x=800 y=2500)
(-) Find Sabrina Fairwynd. (x=250 y=870)
(-) Break the logs. (x=1650 y=850)
(-) A passage to the east will open. (x=2800 y=1070) This passage to will
lead to an orc which drops a magical weapon (x=1900 y=530).
(-) Leave this area northwards. (x=2350 y=50)
--( AR 2001 )-----------------------------------------------------------------
(-) You enter an ambush and Emma Moonblade will appear. Talk to her
and agree to return her Moonblade.
(-) Travel east and talk to Kaitlin Silvertongue. (x=2300 y=1700)
Get the invisibility potion (x=2190 y=1480). Use the potion with
one of your characters and go north, open the gate. (x=2190 y=1100)
Move your party to the now opened gate. Kill all the orcs to rescue
the villagers. Return to Kaitlin.
(-) Check the barrel (x=560 y=1170) for magic weapons.
(-) Now attack Torak's party. (x=2800 y=1200) Be sure to loot the Highland
Gate Key from Torak's corpse.
(-) Enter the cave.
--( AR 2002 )-----------------------------------------------------------------
(-) Inside there are several slimes and zombies.
(-) Pickup the magical axe at x=3067 y=956. (Random?)
(-) Kill the troll Vrek Vileclaw. (x=2220 y=2130) Loot the chest for the
(-) Return to AR 2001, first talk to Kaitlin then Emma Moonblade. With the
proper skills and dialogue choices you get to keep the Moonblade.
Leave through the gate. (x=780 y=520)
--( AR 2100 )-----------------------------------------------------------------
(-) Be sure to check the container at x=1920 y=410.
(-) Kill Gaernat Sharptooth and his wererats.
(-) Leave the area at x=50 y=560.
--( AR 2101 )-----------------------------------------------------------------
(-) Destroy the support beam. (x=2450 y=540)
(-) Destroy the other support beam. (x=1230 y=370)
(-) Grab the wood planks. (x=130 y=630)
(-) Put the planks in the container at x=250 y=1160.
(-) Leave the area at x=50 y=1150.
--( AR 2102 )------------------------------------------------------------------
(-) Prepare for battle! Whatever you do, you can not stop getting the bridge
from being destroyed.
(!) Xuki the mage drops a bag of holding, be sure to get it.
(-) Return to Targos after killing everything. Report to Ulbrec. Don't forget
to collect your reward from Shawford. The Horde fortress will be accessible
on your world map.
==( CH1.2 - The Horde Fortress )===============================================
--( AR 3000 )------------------------------------------------------------------
(-) Upon entering this area you will encounter Ennelia. She has a lot of
information about this area. She is also looking for Braston, a prisoner
in the fortress. Heal Ennelia for some extra XP. There are 3 camps each
with their own wardrum.
(-) Kill Trugnuk, the orc shaman at x=3500 y=850. Loot the warren key of his
(-) Open the gate at x=2980 y=2300 and enter the cave.
--( AR 3001 )-----------------------------------------------------------------
(-) Locate Pondmuk (x=2050 y=1600) and agree to fetch him some spiders.
Kill some spiders (x=1000 y=1300) and return to Pondmuk with some corpses
to learn the password (Chimera) for the door.
(-) Talk to Yquog the troll at x=2970 y=1250. Agree to help him get his message
from a goblin called Kruntur. He will tell you a password (Xvim) to get past
Kruntur's guard peacefully.
(-) Leave the area at x=3300 y=120.
--( Fortress Cave - AR 3002 )--------------------------------------------------
(-) Get the Iron Ward Stone from the orc Gumph (x=2700 y=1000).
(-) Get the Black Ward Stone from Orog (x=800 y=3000).
(-) Talk to Kruntur (x=730 y=1010). He wants his bracers back, go back to
Yquog (AR 3001 x=2970 y=1250) to fetch Tamjan's Bracers. Go back to
Kruntur. In return for the bracers you will get the note and a Large
Shield of Luck +1. Now give the note to Yquog for another reward,
Lightning Star +1. If you let Yquog live you will encounter him again
later in the game.
(-) Using the two ward stones you can now use the stairs (x=2400 y=270).
--( Fortress Exterior - AR 3100 )----------------------------------------------
(o) Kill everything and leave at x=800 y=1100.
--( Fortress Interior AR 3101 )------------------------------------------------
(-) Kill the two bugbears at the entrance, an Old Orc will appear which has the
key to open the double doors. Once you open the door you will see Sherincal
talking to Guthma.
(-) Free Brastor (x=1500 y=1450) and escort him back to
Ennelia (AR 3000 x=250 y=2500).
(-) Return to Lord Ulbrec in Targos for your next mission. Dont forget to claim
your reward from Shawford. Speak to Oswald Fiddlebender (x=2040 y=660) to
start chapter two.
==( CH2.1 - Crashed Airship )==================================================
(-) Keep talking to Oswald to wake him up. Get Oswald's spellbook from the
Table. You need the following components for the melding spell:
Spider Silk -> Kill spiders (AR 4000 x=2100 y=2500).
Bottle of Thrym extract -> On the ground inside the airship.
Belladonna paste -> Aurilite village x=2400 y=640.
Smidgen of iron ore -> Broken weapon of Captain Yurst body.
(AR 4000 x=1935 y=1910)
Two Diamonds -> One is in a locked box inside the airship, the other
in the Aurilite village at x=3250 y=130.
Wood -> Just outside the airship.
(!) Oswald is also able to craft armour if you bring him a boring beetle
shell. Bring him winter wolf or yeti pelt for clothing.
--( AR 4000 )------------------------------------------------------------------
(!) Get the Periapt of Wound Closure from a locked box at x=930 y=1030.
(-) Approach Captain Yurst (x=1935 y=1910), go east and kill the giants.
Talk to Yurst again and let him use the Periapt of Wound Closure.
Loot back the periapt and pick up the broken weapon.
(-) Head toward the north-eastern part of the map and look for Odea
Winterthaw (x=3000 y=1300). You will hear about a local cult.
Head to Beodaewn at x=560 y=665. You can bluff by threatening to mention
his cult to the mayors of Ten-Towns; you can now shop at cheaper prices.
After that you can just kill him and loot his stash.
(-) Slaughter the Aurilite village. There are stairs at x=3440 y=540. Grab
(e) You should now have all the ingredients for the melding spell, so return
to the airship. Finish your business with Oswald and leave the airship.
You can now travel to the glacier. (x=3500 y=560)
==( CH2.2 - The Glacier - AR 4100 )============================================
(-) When you enter hug the western wall and proceed northwards, following
the corridor until you reach the crystal golem and two Aurilites.
(-) Push down the 3 rocks (x=1675 y=1540) and go back down to loot the
Aurilite Holy symbol. Once you equip it the doomguards will attack you and
all the doors will open.
(-) Open the door at x=556 y=1234 and "talk" to the spider.
(-) Open the door at x=790 y=2070 and kill the Remorhaz Queen.
(-) Kill Shenical (x=2400 y=1050).
(-) Kill the Remorhaz at x=2250 y=2500 to free Zack Boosenburry. Tell him
you saw his spider for some extra XP. You can buy scrolls from him as well.
(-) You can enter the ice temple though a door (x=3000 y=880) if you have a
Dwarf or Half-ling character in your party. Enter with a fully healed
party! Talk to the white abishai leader, Xhaan. Agree to help her. Exit
this are and use the front entrance to the temple.
==( CH2.3 - The Ice Temple - AR 4101 )=========================================
(!) Make your way to the prison area (x=500 y=1900) and free Nathaniel and
the other prisoners by lockpicking the doors. When you talk to Nathaniel
you will learn he is missing his bag of holding.
(!) Kill the High Priestess Lysara (x=1170 y=800), on her body you will find
a temple key.
(!) Kill the High Priestess Cathin (x=1500 y=1650), on her body you will find
a another temple key.
(-) Kill the genie Ondabo (x=2090 y=910) for a Scimitar of the Defender +1.
(-) The Dias Room (x=1130 y=850).
! To open the doors to the white abishais stand on the right hand side of
the dias and turn it north. Stand left and turn it round till it faces
! To disable the anti-magic field; stand right then turn east, stand left
and turn west. (You learn this by talking to Nathaniel.)
! To unlock the study room (x=2070 y=1400); stand left then turn southwest,
stand right then turn northwest.
(-) Great Oak Painting (x=3240 y=1250)
Talking/looking at this painting and saying a certain word or phrase
will cause the stairway to change it exit:
! Death to Kuldahar and all who defy the will of the Cold Goddess! ->
Stairs leading from lower level to ground level (AR 4102).
! Andora? ->Andora village on crash site map (AR 4000).
! Lysan. -> Door leading to altar room (AR 4102, x 900 y 950).
! Auril, shower me with strength! -> Game room (AR 4102, x 2180 y 2500).
! Bedroom. -> Nickademus' bedroom. (AR 4102, x 1300 y 1400)
! From the Sea of Moving Ice.. -> White Abishai den (AR 4101, x 1500 y 500).
! In Auril's name, from winter's veil.. (Available after defeating Oria) ->
Oria's private vault room (AR 4102, x 1500 y 1000).
^-- Nathaniel's Ring of the Ram.
! Hmmm... Interesting.. -> Random location.
(e) Go downstair through the door (x=2600 y=760).
==( CH2.4 - The Ice Temple Basement - AR 4102 )================================
First should run around and kill all of the baddies.
(!) Retrieve Nathaniels bag of holding, it is in a chamber to the
south (x=380 y=1780). In order to do this you have to position a few
characters in different places.
Place one in the mirror room (x=450 y=1650).
Place one in the coffin room (x=1250 y=2100). Open the hidden passage
at x=1050 y=1900.
Go the center of the area to the prism room. Operate the prism device
with the lever (x=2020 y= 1190) so that it faces south. Use the other
lever to activate the device. A jolt will shoot south and bounce off
the mirrors in the shadow and mirror room opening the door there
(-) Get Nathaniels' bag of holding (x=160 y=2200). On your way back to
Nathaniel, lockpick Nickedamus cabinet (x=1060 y=1280).
(-) Go to Nickademus' bedroom, he has awoken from his sleep. Talk to him for
heaps of information about the temple and its devices. Be sure to ask about
(-) Find your way to the Great Oak painting and choose "Lysan". Take the stairs
down and they will lead to the shadow door (x=970 y=4100), touching it is
very painful. Open the hidden passage on the left.
Position one character in near the mirror just outside the shadow door.
Position another character near the mirror in the top left corner of the
map. Another character halfway through the corridor leading towards the
prism room. Rotate the mirror at x=2480 y=950 and leave a character there.
Rotate the prism device north and fire a jolt. If done correctly - the
jolt will bounce of all the mirrors and into the shadow door, opening it.
Go in the room and talk to the spirit, say its real name out loud:
Aeij-Kllenzr't. This will free the white abishai, go talk to them for
--( The Battle Arena x=2150 y=2500 )-------------------------------------------
(-) You get a key to Oria's room if you beat the battle square game on rank 1.
There are 3 levers together here, the bottom one is the on/off switch.
Put the other two levels on off (so they face west). The other levers set
the rank level 1-9.
Start the game. The character who pulled the level has to do some 1-on-1
battling. Obtain 3 squares to win rank 1 level 1.
Each rank has 5 levels. In order to win a rank you have to beat all 5
levels. Link up 3 tiles to win/end a round. Use the following patterns
to determine how to win levels.
LV1 LV2 LV3 LV4 LV5
xxo xxo xxo xx- xx- Select the tiles marked "x" first, end with the
--- --- --- o-x xox "o" tile to connect 3 squares in a row - you win
--- x-- xx- xx- -xx the level!
Rank 1 mastery: Dragon's Belt +3 Bonus to Reflex saves.
Rank 2 mastery: Potion of Holy Transference (+2 Wis, -1 Dex perm).
Rank 6 mastery: Club of Disruption (One-handed Mace)
Damage 1d6 +3
Attack Bonus +3
All undead and outsiders must make a Fortitude
or be destroyed.
(-) With the key go to Oria's room (x=2800 y=4100), and kill her. When she
threatens to break her staff let her. Run back to the game room and move
the levers so that it is set on "Inner Sanctum", then activate it.
Your party will get plain-shifted so they can combat Oria's Essence.
(-) You can now use the Great Oak painting to go to Oria's private vault room.
See previous section. Grab Nathaniel's Ring of Ram from the chest at
(-) You now have access to the rest of the chambers. (Minor treasures)
(-) Return to Nathaniel and give him the ring. Leave the temple.
==( CH3.1 - The Wandering Village and the Fell Woods )=========================
(-) Talk to Suoma, the wandering village elder (AR 5000, x 1850 y 420) to get
(!) (Missing children) Talk to Venla the Healer. (AR 5000, x 2420 y 870)
Exit the wandering village area to the east.
Enter the tent. (AR 5001, x 2400 y 630)
Inside you will find Limha. If you have a paladin in your party he will
expose her immediatly. If not you will have to exit the tent and proceed
eastwards into the Fell woods. (Do not buy any scrolls from Limha.)
From the entrance with the ghost (AR 5010) take the exit at x 190 y 290.
Wolf clearing (AR 5024) -> x 900 y 430
Container in trunk (AR 5017) -> x 490 y 220
Area with tree trunk (AR 5018) -> x 830 y 250
Area with tree trunk (AR 5019) -> x 830 y 250
This will lead to AR 5016, the Dryad area. Kill the Restless Dead. Carynara
the Dryad will appear. She will expose Limha. Return to the tent and
After getting rid of Limha and her trolls return to Suoma for a new
(!) Talk to Tahvo the Huntmaster.(AR 5000, x 2340 y 510)
Talk to Sordinsin the Tusked (AR 5000, x 900 y 1600), he's looking for his
Make your way to the Dryad area as explained in the previous section.
Dryad area (AR 5016) -> x 170 y 360
Spiders (AR 5020) -> x 210 y 350
Maze 1 (AR 5026) -> x 620 y 230
Maze 2 (AR 5027) -> x 850 y 900
Maze 3 (AR 5028) -> x 250 y 310
Maze 4 (AR 5029) -> x 850 y 900
This will lead to a clearing with some standing stones. Loot the
body at x 566 y 488 for the Drinking Horn. Watch out for the traps.
Take the west exit, return the horn to Sordirsin, loot his grave for
treasure, then report back to Tahvo and Souma.
(!) (Kyosti's Spirit) Talk to Kurttu (AR 5000, x 1890 y 670)
Talk to Carita (x 2400 y 570) and Leevi (x 2430 y 580),
then go back to the Fell Woods. Go to the area with the standing stones
as explained in the previous section.
Standing Stones (AR 5011) -> x 850 y 550
Frozen Pool 1 (AR 5012) -> x 705 y 570
Frozen Pool 2 (AR 5013) -> x 670 y 220
Frozen Pool 2 (AR 5014) -> x 250 y 230
Frozen River with 2 logs (AR 5021) -> x 330 y 240
3 Logs (AR 5022) -> x 850 y 270
3 Logs (AR 5023) -> x 830 y 720
Destroy the 3 will o'wisps in this area (AR 5030) Exit west. Talk to
the ghosts at the Fell Wood entrace, they will reveal the location of
Kyosti's Spirit. Go to the area with the tent (AR 5001). Talk to Kyosti
(x 700 y 600). Return to the village and talk to Kurttu and Suoma.
(-) Before you leave the village be sure to buy two hemp ropes and give the Fell
Wood remains to Suoma. Head for the Fell Woods, at the ghost entrance kill
the dark treant and go south-east.
--( AR 5004 )------------------------------------------------------------------
(-) Kill several trolls and babarians. Solve the boulder puzzle to advance
--( Wyvern's Nest - AR 5005 & AR 5100 )----------------------------------------
(-) Kill the White Wyrm outside, and the White Dragon inside the cave. Go
==( CH3.2 - The River Caves )==================================================
--( Hook Horrors and Duergers - AR 5101 )--------------------------------------
(-) Kill all the Hook Horrors and use the passage at x=1750 y=1700. Kill
the Ochre Jellys and Shambler. Loot the key from the corpse
(-) Go in the gate (x=310 y=1150). Speak to Barud Barzam and accept his
job to clear out the river caves of any monsters. Kill all the monsters
on this level, including the Jellys and Shamber. Return to Barud Barzam
and accept his next mission, to wipe out all the monks in the monastery.
(-) Grab the mining tools from the chest (x=750 400).
(-) Talk to Dragu Ironbreaker (x=1450 y=450 with your most intelligent
character to get his prototype crossbow, the Doom Bolter.
(-) Enter the tortore chamber (x=2250 y=570) with a cleric. After talking to
the spirit turn him with your cleric for some extra XP.
(-) Clear the rocks at x=3100 y=850 with the mining tools and proceed deeper
into the cave.
--( River Cave Exit - AR 5102 )------------------------------------------------
Kill Harshom and his gang. Loot the key of Harshom's corpse.
Exit the area.
==( CH4.1 - The Black Raven Monastery )========================================
--( Outside the Monastery - AR 5200 )------------------------------------------
(-) Loot the wyrm egg and ruby ring from the nest (x=1180 y=1200).
Kill the Yeti's and use the passage (x=2700 y=1400). Enter the monastery.
--( Monastery Interior - AR 5201 )---------------------------------------------
(-) Talk to Aruma Blade (x=1300 y=1300).
(-) Lockpick the door and break into Dolon Daemba's room (x=1045 y=1100).
Get the note from the chest (x=770 y=1050). Show the Dolon's letters to
(-) Talk to Salisam Harbash, you are now allowed to take the chamber test.
(-) Talk to Sersa (x=770 y=830) and ask if she can train somewhere else.
Offer to talk to Svaltid, the monastery trainer (x=910 y=480). You will
need a fairly high Bluff skill to convince him to train Sersa.
(-) Lockpick the store room door (x=1630 y=960) and enter. Talk to Ven or just
kill him on the spot. You don't want him looting the tomb a bit further
(-) Talk to Nonin (x=650 y=500) with a ruby ring in your inventory for
some extra XP.
(-) Go down the stairs and talk to Morohem to start the chamber trials.
==( CH4.2 - The Eight Chamber Challenge )======================================
(-) In every chamber there is a container with weapons.
<1> The Chamber of Stone
Pull the levers in the order as displayed on the northwest wall.
1 - 5 - 3 - 2 - 4
<2> The Chamber of Shadows
Enter the portals in the following order: Top, Right, Left, Bottom.
<3> The Chamber of Sorcery
The two green tiles will spawn a monk each. Once they disappear/get killed
closely watch the blue tiles. One will raise - step on it as fast as
possible. This will give you immunity to electricity. Keep killing the
Crystalline Monks, eventually it will end.
<4> The Chamber of Clockwork
There are 3 monks, focus your attack on one. Once its damaged enough one of
the levers in the wall will be accessible, pull it before the time runs out.
<5> The Chamber of Sand
Run around pushing the buttons to activate the fire beams. Try to make the
monks run into them.
<6> The Chamber of Silk
Kill all Poisonweb Spiders.
<7> The Chamber of Battle
Lure the Iron Monk onto the blue platform. When he is knocked down use the
lever on the northern wall. A door will open. Lure both monks onto their
own blue platform in this new room section. Pull the lever.
<8> The Chamber of Immolation
Destroy the two Brass Monks. A sorcerer with Mirror Image and Animate Dead
or Summon Fire Elemental does wonders.
(-) Talk to Salisam Harbash to learn that you've become an associate of the
Black Raven Monastery. You now have access to the lower tombs, go there.
--( AR 5203 )------------------------------------------------------------------
First kill the duergars, then empty the tomb (x=560 y=1100). Iron Golems
are very hard to kill, probably impossible in normal mode. Best strategy
is to cast invisibility on your thief and make a run for it.
(-) Exit the area (x=1400 y=50).
==( CH4.3 - The Underdark - AR 5300 )==========================================
(-) Upon entering this are you will be greated by Malavon Despana, accept
his hospitality. Agree to investigate the drider cave for Malavon.
Be sure to talk to Kadresh Olonrae and Viizra Arabani in the drow
(-) You will encounter the Lolthian assasins when you move your party to
(-) You can find some dwarfen merchants (Don't anger them) just south of the
drow camp. (x=550 y=2200)
Talk to Wode the Guileful for the best trade prices.
When you are about to leave the Underdark you can come back here to
slaughter them and loot the chests.
(-) Speak to Oinchack'olp the Mind Flayer (x=2450 y=1710) and accept his job
to retrieve his blue stone. If you return the stone (+2 Wisdom) you will
get a +2 Strength belt in return.
(-) Leave the area at x=3800 y=1260.
==( CH4.4 - The Drider Cave -AR 5301 )=========================================
(-) Loot the Incandescant Blue Ion Stone at x=1170 y=2610.
(-) Talk to Ginafae Despane (x970 y=700), convince her to leave the cave and
return to her brother.
(-) Speak with Imphraili Asserbai at x=1730 y=1870 and learn about the driders.
Loot everything in sight. You should find the following items:
3 Vial of Spores
Vial of Silvery Fluid
Imphraili's Transfusion Sotes
Progess Journal: Viciscamera
A Treatise upon Flesh Golem
(-) Feel free to kill Imphraili so you can use the
alchemy table (x=1640 y=1730). Create a Viciscamera conversion poison.
You can also enhance healing potions here or use the Wyrm Eggs to create
strength potions. After talking to Enhanced Flesh Golem you can attempt to
create "Sanguis Anima", a fluid needed to animate Flesh Golems. Use the
potion on the golem, then activate it by hitting it with a electricity
(-) Make your way to the Viciscamera Heart (x=3600 y=1000) and hurl the
conversion poison into its maw.
(-) Report back to Malavon Despana. Then kill the Mind Flayer to get his belt.
You can now leave the drow area at (AR 5300 x=3200 y=480).
==( CH4.5 - Z'Hinda Citadel - AR 5302 )========================================
(-) Scattered throughout this map you will find Lighting Generators, after
destruction there is a pickable container each with a diamond.
(-) You can forge your own magical axe at the armoury (x=620 y=1640).
(-) In the center of the map there is an Elder Brain, kill it to unlock the
(-) Leave the are through the rear gates (x=3040 y=500). Be prepared for a
--( Reunited with Oswald - AR 5305 )-------------------------------------------
(!) THIS IS YOUR LAST OPPORTUNITY TO RETURN TO THE BATTLE SQUARE ARENA.
After having killed Mirabel and Majrash, speak to Oswald.
==( CH5.1 - Kuldahar )=========================================================
--( AR 6000 - Kuldahar Pass )--------------------------------------------------
You will be greated by Hiepherus, a priest of Bane. Kill his minions and
proceed north, towards the watch tower (x=1750 y=850). Pick the lock and
go inside. Talk to Jermsy and Nathaniel. Agree to get rid of Hiepherus -
go through the gate at x=1500 y=250. They are also looking for Gerbash, he
can be found in the Kuldahar village (AR 6001 x=2900 y=830).
($) Jermsy was a little boy trapped in the windmill in Icewind Dale 1.
(-) Be sure to buy the Every God Ring (+5 Wisdom) from Nathaniel.
--( AR 6002 - Kuldahar Graveyard )---------------------------------------------
(-) Try to remember this place, you will return later in the game.
Kill all the undead and go in the cave (x=1600 y=250) to kill Hiepherus.
(-) Return to Jermsy after having killed all the undead in all of the areas!
Leave the area at (AR 6000) x=3780 y=1270.
--( AR 6001 - Kuldahar Village )-----------------------------------------------
(-) Talk to Conlan inside the house at x1010= y=1830 for information.
Head north to the tower (x=350 y=800) and speak with Sheemish, return
to his dad Conlan to let him know he is alright.
(-) Talk to Gerbash inside the house at x=2900 y=830 and return the tower
key to Jermsy and Nathaniel.
(-) Speak with Iselore (x=1790 y=2370). You will have to get rid of the
Yuan-Ti threat in Kuldahar by thraveling through the portal at
==( CH5.2 - Yuan-Ti Jungle - AR 6050 )=========================================
(-) You'll find a group of Mezro Warriors, speak to their leader Katchmat
(x=2230 y=1700) and learn about the idols and temple.
(-) Get the Religious Stele at x=1960 y=990.
(-) Get the two Religous Steles from the altar at x=1300 y=950.
(-) Get the Religious Stele at x=630 y=790.
(-) Talk to the Yuan-Ti teacher at x=520 y=1020 for some background
information (listen carefully), they will attack afterwards. Loot the
robes from the initiates.
(-) Equip the robes on all of your characters and go insite the
temple (x=330 y=1670). Paladin will refuse to wear it, you will miss out
a lot of story information.
==( CH5.3 - Yuan-Ti Temple - AR 6051 )=========================================
(-) Applicable only if you entered the temple disguiged.
Use your best Bluff and Diplomacy skilled character to scout the temple.
Throughout the temple you will get challenged by the guards. The following
questions and answers are possible:
Q: Who keeps the ancient venom of Sseth potent?
A: His faithful followers.
Q: What approaches at dusk?
A: The growing darkness.
Q: Where does Sseth embrace unbelievers?
A: In his cradle of scales.
Q: What drowns Selune's gleaming on a cloudless night?
A: The obscuring moon of our faith.
Q: What is the black flower of the world.
I wasn't able to get a proper answer for this one, neither of the
3 answers (Orchid, Sseth, Darkness) was the correct one. With the proper
skills you might be able to get out of the dialogue with the "Excuse me?"
(-) Use a rogue to disable the fire/acid pit traps.
(-) Pull the lever at x=2960 y=2230 and get the last Stele at x=3680 y=2150.
Doing this will set the Heartless Dead free. They will try to retrieve
their hearts which are located in the ritual chamber (x=2500 y=700). It's
not a good idea to do this if the ritual is taking place. A good way to
make sure they reach it to the altar:
Block off the doorway, pull the lever and cast Invisibilty on all the
(-) Talk to Jeszrael (x=2310 y=2480) to learn about Chimera's plans.
(-) With the proper skills you can get a lot of information about the temple
out of Yuan-Ti priests. Learn about Jeszrael and the vault room.
(-) Confront Ojaiha (x=2990 y=370) with these facts and try to make him stop
his attacks on Kuldahar. Prepare for battle! The rest of the temple will
remain neutral after this.
(-) To open the vault room you need to code. Talk to the Yuan-Ti cook
(x=2250 y=2620) for the first part. Talk to one of the Viper's Fang
Assasins in the room (x=300 y=1900) next to Ashra (x=710 y=2020) and
try to trick him. Go to the stone room (x=3300 y=1700).
The stone on the right side is the "Restore" stone, so don't press it.
Press all the stones from left to right, then push down the remaining 2
(-) After cleaning out everything return to the temple entrance and use all
the Steles on the altars to summon the Guardian. Kill the guardian and
immediatly head back to the portal. If you are too late the portal will
close and you will be trapped. After returning to Kuldahar a major battle
with start. Afterwars talk to Iselore and you will be able to travel to
the Dragon's Eye (AR6001 x=3770 y=1670).
==( CH5.4 - Dragon's Eye )=====================================================
(-) Collect and keep the following items: Rope, fire agate gems and wyvern
stingers. You need these later in the game.
--( AR 6100 - Dragon's Eye Entrance )------------------------------------------
You will entercounter High Sorceress Izbelah who makes a runner.
You can disable all the traps on the bridge at x=910 y=710. Enter the cave.
--( AR 6101 - Dragon's Eye Level 1 )-------------------------------------------
(-) Get the rope from the bridge at x=1757 y=1200.
(-) Get the wyvern stingers by killing wyverns near x=700 y=2060.
(They look like daggers when dropped on the floor.)
(-) Use the door at x=2800 y=2000, it's locked but you get a hint on how
to open it. Use the torture device at x=2911 y=1470 to open the door.
Rush down south through the door and free the prisoners. Speak with
Nheero Fhutma (x=2610 y=247) for information about the Dragon's Eye.
You will learn about the Histachii Transformation, wyvern poison and
the alchemy lab.
(?) There is a mage (x=3265 y=2420) in the prison which will attack you once
he is done casting protective spells. He also casts non-detection and
improved invisibility on the troll. In one occasion I talked to him and
told him he should get some rest. After I rested and woke up he moved to
the troll and starting buffing it and himself. He dropped the 7th circle
spell "Malavon's Rage".
(-) Go past the swinging blades (preferable with a high dex character) and
disable the blades with the switch at x=2315 y=620. Kill commander
Grisham. Place fire agate gems in the five braziers. Enter the passage
in the altar (x=3060 y=440).
--( Dragon's Eye Level 2 - AR 6102 )-------------------------------------------
(-) Nheero Fhutma to tell him about it. Accept his assigment to find
Mandal's sword. Mandal Graye's spirit will appear at his body.
(-) Travel west and talk to Nathaniel (x=290 y=1200), you can trade with him.
Just south is a Yuan-Ti pyramid and the alchemy lab (x=1900 y=2500).
(-) Exit the area through the opening at x=2900 y=2080.
--( AR 6103 - Dragon's Eye Level 3 )-------------------------------------------
(-) Make your way through the snake room to x=750 y=1580. Kill all
the slimes that spawn. Have your rogue search near x=740 y=1480, use
your thieving skills on the weak spot, it will open up a new area.
! Mandal's sword can be found on the ground x=2390 y=1590,
it's being guarded by a Iron Golem. Pick it up and bring it to back
to Mandal (AR 6102 x=2550 y=1260). Mandal will show you where he lost
his modified mandrake root. Go to Ancient Wyverns cave entrance on
level 1 (AR 6101 x=1750 y=1960), you need the rope here to descent.
Kill the wyvern and pickup the roots (x=2198 y=1990).
(-) Tell Nheero that you have found the modified mandrake root. Agree to help
him and go to the alchemy lab on level 2 (AR 6102 x=1900 y=2500). Place
the modified mandrake into the table at x=2020 y=2440. You can
intimidate the alchemist D'hey-jazerrion into making the potion or do it
yourself. Pull the lever at x=650 y=2450 to start the process. Afterwards
put the original mandrake root back in the table.
! While we are here you can make wvyern poisons by putting the 4 wyvern
stingers into the table at x=1850 y=2520.
(-) Return to Nheero with the Sabotaged Histachii Brew. Ask him about the
strange creatures with purple skin and severals eyes and tentaccles
(Feyrs); you can find Nheero later after his transformation in the library
on level 2.
! You can use the potion yourself immediatly to get passed the mind warded
room on level 3 (x=1730 y=550) but you will miss out a lot of dialogue and
(-) Talk to Nheero at the egg shells on level 2 (x=440 y=390), if he's already
transformed back you can find him in the alchemy lab. You can ask him for
another sabotaged potion or make one yourself. Ask about the Feyrs again, he
will offer to further study it in the level 3 study room. (Be sure to have
(-) Go to the room guarded by the Sseth's Eye (x=1730 y=550) and drink the
sabotaged brew, you can enter safely. Loot the cupboard (x=1920 y=130)
and you will find out if was actually a switch. It will lower the
drawbridge at x=1600 y=1750, go there and wipe out all the Efreetis.
(Holy Word + Acid Storm combo works really well.)
(-) Talk to Thorasskus (x= y=) a couple of times, he is disguiged as a child.
Eventually he will transform into his own form, kill him and use the passage
at x=2000 y=2450. If he flees you can find him at the snake statue.
--( The Holy Avenger )---------------------------------------------------------
You will fall down into the storage room. Be sure to loot the Medallion
of the Lost Followers from the containers. With this item you will be able
to obtain the Holy Avenger. Before leaving Dragon's Eye backtrack to the
Kuldahar Graveyard (AR 6002). With the medallion in your inventory take a
closer look at the grave at x=1330 y=850.
One of the more interesting battles in the game, you will be facing 6
high level characters:
Atalaclys the Lost - Mage (Undead Male, Chaotic Evil)
Str 10, Dex 20, Con 10, Int 30, Wis 20, Cha 9
Broken Khree - Monk (Undead Male, Chaotic Evil)
Str 18, Dex 20, Con 18, Int 12, Wis 10, Cha 10
Has boots of speed.
Inhein-Who-Was-Taken - Cleric (Undead Female, Chaotic Evil)
Str 10, Dex 20, Con 10, Int 30, Wis 20, Cha 9
Memorized Draw Upon Holy Might, Hold Person, Animate Dead, Circle of
Blades, Divine Shell, Blasphemy, Symbol of Hopelessness, Tremor.
Jaiger of the Fanged Seasons - Fighter (Undead Male, Chaotic Evil)
Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 10
Uses bow and arrows (WF), able to cast Hold Person, Dispel Magic and Cure
Kaervas Death's Hand - Fighter (Undead Male, Chaotic Evil)
Str 30, Dex 18, Con 20, Int 9, Wis 9, Cha 9
Uses an axe (WF).
Veddion Kairne - Fighter (Undead Male, Chaotic Evil)
Str 30, Dex 18, Con 20, Int 19, Wis 19, Cha 20
Uses a Warhammer +1 (WF).
You don't have to kill them to get the Holy Avenger, just pick it up from
Normal mode: "Cera Sumat", Holy Avenger - a one handed large sword.
Damage 1d8 +5
Attack bonus +5
Damage type: Slashing
Special: +2d6 against evil creatures (Holy)
+15 Magic resistance
can cast Dispel Magic, no limit per day.
(-) If you do go back for the Avenger you will come through Kuldahar. You will
notice all the NPC are lined up in the village. Talk to Nathaniel; learn
that he has never been inside Dragon's Eye. Return back to the Nathaniel
in Dragon's Eye and confront him, he will morph into Rakshasa Maharajah.
(-) Pour the wyvern poisons into the four pools.
South-east pool x=3060 y=2160
North-east pool x=2900 y=200
North-west pool x=550 y=240
South-west pool x=605 y=2150
Enter the now open door at x=3000 y=1350.
==( CH5.5 - Dragon's Eye Exit - AR 6104 )======================================
(-) Day Five
Head east and follow the path until you reach the bridge. Repair the bridge
with ropes. Talk to Archon (x=850 y=1450) and travel to Lord Pyros' domain.
Gathering information by speak with Ambassador Jasper (x=1950 y=1630).
Talk to archon and go to the embassy for some minor treasures. Head for the
Field of Slaughter exit. Kill Zil-t'yor and exit the area.
(-) Day Four
Head for the ambassy and talk to Jasper. Go to Pyros' Domain and watch
Inquisitor Venomin kill Lord Pyros. Go back to the ambassy and speak with
Venomin. Next destination is the amphitheathre, talk to one of the
Flamewalkers to learn about the trial. It seemed I was stuck until I
encountered King Lothar summoning Efreeti's at x=3200 y=1500.
(?) At this point I think my game was bugged, Yuan-Ti priests and thieves
spawned everywhere as well as a lone Iron Golem, which was quickly killed
by King Lothar. It seemed like all the monsters from Dragon's Eye
level 1 spawned here, including wyverns dropping stingers.
After all this I could go the Field of Slaughter exit.
(-) Day Three
Speak to Lord Pyros. If you have an antidote potion in your inventory
you can offer it to him. Learn about the play. From Lord Pyros' location
move north, the walkway (x=1950 y=1600) will flash and Venomim will
approach Lord Pyros. He informs him that Izbelah is innocent.
Visit King Lothar's Citadel. Lothar and Pyros will have a little
discussion. Afterwards you need to go to the amphitheater and watch
the play. Revisit King Lothar's Citadel and overhear the conversation
Lothar has with Venomin, he will get angry with you for eavesdropping.
Exit through the Fields of Slaughter.
(-) Day Two
Speak to Archon and have him take you to the lava mephit lair, loot
the chest - you need fairly high Open Lock skill. Talk to Lothar and
witness the trial. Save your game and proceed to the exit at the
Fields of Slaughter.
(-) Day One
Hurry to Archon and go to the ambassy. Kill Izbelah before she casts
the tempral statis spell, loot her corpse and go the exit at the Fields
--( AR 4103 - Nickademus Favor )-----------------------------------------------
You will get teleported to the Ice Temple, kill all the demons and
fiends. Once you are ready exit through the staircase on the right.
==( CH5.6 - Fields of Slaughter )==============================================
Almost finished the chapter!
--( AR 6200 )------------------------------------------------------------------
(-) Talk to Blah'mah with your best dialogue character, he will take
you to see his leader Kratuuk. Agree to kill M'darfein the lich, he will
give you a key to open the gate to the east.
Speak with Gorg (x=2420 y=1130) and kill the lich (x=1740 y=1970).
(-) Be sure to loot the Vial of Elven Holy Water from the elven corpse.
Purify the waterfall by using the vial on x=3340 y=1600.
(e) Fight your way until you reach the world map, travel to the Severed Hand.
==( CH6.1 - The Severed Hand Level 1 - AR 6301 )===============================
It's possible to bluff your way in at the entrance. If unsuccesfull
you might still learn that the severed hand has a Minister of Foreign
Affairs. Make your way into the severed hand where you will encounter
(-) Speak to Xavier Townsend (x=1340 y=490) for a lot of background
information. Ask to see the envoy imprisoned in the tower, he will
redirect you to captain of the guard.
GET THE DELEGATE PASS, with it you can travel unmolested through
most of the severed hand. This opens up a lot of extra quests.
(-) Talk to Jerre Stoh (x=700 y=1700) and gain valuable information about
the demons. Speak to the Glabrezu Guard, but not with an Aasimar.
(-) Talk to Ysha (x=470 y=1520) and agree to help her with the construction
plans. Find Kav Lathram (AR 6302 x=1100 y=500) on the second floor who
can alter the documents, then return to Ysha for some XP.
(-) Meet with Vashti Zerran (x=2230 y=780). She wants you to talk to the cook
about allocating more food to the slaves. Miram, the cook can be found on
level 4 (AR 6304 x=535 y=830). She is not very helpful, return to Vashti.
A short cinematic will follow showing you how you spot the thief. Talk to
Zaem (x=2583 y=1270). Bring him the ring of Nourishment which can be found
on level 2 at x=1100 y=500. Report to Vashti for some XP.
(e) Head up the stairs at x=1600 y=2050.
==( CH6.2 - The Severed Hand Level 2 - AR 6302 )===============================
(-) Talk with Roga Thulc (x=1760 y=2000), he has heaps of information about
the Severed Hand. Roga will ask you to convince Vylu on level 2 to stop
her pranks (AR6302 x=470 y=980), but she has a mental disorder.
(!) Get the ring of Nourishment and the Virulent Agent from broken barrel
at x=1100 y=500.(!) Help Fynne and Tasha (x=1650 y=580) by killing the
Demonic Construct. Loot the Tainted Demon's Blood and find the Diary of
(!) Talk to Vese Nejj (x=2700 y=920), he wants you to find a solution to a
portal puzzle in the Mage Tower. Accept his mission. Check the Mage Tower
section on what to do, return and insist on a reward. You'll be able to get
a Iron Will, Greater Fortitude or Lightning Reflex tattoo, a free feat!
(-) Grab the Diary of Zaem Astyr from the bookcase (x=570 y=1460).
(-) Stormlord Garuk Katah (x=2070 y=690) tells you a tiny bit about the
Globe of Essence.
(e) Go up the stairs at x=1400 y=1354.
==( CH6.3 - The Severed Hand Level 3 - AR 6303 )===============================
North-east -> War Tower
East -> Cleric Tower
South -> Officer Tower
West -> Wizard Tower
(-) Talk to Yxbudur'zmutkimdu, you will have some interresting dialogues
with a high Bluff/Diplomacy character. He is impressed and will let
you go alive, 1500 XP. (High INT?)
(!) Get the Bonding Agent from the cabinet at x=410 y=750.
(!) Get the Iyachtu Xvim Holy Symbol from the cabinet at x=800 y=1800.
(!) Get the Illmater Holy Symbol from the desk at x=1860 y=1834.
(e) Go up the stairs at x=1370 y=1610.
==( CH6.4 - The Severed Hand Level 4 - AR 6304 )===============================
(!) Talk to Riki (x=1160 y=755), agree to poison the guards food supply.
You need the following ingredients:
Virulent Agent (Severed Hand Level 2)
Tainted Demon's Blood (Severed Hand Level 2)
Bonding Agent (Severed Hand Level 3)
An alchemy lab (AR 6302 x=2690 y=1360) can be found on the second floor
of the Severed Hand. Ask Draceins permission to use the lab, it should be
alright as long as you have the delegate pass. Put all the 3 ingredients
in the table and wait a few moments. Now get the Lethal Virulent Poison and
go to kitchen. Put the poison in the food supply at x=870 y=750.
You need a fairly high alchemy skill, probably 20 or more - I
couldn't do it with 19 alchemy?
The alternative way of doing it is to kill all the guards in the room at
x=2200 y=1600. Report back to Riki and he will redirect you to imprisoned
cleric in the War Tower.
(!) Learn how to destroy the demons by showing the Dairy of Garuk to
Hatemaster Drothan (x=2230 y=940).
(!) Get the Chain of Drakkus out of the chest at x=2020 y=1840.
(e) Head for the Wizard Tower.
==( CH6.5 - The Severed Hand Towers )==========================================
--( The Wizard Tower - AR 6400 )-----------------------------------------------
.--""' / '""--.
." | | ".
." | | ".
/ | |
/ "-. / .-"
.' ". | | ." '.
| "-. | | .-" |
| )-. .-( |
" | ". ." | "
/ "-.-" /
". | .-' '-. | ."
| ." ". | /
/ .-" "-. /
(e) Connect the dots in the order shown above and you will be teleported into
the Mage Tower. :)
(!) Loot Orrick the Grey's Spellbook from the brazier (AR 6401 x=590 y=320).
(e) Go up the stairs at x=930 y=790.
(!) Get Orrick's Book of Mythal from the bookshelf (AR 6402 x=820 y=230).
(!) Get the Tome of Illmater from the bookshelf (AR 6402 x=205 y=230).
(e) Go up the stairs at x=640 y=730.
(!) Get Larrel's remains from the container.
(!) If you want to solve the puzzle quest, first report to Vese Nejj!
DO NOT SPEAK TO ORRICK BEFORE THAT!
(-) Talk to Orrick, be very thourough. In case you finished Vese's quest,
confess "I may have tipped to scales in their favour, Orrick" for some XP.
(e) Head for the War Tower.
--( AR 6700 - War Tower )------------------------------------------------------
You enter in the War Tower's central jail cell. Get the prison key from the
table and free the prisoners.
(!) Talk to Toral Sorn -> read "Ilmater Sanctification Ritual" section below.
(-) Talk to Ormis Dohor, someone transformed into a Lemure. Agree to help him.
See the Cleric Tower section.
(-) Speak to Puddy Talltale, promise to speak to Orrick about a safe way out.
(e) Go up the stairs to the second floor.
(!) Get the Bonds of the Faithful from the torture rack (AR 6701 x=250 y=309).
--( AR 6500 - Cleric Tower )---------------------------------------------------
The first floor is where you perform the ritual, check the
Ilmater Sanctification Ritual section below for further details.
(*) You will encounter Yquog on the first floor - the statue room, if you
didn't kill him in Fortress Cave (chapter 1).
Show him the bodies of a cat and/or woman and/or a man, you get extra
XP for this. Yquog will attack nonetheless.
You can find a cat on the second floor in the Cleric Tower,
a male body on the third floor in the Officer Tower and
a female body on the second floor in the War Tower.
(e) Go up the stairs to the second floor.
(-) You need six Holy Xvim Symbols to use the portal, they can be found at:
Severed Hand Level 2 - Guards guarding the Globe of Essence (2).
Severed Hand Level 3 - Cabinet at x=800 y=1800.
Cleric Tower Level 2 - Two symbols.
Cleric Tower Lever 3 - Two more Symbols
Equip the Xvim Holy Symbols and go through the portal (AR 6501).
Kill Tyrannar Brutai Mar for the Monk's Antidote (AR 6503). Go the first
floor of the Water Tower and give the antidote to Ormis Dohor.
(e) Go up the stairs to the third floor.
(-) You will see Ruinlord Mayzom Col having a lecture. Kill them all for
the Xvim Holy Symbols.
==( CH6.6 - Ilmater Sanctification Ritual )====================================
(-) Toral Sorn wants you to perform the Ilmater Sanctification Ritual,
you need four items:
Tome of Ilmater (Wizard Tower)
Ilmater Holy Symbol (Severed Hand Level 2)
Bonds of Suffering (War Tower second floor)
Tears of the suffering (From Jerre, Severed Hand Level 1)
(-) Head to the first floor of the Clerics Tower and "talk" with the
Ilmater statue. Place the items on the pedestal and start the ritual.
The Iyachtu Xvum Statue proposes an alliance - Isair and Madae will not
be able to summon demons in the final fight if you agree to slay 10
slaves. Doing this will pervent you from completing the ritual, so you
won't be able to free the Severed Hand slaves. You can not choose this
option with a paladin in your party. Reject his offer.
Iyachtu Xvim - Tanari (1)Cleric/(8)Fighter/(18)Wizard - Lawful Evil
Str 24, Dex, 24, Con, 22
Int 16, Wis 16, Cha 18
Casts: Sunfire, Chainlightning, Fiery Cloud,
Great Shout, Gate and Meteor Swarm.
Very vulnerable to Cold and Electricity damage.
He dropped a very nice axe in normal mode:
Greataxe of Cleaving +5 (Two-handed Axe)
Damage: 1d12 +5
Attack Bonus: +5
Damage type: Slashing
Special: +2d6 slashing damage
(-) Continue with the ritual. Check your inventory, you should get the
Holy Water of Corellon Larehtian. Return to Toral Sorn for some xp.
(-) Go to the pool room on the third level of the Severed Hand. Purify
the radiant pool by pouring Holy Water in.
(-) Destroy the Globe of Essence (AR 6302 x=2150 y=600).
(-) Note: The guards will have 2 Holy Xvims, so you probably have 6 now. That
means you can now travel through the portal on the second floor of
the Cleric Tower.
(-) Go to the first floor of the Hand and kill the Glabrezu Guard. Talk to
Jerre Stoh to free the slaves.
(-) Return to Toral Sorn in the War Tower jail cell.
(-) Speak to Riki on the fourth floor of the Hand. Head for the Officer Tower.
--( The Final Battle )---------------------------------------------------------
(-) Kill everything in sight on your way to the top floor of the Officer
You will interrupt a conversation between Captain Pudu and Vyxein. You
need Captain Pudu's key so you can open the door at the top of the War
(!) ONCE YOU ENTER THE TOP LEVEL OF THE WAR TOWER YOU CAN NOT GO BACK!
(-) You will meet Nalakore at the top of the War Tower, defeat her and
get your party ready for the final battle.
==( Legal Information )========================================================
Icewind Dale II 2002 Interplay Entertainment Corp.
The BioWare Infinity Engine 1998-2002 BioWare Corp.
Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN REALMS, the
FORGOTTEN REALMS logo, DUNGEONS & DRAGONS, the D&D logo, Wizards of the
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