Icewind Dale Enhanced Edition (PC) Walkthrough Part 1: Main Game

Walkthrough Credit: Haeravon

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| Prologue: Easthaven |
| |
| Questing Easthaven |
| |
Sequence of Events: {WLK001}
1) Welcome to Easthaven
2) Booze Blocking Basement Beetles
3) Pest Pulverization
4) Into Easthaven
5) Hrothgar’s House
6) Day-Dreaming Jhonen
7) Temple of Tempus
8) Aspel’s Wolf Problem
9) Warehouse Wolf Reward
10) The Blue Lady
11) Truth or Not-So-Truth
12) Elisa’s Reward
13) Pelt Pocketing
14) Keeping Jed Off the Wagon
15) In the Inn
16) Pomab’s Emporium
17) Initial Equips
18) Finding Fish
19) Leaving Easthaven
20) Into the Orc Caves
21) Orc Eradication 101
22) The First Big Fight
23) Even More Orcs
24) Ogre and Orcs
25) Caravan Down
26) Errands and Exit


Winter’s Cradle Tavern (AR1006)/ Cellar (AR1015)
1) Your adventure begins, as do all good adventures, in a tavern.
Hrothgar will speak to the party briefly, then leave. He does the
typical nice guy sheriff routine-welcome, but watch your ass while in
my town. You can talk to Hildreth Highhammer (x=800, y=500) about the
expedition if you wish, or any of the townspersons for that matter. In
fact, if you talk to normal townsfolk enough you’ll get briefed on just
about every quest we’ll tackle in town.
2) Talk to Grisella (x=590, y=320) north of the bar, and ask for some
spirits. Get her to tell you about her beetle problem, and agree to help
remedy the situation. Oh boy! Our first quest!

Note: It doesn’t matter how you get this quest-be nice, be greedy,
whatever. There is a global variable “Grisella_Cash” that pops up if
you demand more money… but it doesn’t seem to do anything at all.
3) Head down the stairs (x=900, y=300) to the cellar, where you’ll find
four Beetles. Unlike most foes in this game, they won’t fight back, so
if you want to be desperate and scrounge for extra experience points,
just raise the difficulty before bashing them… eventually. Yay, you
survived your totally non-threatening combat tutorial. The developers
are now confident that you have a pulse. Head back upstairs and talk to
Grisella to claim your reward.

(Because you bashed the bottle-bogarting basement beetles)
EXP 1200
Gold 5

Note: I figure I might as well say it now, for you greedy folks out
there. Raising the difficulty DOES increase the quest experience you
gain. I knew this before I had Infinity Explorer, but by taking a quick
gander you can see it at work indisputably. Complete this quest and the
following occurs: AddXPVar(“Level_1_Easy”,14978″). Note that the ‘Easy’
in the variable doesn’t refer to the game difficulty, but the quest
difficulty. Since most of the quests in Easthaven require little in the
way of combat, if you want to maximize your experience gains, you might
as well raise the difficulty before turning in experience rewards. This
is a good idea throughout the game, in fact. Monsters also give more
experience points on harder difficulties, but that actually does require
a bit more effort on our part. Do what you will. All experience rewards
listed for quests will be those gained on the normal difficulty setting,
but you can expect up to twice as much if you set the difficulty to
the max setting.

Easthaven (AR1000)
4) The town of Easthaven and… well, it’s a dump. Like all games of
this type, there are plenty of little quests to do to get us in the RPG
spirit, and places to explore… and of course, shopping. Being
unarmored and wielding Quarter Staves is not the path to success,
people. We’ll get to shopping shortly. First, however, head into
Hrothgar’s House, (x=2000, y=350) past the Fishmonger’s (which we need
not bother with yet).

Hrothgar’s House (AR1004)
5) The obvious thing to do here is, of course, talk to Hrothgar. He’ll
invite you on the expedition south, and you can accept a quest to search
for an overdue caravan. The Fishmonger also has some interest in this
caravan, but since we won’t get anything out of talking to him now, we
can just wait to bother with the Fishmonger. You can steal a few things
from Hrothgar’s house, but be careful and save. Hrothgar going hostile
ends the main quest, so be sure not to save the game unless you succeed.

(x=320, y=420) Short Bow, Arrows x20
(x=370, y=550) Scribbled Note
6) Head south from Hrothgar’s House to find a ‘Townsperson’ standing
around (x=1450, y=1030). Talk to this Jhonen, and listen to him
complain about his dreams. Be nice to him and offer to help, and stay
honest with him on this quest. Not because you’re good people, but
because a super awesome sword *MIGHT* depend on how you handle this
quest. Or maybe not, how would I know?

Temple of Tempus (AR1001)
7) Now, let’s get more story out of the way by visting the Temple of
Tempus, to the west (x=550, y=550). Inside the temple you can speak to
Everard about Jarrod’s Stone, and to Accalia about Tempus in general.
The former is relevent to the story… or it will be, eventually. The
latter is just mindless Forgotten Realms flavor… you know, for
immersion, or something. Everard will also allow you to peruse temple
services. There aren’t many temples throughout the game, but they
all work the same way, so I might as well explain them here. You can
buy various healing spells-he is a Cleric, after all-but if you’re
cautious, and have your own Clerics, you should never need to pay for
your healing. Seriously, if somebody dies, I just reload and try
again. Anywho… you can also donate money to the temple, but doing so
doesn’t seem to raise your reputation in Icewind Dale, so why bother?
Everard also sells some goodies-mostly potions and scrolls, but also
a Potion Bag and Scroll Case, which might be working picking up, for
inventory management purposes. Lastly, the temple will also identify
unidentified magical items for you… but you’re better off using
the Mage spell “Identify” instead. It’s 100 gold each time you pay to
have something identified, and that’ll add up to a massive amount of
cash in the long run. If you want some goodies without paying for it,
however, you can also two potions of healing from Everard.
8) Exit the temple and head south and you’ll eventually happen upon
Aspel the Scrimshander (x=770, y=1810). He’ll ask you to get rid of a
Wolf that broke into his house. Head to the locked door (x=1120, y=1720)
and either pick the lock or bash the door open, then head inside.

Scrimshander’s Workshop (AR1010)
9) Once inside you’ll immediately be attacked by the feral Wolf. Smite
it-unlike the Beetles earlier it’ll fight back, but that doesn’t mean
it’s much of a threat. Once done, head outside and tell Aspel that his
Wolf problem has been resolved for a quest reward.

(For whuppin’ the wild Wolf in the workshop)
EXP 1200
Gold 25
Item Aspel’s Dagger*1

*1: Apsel’s Dagger is a non-magical dagger that gives a +1 bonus to
THAC0. It’s pretty standard fare to find such petty weapons near the
beginning of the game.
10) Continue south-west to reach the shore, along which you’ll find a
‘Strange Blue-Skinned Woman’ (x=150, y=2630). Could it be, perhaps, the
woman from Jhonen’s dream? Of course it is, how often do blue-skinned
women just wander around the beach? She’ll give you a sword that
belonged to one of Jhonen’s ancestors and ask you to return it to him.
11) Time to humor her and resolve this quest. Go talk to Jhonen and tell
him you discovered the reason for his dreams. You’ll get one of two
options-either lie and tell him that the Elisia-the blue-skinned lady-
is trying to kill him and that the cure is to give up all his worldly
possessions (sounds like religion!), or you can tell him the truth and
hand over the broken useless blade. I strongly suggest the latter path.
Being good is its own reward, surely, but even better than that, it’ll
endow you with a real reward later.

(For lying to Jhonen)
EXP 1200
Item Knucklehead Trout x3 (sell for 25gp each), Dagger. Not to
mention you can sell the Shattered Blade of Aihonen for 75gp.


(For telling Jhonen the truth)
EXP 1200
12) Now you can go back to Elisia. If you chose to lie, you can continue
to do so and get more rewards. If you actually told Jhonen the truth,
you’ll get the same monetary reward, plus some experience for being a
good person.

(For lying to Elisia)
Item Pearl (sell for 100gp)


(For telling Elisia you delivered the blade of Aihonen to Johnen)
EXP 1200
Item Pearl (sell for 100gp)

House (AR1013)
13) Head into the house across from Aspel’s Warehouse (x=310, y=1850)
and open the box at (x=400, y=150) for a Winter Wolf Pelt. This former
puppy sells for 250 gold… or you could hold onto it for now, as it
can be turned into a magical item later. Granted, you can get more of
them in the future, and by the time you can really afford to craft said
magical item, you will have more of them… and the magical item isn’t
very good anyways, but do what you will. Anywho, let’s head over to Old
Jed’s House (x=1980, y=1220).

(x=400, y=150) Winter Wolf Pelt

Old Jed’s House (AR1009)
14) Really the only thing to do is talk to Old Jed (x=360, y=280). He’ll
ask you to buy him some wine from Pomab’s. Agree to help his raging
alcoholism and gain even more incentive to visit Pomab’s Emporium. I’ll
list the quest reward, below, for when you return with Jed’s hooch.
Now, for one last stop before we go shopping head to the Snowdrift Inn
(x=3200, y=1300).

(For helping Old Jeb stay off the wagon)
EXP 1200
Gold 6

Snowdrift Inn (AR1008)
15) You can chat to the enthusiastic Quimby (x=550, y=640, and rent a
room if you’re hurt. You can also find an ‘Elf’ (x=550, y=230) named
Erevain Blacksheaf, who complains about the weather. Elves-a race of
pansies if I ever saw one. Best of all, you can score a little bit of
extra loot for your imminent shopping spree. Once done, go visit Pomab’s

(x=720, y=230) Skydrop Gem
(x=1030, y=480) 13 gold

Pomab’s Emporium (AR1007)/(AR1016)
16) Pomab (x=790, y=500) will sell you the basic gear you’ll need, and
he’s a real charmer besides. You’ll probably have no qualms about
robbing his bookshelves upstairs (x=1000, y=500). Splint Mail is a
really good purchase for your fighters at this point in the game, and
anybody who can wear a Helmet should. Depending on your play style, you
might also be interested in a variety of other items. With a high
Dexterity, Splint Mail, and a Shield, your Armor Class could be -1. Not
bad at this level. Make sure to buy some wine for Old Jed, and sell off
the loot you’ve found. If you’re playing Heart of Winter, you’ll want to
pick up any storage devices you can grab. They’ll help keep your
inventory clean, trust me.

***ITEMS*** (AR1016)
(x=450, y=200) Tchazar Gem x6, High Quality Dagger
(x=350, y=150) Potion of Healing, Scroll of Sleep*1,
Scroll of Chromatic Orb

*1: This spell will prove very handy against the orcs and goblins you’ll
fight later. As a general rule of thumb, I give all scrolls to Syrenil
first, since she’s my dedicated archer and doesn’t wear much armor,
she’s the most suited to taking up the role of party Mage.
17) For a point of reference, this is how my party is decked out when
they leave Pomab’s Emporium:

Ilnathias ‘Icefang’: Splint Mail Armor
Large Shield

Amirule Alteslay: Splint Mail Armor
Morning Star
Medium Shield

Kaelinalia: Splint Mail Armor
Morning Star
Small Shield

Nauzhir the Red Chain Mail Armor

Eraithul Chain Mail Armor

Syrenil ‘Softstep’ Studded Leather Armor
Composite Long Bow
Arrows x400

The first five characters-the Fighter/Mage/Clerics, all will serve duty
as front-line Fighters, while Syrenil ‘Softstep’ will stay back as an
archer. For now, our spell-power is so low that we’re better off just
wearing heavy armor. Later on in the game we’ll find Bracers of Defense,
Mage Robes, and Elven Chain Mail that will allow us to cast our Mage
spells while remaining well-defended.
18) Head south across the bridge. A scared boy (Damien) will tell you
about monsters in the town. Agree to help him get his catch back and
head south to find some Goblins. They think they’re sneaky and want you
to walk east to reach them, where they’ll take great pleasure in
shooting at you. I just shoot down their archers and wait for their
melee Goblins to come to me. They’ll drop a variety of sellable loot,
and the Goblin Elite will drop a Knucklehead Trout, as well as something
random, 1st play he gave me a suit of Scale Mail Armor, 2nd play he gave
me a High Quality Morning Star, and 3rd play he gave me a Potion of
Healing, and on yet another playthrough I got a High Quality Dagger…
bottom line, you’ll get something of the sort. Give the fish back to the
boy to complete the quest… Or you could also keep the fish and sell it
yourself for 25 gold.

(Give Damien the remains of his fish)
EXP 1200

Orc Caves, Exterior (AR1200)
19) Now, it’s time to go looking for that missing caravan, meaning now
I have to do the obligatory ‘leaving the area’ tutorial. Go back to
where you killed the Goblins and proceed to the eastern edge of the
map. Move your cursor near the edge of the map and the icon will change
to a travel wheel. Click on it, and boom-you’re in another area. Cool,
eh? Make sure you have enough ammunition for a few fights.
20) From where you appear head north and west. There will be some Wolves
to kill, and behind them some caravan carts outside of a cave
(x=200, y=250). Smite an Orc near the entrance to the cave and continue
on it… Somehow, I don’t think things are looking good for this

In the original game, the Orc you encounter outside of the cave didn’t
put up a fight. Instead, it ran back into the cave. It got some spine
for the Enhanced Edition, it seems. Or suicidal tendencies, rather.

Orc Caves, Interior (AR1201)
21) When you enter you’ll be accosted by some Orcs. You’re going to be
fighting a few of them in here, and they come in three flavors-axe
wielding warriors, archers, and shaman. All are pretty weak, but low
level rules apply. My multi-class Fighter/Mage/Clerics have all of
11 Hit Points right now, which is just two good hits away from death.
Battles are more luck than tactics right now, so just keep an eye on
your Hit Points and withdraw wounded characters. If you get sqeamish
about the number of foes you encounter at any given time, you can win
most fights by simply casting a “Sleep” spell. Might as well use it
while it works-you really won’t get too many opportunities.
22) Continue north from the entrance and smite a handful of Orcs at a
fork in the path before exploring to the west, considering north is a
dead-end. The western path opens into a large chamber, with quite a few
Orcs milling around. I think it’s safe to call this the first real fight
in the game, even though it’s still not difficult. You’ll find an Orc
Shaman here who will try to cast some buffs on his buddies, and/or
debuffs on you. He’s really nothing more than a nuisance, making him one
of the few spell-casters you can afford to ignore. Slay them all, loot,
and explore to the south to find a crate with some toys inside.

(x=2170, y=1570) Fire Agate Gem, Lynx Eye Gem,
Scroll of Protection from Petrification*1

*1: Mage scrolls are handy little devices that allow you to cast the
spell on the scroll without using spell slots. On the other hand, if you
scribe the scroll into a spellbook, that spell is added permenantly into
your repertoire, and can be cast as many times as it’s memorized. Save
ALL mage scrolls you get. They’re invaluable, especially with so many
hungry Mages greedily eyeing every scroll we find.
23) From the large room you’re in, explore to the north-west to find a
lone Orc standing at a fork in the tunnel. Slay it, then explore to the
east to find another Orc Shaman and some cronies to kill. Backtrack and
explore the northern-most of the two western options to find three Orcs
guarding a chest. Make the Orcs dead, and the chest yours.

(x=450, y=650) 97 gold, Silver Necklace, ~Ring of Lesser Resistance*1
(3rd Play: Fire Dagger +1*2)
(4th Play: Girdle of Beatification*3)
(7th Play: Quiet Boots*4)
(7-x Play: Ring of Protection +1*5)

Note: Items in the ***ITEMS*** section that have the ~ symbol in front
of them are random loot. When alternatives have been found, they’ll be
listed below the item list, along the with the playthrough in which they
were found. In the above list the ~Ring of Lesser Resistance is the
random item I originally found. 7th Play: Quiet Boots means that on my
7th playthrough of the game I found Quiet BOots instead of the Ring of
Lesser Resistance.

*1: This guy gives a +2 bonus on all saves versus spells. Put it on one
of your front-line characters, who are more likely to suffer from
hostile magic.

*2: This Dagger gives you a +2 bonus to THAC0 and has a +15% chance of
dealing 1d4 fire damage. Any and all weapons that deal fire damage
should be kept, as they make keeping Trolls down easier… at least, if
you don’t want to buy Arrows of Fire for the purpose.

*3: A belt that gives its wearer the benefit of a Bless spell, namely
a +1 bonus to THAC0.

*4: These humble boots give a +7% bonus to Stealth. Eh… I’d rather
have the ring, but there’s no harm in throwing them on Syrenil.

*5: This ring gives you a +1 bonus to Armor Class and Saves. Pretty
decent for our level, but we’ll find (steal) a superior ring later on.
24) Backtrack to the fork again and head down the south-western path.
Kill some Orcs, and continue traveling south-west, then south, as the
path changes. Orcs need death, and eventually you’ll reach another large
chamber to the south. Here you’ll find your first truly threatening
creature-an Ogre. If you’ve leveled by now, your superior Hit Points
will serve you well, as Ogres pack quite a punch. Don’t let injured
characters tangle with the Ogre, withdrawing them as necessary. The
Orcs are just distractions-take down the Ogre first, then mop up. Use
spells like Sleep or Command to put the Ogre out of the fight. Once
everything is dead, loot-the Ogre will drop the note ‘Caravan Contract’,
and a Potion of Healing. There’s also a chest with your name on it to
the east.

In Insane difficulty or Heart of Fury mode, you’ll find three
additional Ogres here. For a fresh party, spells are essential here…
and a great deal of luck. Without Sleep, Entangle, or Command: Die,
you’ve got little chance of winning on Insane difficulty, as these
Ogres are probably going to kill you in one hit. On the other hand,
strong parties replaying this area, or in Heart of Fury mode have
nothing to fear. Each of the extra Ogres will drop a Winter Wolf Pelt,
along with some token coinage.

(x=1500, y=1800) Winter Wolf Pelt, 43 gold, Scroll of Horror

Fishmonger’s House (AR1005)
25) Well, that was fun. Head back to town, sell off your booty, and go
visit the Fishmonger (Gaspar), who lives between Hrogthgar and the
Winter’s Cradle Inn at (x=2470, y=400). Show him evidence of the
caravan’s demise and you’ll get yourself some more quest experience.
Time to report to Hrothgar.

(For showing Gaspar evidence of the caravan’s demise)
EXP 1200
Gold 25
26) Talk to Hrothgar and tell him the fate of the caravan. In return,
he’ll kindly send you on another mission-to pick up supplies for the
expedition from Pomab’s Emporium. Hurray. So… head over to Pomab’s
Emporium and talk to Pomab, give him the ‘Supply List’ list for some
more experience. Go back to Hrothgar to leave Easthaven.

(For telling Hrothgar about the caravan)
EXP 2400
Item Supply List

(For giving the shopping list to Pomab)
EXP 1200

| |
| Kuldahar Pass |
| |
It’s a short-lived expedition, as one might expect. Enroute to Kuldahar
our group is attacked by Frost Giants. Predictably, everybody save our
humble batch of protagonists finds themselves buried under an avalanche.
I suppose in this part of the world, it’s more of an occupational
hazard, really. Still, we’re not a terribly impressive bunch yet-the
best hope for Kuldahar will never arrive. We just have to hope that
whatever happens, we are allowed to hone ourselves against weak foes,
and somehow continue to gradually increase our might against
escalatingly more powerful enemies before encountering whatever is
behind Kuldahar’s troubles. But what are the odds of THAT happening?

Kuldahar Pass, South (AR2000)
Sequence of Events: {WLK002}
1) Post Avalanche Hermit
2) Goblin Genocide
3) Huge Ogre Headache
4) More Monster Mayhem
5) Beetle Cave Beatdown
6) Goblin Marshal Migrane
7) Orc-Occupied Mill
8) Out of the Closet
9) Goblin Tower

1) After a cutscene a Hermit will come speak with you. He’ll point you
in the direction of Kuldahar and warn you of Goblins. There are indeed
plenty of Goblins about, but they really pose no threat and warrant no
special strategy to beat. We could make right for Kuldahar as soon as
possible, but why skip out on any loot and experience? As with the Orc
caves, if you find some tough opposition, a Sleep spell should clear
things up.
2) Head east along a road, and at a fork you’ll find some Goblins
waiting. Chop them down and head along the northern road and find more
Goblins. To the east you’ll find a ruined farmhouse and… even more
Goblins. Loot the barrel near the farmhouse for a Potion of Healing
and continue east to find a river bed bridged by two… well, bridges.
The northern bridge is a small, unimpressive wooden structure that
leads to a mill, while the southern bridge is… well, small, stone,
and unimpressive, and it’ll take you to Kuldahar. Along the way-Goblins,
Goblins everywhere! Kill whatever Goblins you find, loot, and collect
yourself on the road on the western side of the river bed.

The enemies haven’t changed, only their number. You can expect there
to be more Goblins around than usual. Particularly, there will be quite
a few Goblin Marshals stomping about.

(x=2180, y=1300) Potion of Healing

Ghereg’s Tower (AR2003)
3) Head north along the road and follow it when it turns west-kill
whatever Goblins dare to stand in your way-and you’ll eventually come
across a tower (x=1720, y=750). Inside of this tower is an ogre named
Ghereg (x=300, y=320) who has a headache. If you’ve got a Druid in
your party, you can tell Ghereg about a recipe that’ll cure his
headache… if not, we’ll have to avoid provoking Ghereg for now until
we can learn a remedy for his headache from an NPC Druid, which we’ll
be able to do shortly. Why help an Ogre? Quest experience, of course!

(For giving Ghereg your headache cure)
EXP 1200

Kuldahar Pass, North (AR2001)
4) Continue around Ghereg’s Tower along the path until you find an
area transition along the north of the map (x=1500, y=100). In this area
you’ll find a bunch of Goblins (many of which are archers) preying upon
some beetles. Against a party packing this much martial prowess, they
really don’t stand a chance, but if you want to pretend that there are
some tactics involved, casting a Sleep spell will simplify matters. When
all the goblins are dead enter the cave at (x=1200, y=200).

Kuldahar Pass, Beetle Cave (AR2002)
5) Inside are some beetles munching on some goblins. You can easily
dispose of them one at a time, as they won’t attack unless you attack
them… so… if you have ranged weapons, and want to turn up the
difficulty to score some extra experience… well, I won’t tell if you
won’t. They’re worth 1240 Experience Points each on Heart of Fury mode.
Once you’re done, search the goblin bodies (x=150, y=330) and
(x=505, y=405) for some gold, nine Arrows +1, and a Jasper Gem. Now
leave the cave (x=200, y=500) and head back to Kuldahar Pass
(x=200, y=950) (AR2000).
6) Return to the northern (wooden) bridge to the east and cross it.
Put down any Goblins that are still alive around the mill and talk to
a Goblin Marshal (x=3400, y=470), if you wish. He’s got much the same
problem as poor Ghereg. Too bad nobody cares about goblins and ogres,
right? Loot a barrel (x=3000, y=670) for a Potion of Healing before
entering the door behind the talkative Goblin Marshal (x=3250, y=400).

(x=3000, y=670) Potion of Healing

It’s not too important, but in the Mill you’ll encounter an Orc named
Uligar, who can drop-among other things-the shield Stoutward. It’s not
a game-changing item, but it is one of the better shields you’ll be able
to get for a while. Quick-Save before entering, kill Uligar, and if he
drops a shield, you’re gold. If not, reload and try, try again. You can
also score Glimglam’s Cloak, which is another decent low-level
protection item.

Mill (AR2004)
7) Inside the mill (AR2004) an orc named Uligar will demand tribute.
You can pay him 50 gold to avoid a fight, or just kill him and his crew.
By far the easier choice is killing him. Uligar and his cronies have
assorted loot, including a Scroll of Blur and a random item drop-I’ve
found the following;

(1st Play: The Merry Shorthorn*1)
(2nd Play: Stoutward*2)
(4th Play: Wand of Trap Detection*3)
(6th Play: Applebane*4)
(7th Play: Glimglam’s Cloak*5)

There are some stairs down at (x=340, y=160.)

*1: This Bardic toy allows its user to cast Bless once per day. Any
Cleric can do the same.

*2: Stoutward gives a +2 armor class bonus, but no missile bonus. Still,
a full-time Armor Class bonus of two is nice for now. I put it on my
third Fighter/Cleric-Ceyalya. In my mind, her 3rd-place position in the
party means she shouldn’t be leading the party often, and hence, is
less likely to be targeted by missiles. Better shields will go to my
1st-and-2nd position Fighter/Clerics, as I find them.

*3: This toy could have come in handy on an early playthough. If you
don’t have a Thief-or a sketchy Find Traps score-this could be a very
handy item indeed. At the end of the day, it replicates a 2nd level
Cleric spell once a day, or a Thief skill you should already be raising.
I wouldn’t rely on this drop, as I found it only one time in seven runs
through this area. Besides, it doesn’t disarm the traps, merely lets you
know where they are. Not quite enough, really.

*4: A simple +1 Dagger with a ‘cute’ story. Nothing remarkable about it
at all. By the way, despite my own diminuative stature, I hate

*5: This Cloak gives a +1 bonus to Armor Class and Saving Throws… not
a bad item at this stage in the game.

Mill, Basement (AR2005)
8) In the cellar (AR2005) there are several goblins to kill and loot to
be had. Once the orgy of killing and looting is over, open the door at
(x=850, y=150) to find a little boy named Jermsy (x=850, y=130). As long
as the goblins outside are dead, you’ll get experience for talking to
him. Unless of course, you find it hilarious that his family died. Then
you get nothing. And shame on you. Getting Jermsy to leave the closet
completes the quest.

(For rescuing Jermsy)
EXP 2400

(x=520, y=220) Throwing Axe x6
(x=290, y=150) Sunstone Gem x3
(x=375, y=125) 15 gold

Mill, Tower (AR2006)
9) Now head up a ladder (x=250, y=400) to get to the mill tower, where
you’ll find a few more goblins to kill. Once they’re dead, you’re done
with Kuldahar pass for now. Exit the mill and head to the east of the
map. The area transition to Kuldahar is well, anywhere along the
eastern edge of the map, but for the sake of argument, let’s say it’s
across that fancy stone bridge to the south (x=3830, y=1200).

| Chapter 1: Kuldahar |
| |
| Questing Kuldahar |
| |
Well, there’s no way to get back to Easthaven until spring. I mean,
logically, the snow would melt and the avalanche wouldn’t be blocking
our way, right? Makes sense. Unfortunately this is a video game, and in
video games it doesn’t matter how many DAYS pass-the sun revolves around
quest progress. Still, pretend with me for a moment, would you? In the
mean time, until weather changes and the passes clear *winkwink*, we
might as well hang around Kuldahar. And since its survival is now our
survival, we might as well see about the troubles around here. I mean,
how much trouble could an isolated tundra village be involved in?

Kuldahar (AR2100)
Sequence of Events: {WLK003}
1) Nate-A Most Wondeful Name!
2) Gerth’s Equipment Shoppe
3) Orrick’s Tower
4) Arriving at Arundel’s
5) Arundel’s Ogre Asprin
6) Mirek’s Missing Heirloom
7) Hjollder’s House
8) Garnet-Giving Gal
9) Root Cellar Tavern
10) Evening Shade Inn
11) Conlan’s House
12) Oswald’s Airship
13) Temple of Ilmater

1) To the east is a kid (x=550, y=2000), who has an oddly sexy name.
Talk to Nate, this handsome, intriguing, Cadillac of children, and
he’ll tell you about Arundel, and suggest that you should talk to him.
We’ll explore the town as we go, and fortunately for Nate, Arundel’s
House is nearby, so we’ll be seeing him soon. First things first,
however, head into the building at (x=1000, y=1800)

Gerth’s Equipment Shoppe (AR2113)
2) Inside is Gerth (x=370, y=170), who else? He runs the general store,
and will offer to buy ‘historically significant’ items from you. This
is, however, primarily a junk shop, where you can sell gems, jewelry,
and odd items that have no apparent function. He also sells some bardic
instruments, but as I have no bard, I have no interest in them. You may,
however, want to consider buying the Gem Bag, if you didn’t buy one

Bardic Horn of Valhalla
This horn summons 2-4 berserkers to fight for you. They’re full of
weak-sauce, however, and are little more than distractions.

Lyre of Progression
Allows the bard to memorize two additional 2nd-level spells and one
extra 3rd-level spell. This is actually one of the better Bardic aids
in the game, as 2nd-and-3rd-level spells are pretty useful.

Orrick’s Tower (AR2101)/(AR2102)
3) When you’re done looking at the junk in Gerth’s shop, head north
along the path to find a tower (x=350, y=800). Inside, on the first
level, you will find Weenog, a ‘tame’ Goblin who serves the master of
the tower. The Mage who owns this tower-Orrick-is through the door at
(x=380, y=300). Talk to Orrick (x=360, y=180) and ask about his work,
eventually accepting to keep an eye out for any Elven ruins you might
just happen to stumble across. What do you think, are the odds of that
ever happening?

He’s not just a mindless quest-giver, however, he also sells stuff-Magey
stuff, in fact. He’ll be your source of Mage Scrolls and other magical
trinkets throughout most of the game. Right now, however, I’m broke, so
I won’t be buying anything, even though I’ll tempt you by listing the
decent items he has for sale right now. He will update his inventory as
you advance through the game, so it pays to check back at the beginning
of every chapter… don’t worry, I’ll let you know when there’s shopping
to be done.

He can also turn some monster bits into magical items, provided you’ve
got enough cash, and you bring him enough monster bits. We haven’t
found any of the bits we need yet, save a Winter Wolf Pelt, and that’s
not enough to craft anything, but it’s worth pointing out. Don’t worry,
I’ll let you know what goodies you can have Orrick craft as we find

Finally, before leaving, there are a few trinkets we can grab now.
I already said I was broke, but this doesn’t stop me from stealing from
Orrick, who has an Amulet of Metaspell Influence*1 and a Ring of Free
Action*2. My Fighter/Mage/Thief, Syrenil, has a 35% Pick Pockets score
right now, so this will take some save/loading to do… but hey, magical
gear is worth a little bother.

Clasp of Bron’s Cloak
This simple item grants its wearer a 5% resistance to Piercing,
Slashing, and Missile attacks-physical damage, in other words. 5% is not
a huge bonus-on a normal game, against most foes, it means you’ll be
taking one less point of damage from attacks. Really, 5% equals one
point of damage reduced out of twenty. It’s… a petty little accessory,
but if you have the coin to spare, it… well, it’s decoration, really.

Girdle of Gond
A belt that adds +10 to Open Locks and +5 to Find/Remove Traps. It’s a
fair toy for any Thief, but Syrenil will not really benefit it for long
(100% Find/Remove Traps is all I need, and when she hits 3rd level as a
Mage she’ll have Knock). Save your money.

Robe of Enfusing
This robe gives a two point Armor Class bonus, +5% Magic Resistance,
and allows you to memorize one additional 1st-level Mage spell. Seems
good, and it’s decent, but we’ll find better. It stacks with other
protection items, and can be worn with Bracers of Defense.

Scarab of Goodwill
You can use this to cast Friends (normally a Mage spell) once per day,
but it can only be used by Clerics. At this point in the game, it’ll
set you back about 7000 gold. For a 1st-level Mage spell. Once per day.
That can only be used by Clerics. On the other hand, you can just buy
the spell Friends for about 120 gold. Does the same thing, for a sliver
of the price.

Bag of Holding
Do I need to even describe how awesome this item is? You find loot,
and you put it in. An indispensible inventory managment item. Its
cost is fairly hefty, but it’s worth grabbing as soon as you can, as
it’ll allow you to accumulate more loot before having to return to

|Mage Spells|
1st-Charm Person
1st-Chromatic Orb
1st-Color Spray
1st-Expeditious Retreat
1st-Find Familiar
1st-Magic Missile

2nd-Agannazar’s Scorcher
2nd-Cat’s Grace
2nd-Detect Invisibility
2nd-Melf’s Acid Arrow
2nd-Mirror Image
2nd-Power Word, Sleep
2nd-Ray of Enfeeblement

*1: A simple little amulet that will give us one extra 2nd-level Mage
spell slot. It’ll outgrow its usefulness eventually, but in the mean
time, an extra 2nd-level Mage spell won’t hurt. Besides, it’s not like
you PAID for it or anything.

*2: This ring prevents you from being paralyzed, either from a Hold
Person spell, Web spell, or from a critter’s attack. We’ll be fighting
foes who can paralyze you sooner than you think. I put this on my party
leader-the first into the fight is most likely to be affected by these
effects. Good news, we’ll get another one of these rings shortly, which
can go on my second Fighter/Cleric, Amirule.

The Bag of Holding is new the Enhanced Edition… at least, it’s new
to Orrick. Also, he’s got new spells.

Arundel’s House (AR2112)
4) Leave Orrick’s Tower and head south, past Gerth’s Equipment Shoppe,
to find Arundel’s House at (x=1400, y=2150). Within this tree-abode
you’ll find, Arundel (x=300, y=250), of course. Chat with him a bit to
learn about the town and its troubles. Apparently the ‘Great Oak’ in
town is a judgemental prick plant, and is allergic to some evil presence
in the mountains. As the tree gets sick, the warmth it provides fades;
this is a problem in an arctic environment… although if the stupid
tree were to die, at least there would be plenty of fire wood on hand!
Still, I don’t want to have to chop wood, do you? No? Good. That means
we need to search out this evil and stop it. Eventually Arundel will
send you off on a quest to investigate the Vale of Shadows, which is our
next major quest… once we’re done playing around in Kuldahar. Talk to
Arundel again and tell him about the ogre in the pass (if you didn’t
already give him a cure, courtesy of a PC Druid) to learn about an
herbal remedy that may help poor Ghereg.

Before I run off to medicate an Ogre, however, pick pocket another Ring
of Free Action from Arundel. Now both of my leading characters have one.
5) Now, this might be a little inconvenient, but you can return to the
Ogre with the headache in Kuldahar Pass. We’ll never really have an
excuse to return there for any other reason, and there’s no good reason
to put this off (after all, we could use the levels), so head there at
your leisure. Tell Ghereg the recipe Arundel related to you for some
quest experience. Now we’re done with Kuldahar Pass… No really, this
time I mean it. Return to Kuldahar.

(For giving Ghereg Arundel’s headache cure)
EXP 1200
6) Continue east, then north over a wooden bridge. There’s a house to
the north-west (x=2000, y=1600) that contains absolutely nothing
interesting. Carry on to the east, past a statue of Archdruid Tolben,
and north past another house (x=3000, y=1800) which is entirely
uninteresting, to reach a snow-covered wooden bridge, near which you’ll
be pestered by a ‘Frightened Townsperson’ named Mirek. He’ll approach
and say he’s being chased by Yetis*. Sure enough, two Yetis will appear
that need some death. They’re more formidible than Goblins, but they
should still fail to pose any real challenge. After the Yetis are dead
talk to Mirek. He’ll tell you about the Vale and ask you to recover a
family heirloom that his brother Silas was carrying.

*Yeti Pelts are good stuff early on in the game. Refrain from selling
them until you have a full inventory, as prices go down as you dilute
the market. Selling off sixteen Yeti Pelts in one go will earn you more
money. You can also turn those Yeti Hides in to Orrick, who will craft
Yeti Hide Armor +1* for you if you bring him ten pelts… and you pay
2500 gold. Don’t worry, we’ll be fighting more Yeti soon.

The Yetis here have been replaced with Tundra Yetis. Presumably a
slightly more powerful version? They die just as well.

*1: It might be tempting to craft yourself a suit of magical armor for
the sake of novelty… but this armor isn’t really worth it. It’s as
protective as Chain Mail, and it can be worn by Thieves (albeit with
penalties), but… well, penalties aside, it’s just a suit of Hide
Armor +1 with +15% cold resistance. You’ll find better soon enough,
might as well save your money.

Hjollder’s House (AR2109)
7) Now, to loot some houses that are actually interesting… well, kind
of. Over at (x=2750, y=1250) will be a house containing the barbarian
Hjollder (x=280, y=150)-instigator of the Heart of Winter expansion. Of
course, at this point in the game he does little more than to tell us
about his problems, and if we offer to help him out, he’ll tell us how
much we suck (there’s a level requirement for Heart of Winter, kids).
Before you go, however, there is a bit of looting you can do-be sure to
grab the Sling +1 from the closet near Hjollder. Just click on the
closet and wait-your party members should squeeze their way over to it
eventually. Honest.

(x=300, y=100) Sling +1, Bullets x20, 40 gold

House (AR2016)
8) The house at (x=2200, y=900) has a Mummy’s Tea on the bookshelf at
(x=300, y=100). In this house I also talked to the townsperson inside
about Kresselack, and ultimately obtained a Garnet Gem out of the
conversation. Score.

(x=300, y=100) Mummy’s Tea

Root Cellar Tavern (AR2111)
9) After looting the houses of Kuldahar, head to the Root Cellar Tavern
(x=2030, y=850). There are a number of folks to chat with in here.
Whitcomb will get you liquor and Lysan will talk about the troubles of
the town. Amelia is the questy sort, however. Talk to Amelia about
getting a room. She’ll tell you about the mysterious circumstances under
which the new owner of The Evening Shade, a halfling by the name of
Aldwin, came to own the establishment. We’ll have to be sure to bring
that up when we head over to the inn, won’t we? Also note that you
can talk to any random townsperson to learn about the troubles of
Kuldahar. People going missing, evil weather, that old rag. If you talk
to one with a Paladin, and ask about temples, you can champion the cause
of Ilmater for some experience.

(For pushing Ilmater to the peasants)
EXP 1200

The Evening Shade (AR2114)/(AR2115)
10) Speaking of the Inn, head over to The Evening Shade Inn
(x=1200, y=500), where you cand find the new proprietor-Aldwin-at
(x=370, y=300). He’ll be charging three times the average rate for
rooms, and will insist that his claim to the store is legitimate. Hmm…
There’s searching to be done. Take the stairs at (x=50, y=150) and loot
around until you find Eidan’s Legacy Ring (x=320, y=380). Once you have
the ring, you have some options. When you confront Aldwin, you can force
him to confess to the elders, or you can blackmail him into giving you a
free room whenever you want it. It’s nice to get a free place to rest
in town, but with a party full of Fighter/Mage/Clerics, I always have
some healing, so I’ll rarely need much rest. Still, you don’t get any
less experience either way, so there’s really no reason not to
blackmail him and save yourself a few coins down the road.

***ITEMS*** (AR2115)
(x=250, y=180) Studded Necklace with Zios Gems
(x=320, y=280) Eidan’s Legacy Ring

(For forcing Aldwin to confess)
EXP 3225


(For blackmailing Aldwin)
EXP 3225
Misc Free Noble Room

Conlan’s House (AR2103)
11) It’s time to head to the blacksmith’s shop, which is at
(x=1480, y=400). Inside, Conlan-the blacksmith-will whine about his son,
and say some rather pessimistic things, overall. You can offer to find
his son, but this is a good distance off. In any case, sell any junk
you’ve been collecting from the Goblins. He’s got some nice equipment
for sale, but almost all of it is well out of our budget… but that
doesn’t mean I won’t discuss his goodies! Note that Conlan, unlike
Orrick, will NOT update his stock… ever. This is a good thing, because
his better items are quite expensive. You can also try to nab Conlan’s
Hammer from his chest, but if you don’t have a good Open Locks score or
the Knock spell, you’re probably out of luck.

Ammo Belt
A cheap, but useful item, if you’ve got characters who use missile
weapons, it’ll really help with inventory management. Just stick
ammunition inside (particularly magical ammunition that you less
likely to use reguarly) to keep your inventory clean.

Daisy +3
Comparable to The Black Bow-it’s a Crossbow that gives +3 damage, +5
THAC0. There’s one draw-back to Crossbows, however, that this weapon
doesn’t address-their low rate of fire compared to bows. Some Crossbows
you’ll find will give extra attacks per round, hence resolving this
issue, but this one will not.

Evil Spider Crusher of Doom +2
How can you argue with a weapon named ‘Evil Spider Crusher of Doom’?
It sounds like a freakin’ Diablo weapon! Anyways, it’s a weapon that
gives a bonus versus spiders. Spiders shouldn’t be too much trouble,
but at least this weapon has a base +2 enhancement bonus.

Faith Killer +2
A +2 Axe that gives +5% Magic Resistance and has a 5% chance to cast
Dispel Magic on targets you strike… very similar to Bala’s Axe from
Baldur’s Gate 1. There are better solutions for enemy spell-casters,

Fayr’s Halberd +3
Another plain +3 weapon, if you’re married to Halberds, it might be
worth a look, but you can find better.

Giant Killer +1, +4 vs Giants
A +1 Sling that is +4 against Giants. There are a number of giants in
the game (Verbeegs, Ettins, Frost Giants, Fire Giants), but the best
way to deal with them is NOT by chucking rocks, even +4 rocks. Hitting
them with a highly enchanted melee weapon in the hand of a Grand Master
is a better idea.

Hellpick +3
Hellpick is a very expensive +3 Hammer, with absolutely nothing special
about it save an improved Speed Factor. Unfortunately, you can purchase
The Giving Star AND The Love of Black Bess for the same price.

Helm of the Trusted Defender
What can you say? This helmet rocks. It gives a +3 Armor Class bonus
and makes the wearer immune to Sleep and fatigue. The only problem?
It can only be worn by Gnomes and Halflings. I might have made
concessions for Heart of Fury by advocating an all-good party so I
could gather the Shimmering Sash, but I won’t do so here. Yes, it is
a very nice helmet, but a multi-class Half-Elf has better class choices
than a Halfling or a Gnome.

Lonesome Road +3
A +3 two-handed Axe that boosts your Constitution by one point. It’s a
decent weapon, really, but again, two-handed weapons aren’t great for
front-line Fighters, as it deprives them of the use of a shield. Note
that Lonesome Road is the name of a Fallout: New Vegas DLC, made by
Obsidian (the revived, post-Interplay version of Black Isle). Just
showing off the anachronism of this guide.

Pig’s Eye +4
This racist weapon is yet another item that is more powerful versus
a certain enemy-in this case, Orcs. Don’t scoff, they won’t all be as
weak as the ones we’ve already dispatched. On the other hand, it’s a
very expensive weapon, and we’ll find a comparable one-not a single
coin wasted.

Pikeman’s End +3
A simple +3 two-handed sword. You’ll find a highly enchanted two-handed
sword (or rather, a few of them) along the way, so you don’t need to
spend money here.

Reliance +4
Reliance is a simple +4 Dagger. If you’re using Daggers on a Mage or
Thief-they don’t warrant you spending tens of thousands of gold on
their melee weapons. If it’s for, say, a Fighter/Druid, then you may
have a case, but you’ll find tons of daggers.

The Black Bow +3
This bow gives a +3 damage bonus and a +4 THAC0 bonus, making it a
pretty potent weapon. Still, you’ll find plenty of potent Long Bows
throughout the game. This bow really needed to be a Short Bow, to even
warrant a serious look at it.

The Blade of Bael +3
Nothing special about it, it’s just a very, very expensive +3 Bastard

The Giving Star
Probably the best weapon being sold by Conlan, all things considered.
It’s about half the price of many of the other weapons, has a +3
enhancement bonus, and has a 10% chance to cast Cure Light Wounds on
the wielder (that’s you) and increasing your Strength by one.
Unfortunately it can’t be used by Good characters, so I won’t be buying

The Love of Black Bess +3
How can you hate a +3 Mace? Sure, it has a 10% chance to cause foes
to lose 4 points of Luck-whatever the hell that means, but it’s dirt
cheap compared to most of the other weapons! Really, it costs 1/3 as
much as The Giving Star. It’s hard to argue against a +3 weapon for
7000~ gold.

The Lucky Scimitar +2
Magical Scimitars aren’t very common in this game, and any Fighter/Druid
eagerly desires such weapons. A plus for this weapon is that it is dirt-
cheap, comparitively speaking, so it might be worth purchasing if you
decide not to go with Daggers. It’s a +2 weapon that bestows the effects
of the Luck spell unto the wielder-which grants a +1 bonus to saves and
attack rolls. Not bad.

The Spear of White Ash +3
This Spear is a +3 weapon that has a 5% chance to deal 1d6 extra
damage. The +3 part is pretty nice, but the 1d6 damage… eh… What
ever. I’d rather have a shield on my front-line characters, which means
spears are out.

The Staff of Eron +3
A simple +3 Quarter Staff, at a premium price. Who would be using
Staves, anwyays? Mages? Their melee prowess doesn’t warrant the price,
and Druids? They’re better off with a Shield.

The Sword of Myrloch Vale
A +3 Long Sword that boosts your Lore. I can’t really think of anything
good to say about a Lore boost, really, but a +3 weapon really speaks
for itself. Sadly, by the time you have tens of thosands of gold at
hand, you’ll have already found (or will soon find) better.

Tombsweeper +3
Tombsweeper is a decent +3 blunt weapon that can be used by any of
our Fighter/Mage/Clerics. It suffers from too much competition, however.
Both The Love of Black Bess and The Giving Star are cheaper, and better.

Trollslayer +1, +4 vs Trolls
I try to stay away from weapons that gain most of their power against
only one specific foe (unless that weapon kills said foes outright, and
said enemies are half of the creatures in the game), but Trolls can be
very annoying, and this weapon is… well… an ideal way to deal with
them. Your only other options? Have potions of Fiery Burning, use
spells, or hopefully use a weapon that deals fire or acid damage, which
you would have needed to have found. If all else fails, keep this sword
in mind.

(x=350, y=100) 110 gold, Conlan’s Hammer*1

*1: It’s only a +1 War Hammer that improves the wielder’s THAC0 and
damage when fighting iron golems. Still, it can hit ANY creature that
requires a magic weapon to keep, making it a useful tool at any level.
There are much better weapons out there, but Conlan’s Hammer is still
worth holding onto.

Oswald’s Airship (AR2108)
12) Our last stop is Oswald’s Airship (x=3100, y=400), east of Conlan’s
House. Oswald (x=400, y=150) is rather strange, but he’ll sell you a
variety of potions. Of particular interest are Potions of Invisibility
and Potions of Giant Strength. If you have money burning a hole in your
inventory (which you don’t) you’d do well to stock up on these. Most
importantly, Oswald has a good number of items to pick pocket. These
include two Oils of Fiery Burning, a Potion of Firebreath, a Necklace of
Missiles*1, and a Ring of Protection +2*2.

*1: This unassuming piece of jewelry allows you to cast a weak (6d6)
Fireball-a great asset for a low-level party. You’ll never really need
it, and it only has one charge left (so it doesn’t sell for shit,

*2: The Ring of Protection +2 is something that’s going to be useful
the rest of the game, and while there might not be a placement issue to
worry about yet, it’ll come in handy on the characters who can’t wear
armor (mages). For now, just stick it on your party leader, where it can
remain until you find some magical armor to replace it with. Daisy-chain
it down the party as you find magical armor.

Temple of Ilmater (AR2107)
13) Now head south down near the statue of Archdruid Tolben, then east
to find a snow-covered bridge. Head north along the dried up river-bank
to find the Temple of Ilmater, (x=2800, y=700), outside of which is the
painfully boring Brother Ferg. Inside you’ll find Ferg’s brother…
Brother Gus. Talk to Sister Calliana (x=220, y=250), who is the only
remotely interesting character here. Question her about being the
“acting” head of the temple, and she’ll tell you that both of her
senior priests-Revered Mother Egenia and Brother Poquelin-have gone
missing in recent weeks. Oh well, missing townsfolk, missing priests,
we’ll get to these easily-lost villagers later. Despite her temporary
status, Sister Calliana provides temple services identical to those
provided by the Temple of Tempus back in Easthaven. Use them as needed.
Yay. Now that I’ve covered all of the places in this town…

We’re done with Kuldahar for now! We’ve plundered what we could from
this little afterthought of a town, recieved some quests, and gained
access to free lodging. It’s time to travel to the Vale of Shadows,
which can be accessed by exiting from the eastern edge of the map
(x=3830, y=1700).

| |
| The Vale of Shadows |
| |
Finally, we’re done with the prologue, and really, Kuldahar was just as
much of a tutorial as Easthaven was. This game starts out slow, but we
are finally looking at our first bit of real adventuring, with dungeons,
treasure, monsters and all that…

Vale of Shadows (AR3000)
Sequence of Events: {WLK004}
1) To the Northern Tomb
2) Skeletons and Zombies
3) Trap Cherry!
4) To the Southern Tomb
5) Ghouls and Ghasts
6) Grabbing the Gate Key
7) Yeti Chief Slaughter Fest
8) The Yeti Cave
9) Yet Another Tomb…
10) Therik’s Tomb
11) Snatching the Sanctum Key
12) Town Run!
13) To Kresselack’s Tomb

Tomb (AR3401)
1) Dark, windy, snowy, fun. Head directly east, ignoring a fork to the
south, and into the tomb at (x=1800, y=200). You’ll encounter some
Lesser Shadows along the way, but fear not-they’re no big deal. If they
hit you, they’ll bestow ‘Bad Luck’ on you, which will go away on its
own after a few rounds. Inside the tomb you’ll encounter some Skeletons
and Zombies, petty undead that should pose no threat. The Skeletons
will drop weapons-occassionally ‘High Quality’ versions, notable by
their healthy green hue. These weapons function the same as their normal
counterparts, but they have a +1 THAC0 bonus. If you find a High Quality
version of a weapon you like, be sure to equip it.

There’s even more glory for my triple-classers in Heart of Fury mode,
as they possess the ultimate cheap tactic if ever there was a cheap
tactic. Even weak monsters in the Vale of Shadows are fairly tough in
Heart of Fury mode, but there’s a trick we can-and should-employ. Cast
Invisibility on any Cleric, turn off party AI, then activate their
seldom-used ‘Turn Undead’ ability. The monsters in Heart of Fury have
been boosted, sure, but not enough to make them immune to smiting by a
high-level Cleric. It’s an instant-death effect which, if you’re a high
enough level (Clerics level 20+, or go home) should annihilate most
undead passively, quickly, and easily from here until… well, past
Dragon’s Eye. I will merrily refer to this tactic as… Invisosmite!
Note that the invisibility part of it is optional-if you have a party
like mine, activating the ‘Turn Undead’ ability on all five triple-
classed characters and walking around is enough to turn my party into a
moving instrument of death. It does, however, work to make you
completely invulnerable while you smite-even if most undead won’t be
able to withstand you for longer than a round anyways.
2) Loot the skeleton on the wall (x=780, y=650), then continue up the
stairs to the west. Here you’ll find the first quasi-dangerous foe in
the game (save that Ogre, if you were under-leveled), a Carrion Crawler.
Its attacks can paralyze you, and since it attacks quickly and has some
Skeletons supporting it, a paralyzed character can be in some real
trouble. Engage it with the two characters protected by Rings of Free
Action. Once the Carrion Crawler is dead, mop up the Skeletons.

(x=780, y=650) Studded Leather Armor, Antidote (Cursed)*1,
Potion of Agility, Scroll of Luck

*1: You will occassionally come across potions that look different from
‘normal’ versions of that potion. If in the item description it says the
potion looks ‘murky’ or ‘oddly colored’ or some such, don’t drink it.
It’s either cursed, spoiled, or fake-either way, it’s detrimental to
your health.
3) To the east, a fork. First explore to the east to find a trap that
needs to be disarmed. Why does it need to be disarmed? To make this tomb
safe for the children! Now explore up the northern fork, where another
trap lurks at the entrance to the tunnel. Disarm it and explore north
until you find another skeleton that can be looted.

(x=940, y=130) Shortbow, Arrows x5, Scroll of Stinking Cloud*1

(x=990, y=450)
(x=620, y=380)

*1: Stinking Cloud is a fairly nice spell for debilitating groups of
enemies. Alas, most of your enemies are undead, and won’t be affected by
it. In any case, with the Rings of Free Action I prefer Web, since I
won’t be harmed by its effects.
4) Exit the tomb and backtrack to the west until you reach the fork
again. At it, head south until you encounter some Yeti. We killed them
just fine in Kuldahar, and there’s no reason you should have more
trouble killing these ones than those. Continue south along a narrow
path until you reach another fork. Head east, the north. Smite some more
Lesser Shadows, then continue east to find another Tomb (x=1200, y=400).

Note: Resting outside in the Vale of Shadows might result in you being
ambushed by Yeti. This isn’t necessarily a bad thing, if you want to
score some (relatively) easy Experience Points, and some Yeti Pelts.

Tomb (AR3101)
5) Immediately inside the tomb you’ll be attacked by some Skeletons and
a Ghast. Ghasts and Ghouls are rather unfriendly due to their ability to
paralyze your party members. In the Gold Box D&D games, this set you up
for a coup’de’grace. Fortunately, you’re not a one hit kill while
paralyzed in Icewind Dale, but you will be hit by every enemy attack.
Being paralyzed can allow the enemy to quickly tear a character to
ribbons, and is best avoided. If possible, characters with Rings of
Free Action should draw the attention of Ghouls and Ghasts to prevent
their paralyzation from working.
6) Grab the Gate Key from the golden statue to the north (x=350, y=450)
and cautiously explore the level. In the tunnel west of the golden
statue room are three traps waiting for you, and beyond them more undead
(including a Ghoul). To the east of the golden statue room there’s a
trap that triggered at around (x=950, y=500) that I couldn’t detect
even with Find Traps at 90%-so it’s probably beyond the means of fresh
parties to detect. It summons some Lesser Shadows for you to kill, so
it’s probably worth tripping anyways. Turn the undead back into bits
of bone and ectoplasm, loot the sarcophagus in the north-eastern corner
of the level, and head back out into the Vale.

(x=350, y=450) Gate Key, Scroll of Identify, Potion of Healing,
Scroll of Remove Fear
(x=260, y=330) Leather Armor +1, Scroll of Cure Light Wounds
(x=770, y=150) Potion of Healing, 21 gold, Scroll of Grease,
Scroll of Strength, ~Huge Long Bow*1, Potion of Genius
(3rd Play: Halberd of Sparks +1*2)
(4th Play: Flawless Two Handed Sword)
(7th Play: Finest Long Sword)

(x=300, y=720)
(x=230, y=630)
(x=170, y=540)
(x=950, y=500)

*1: A +3 damage bow. Unfortunately it lowers your Armor Class by 1, but
if you’re a pure archer, who cares, right? Of course, if you have a
Composite Long Bow already, you’ve got +2 damage and +1 THAC0. This bow
isn’t worth the trade off.

*2: It’s a +1 Halberd with a 15% chance to deal an extra 1d10 electrical
7) Back-track to the last fork and explore to the west, following it as
it switch-backs to the east, until you finally reach yet another fork.
This time, explore to the north. Some Yetis are standing around waiting
for somebody to kill them. Oblige, then continue east to reach the
center of the map, a large platform dominated by a statue of a robed
figure. The prayers of statues are as effectual as the prayers of
people are-even more so, because they can hold the pose longer and
statues don’t commit sins by liking things. It’s the truth. We should
all endeavor to be more like statues, those blessed things (you can
start by giving me all your worldly possessions-those things just lead
to trouble). Anyways, more Yetis can be found around here, to the west.
You’ll also find a ramp leading south, which you should take. Kill more
Yetis as you explore down the ramp, then to the east. In front of a
cave you’ll find the Yeti Chieftan, a slightly tougher Yeti. Kill it and
loot it for two interesting items-Mirek’s Family Heirloom, and a Long
Sword +1 (7th Play: I found a Morning Star +1*1, which is all the more
agreeable to my new party. You can also find a Short Bow +1 here, for
what it’s worth. In the Enhanced Edition I found a War Hammer +1.)

*1: Pretty simple weapon, it’s got a +1 enhancement, which is better
than anything else I have. Like with shields and armor, I’ll equip the
leader of my party with the finest gear I find, and daisy-chain down the
roster until everybody is uber.

Yeti Cave (AR3001)
8) Now, there’s a cave nearby (x=2000, y=1300)… I know you want to get
back to town and turn in that amulet, but it can wait. There’s really
no good reason to explore this cave now, since we’ll be coming back here
later to resolve a quest… but there’s good loot inside we’d be well
served by picking up now. Wait. That IS a good reason. Anyways, inside
kill all the Yeti you find (there should be five of them) and loot the
crates to the north. This will get you some nice items, and enough Yeti
Pelts to fill an inventory. Lots of Clericy stuff here, eh?

(x=390, y=390) Mace +1*1, Chainmail, Potion of Agility
(x=370, y=410) Gold Necklace, 12 gold, Potion of Fire Resistance,
Gnomish Tools*2
(x=340, y=440) Fire Agate Gem, Turquiose Gem, Zircon Gem,
Moonstone Gem, Potion of Freedom
(x=310, y=420) Potion oif Healing x2, Potion of Genius,
Scroll of Glyph of Warding, Scroll of Prayer

*1: Another +1 blunt weapon, another Fighter/Mage/Cleric is happy.

*2: These tools are new to the Enhanced Edition… and they kind of
seem questy, no? You should probably hold onto them. If only there
were any Gnomes we knew in town…

Tomb (AR3201)
9) Return to the large platform with the praying figure and explore to
the north. There’s another tomb up here, if you still have the inventory
space for some adventuring. Kill some Lesser Shadows along the way and
enter the tomb at (x=2600, y=400). Once inisde, you’ll be accosted by a
number of Skeletons and a Ghoul. None of which should be able to phase
you… at least, if the Ghoul is nice and attacks party members equiped
with a Ring of Free Action. Smite until you’re the only things standing,
then loot. Once done, head north. There’s a trap in the doorway that
needs to be disarmed, and another trap by the sarcophagus that I
couldn’t detect. It summons a number of skeletons in the niches around
the sarcophagus, so again, there’s no real problem in triggering it.
This is not the same trap as the trap ON the sarcophagus itself, mind

(x=180, y=580) Scroll of Find Traps, Scroll of Chant
(x=780, y=460) Potion of Healing, Mummy’s Tea
(x=850, y=320) 35 gold, Gold Ring, Bastard Sword, Scroll of Infravision,
Scroll of Protection from Evil, Potion of Infravision,
Chainmail +1*1

(x=600, y=550)
(x=850, y=320)

Now, we’ll have a chance to fish for another item shortly. This one
isn’t terribly impressive, but it’s not hard to get, either. In the
next Step we’ll be traveling to a tomb, wherein we’ll encounter a
Skeleton named Therik, who has random loot drops. I suggest you quick-
save before entering the tomb, kill and loot Therik, and if you get a
magical ring, keep it. If not, reload and try again.

*1: This armor is no better than Splint Mail, so you don’t need to
bother wearing it. It sells well, however.

Tomb (AR3301)
10) Backtrack all the way to the fork that led us up to the center of
the level and explore the virgin path to the east. You’ll shortly find
the entrance to yet another tomb (x=3400, y=1400). Once you enter you’ll
be accosted by a skeleton warrior by the name of Therik. You can leave
peacefully (if you have the Gate Key, you’ll have to give it up in order
to leave). Or you can kill him. Yeah… let’s kill him! He drops random
loot, as follows:

(1st Play: Ring of the Warrior*1)
(2nd Play: Phase Dagger*2)
(5th Play: Finest Halberd*3)
(7th Play: Potion of Action Transference*4)
(7-X Play: Flawless Two Handed Axe*5)

I suggest trying to get the Ring of the Warrior from him, as it’s a
niftly little ring that increases the wearer’s THAC0 by one. It’s not
game-breaking, but since you can’t stack Rings of Protection, you’ll
probably be able to find a home for it for a long time.

*1: This is a tough one. All my fighters (the first five characters)
have the same strength modifier, and THAC0. But, Syrenil, my archer,
gets two-and-a-half attacks per round. Who will benefit more from this,
a character with one attack per round, or one with more?

*2: A cruddy little dagger with no enhancement bonus. It has a 15%
chance to phase enemies… but the only thing really exceptional about
this weapon is that it actually makes Applebane seem not so bad.

*3: This nice little Halberd gives a +2 bonus to THAC0 and +10%
Slashing Resistance. I’d still stick with the Halberd of Sparks +1,
if you have it.

*4: One of several potions that will permanently alter your stats if you
drink it. Many of them are win-lose propositions-you gain +1 into one
attributes, but suffer a -1 penalty to another. This particularly vile
concoction causes you to gain a point of Charisma at the expense of one
point of Dexterity. It might as well be filled with goat piss.

*5: +2 THAC0, nothing else special about it. Who uses two-handed axes
11) Beyond Therik you’ll find a large number of Skeletons across the
bridge. If you need a strategy, bottleneck them on the bridge with two
Fighters and let the rest of your characters use ranged attacks to
decimate them. On the eastern side of the bridge you cand find a Ghoul
lurking around near some coffers to the east. Continue east (disarming
a trap along the way) and head down some stairs when you run out of
east. Along the stairs you’ll get the pleasure of dispatching a variety
of undead, including Skeletons, a Ghast, and some Zombies. In the room
with the ring of sarcophagi at the bottom and the ajoining room to the
south we’ll complete our undead collection by dispatching another Ghoul
and some Lesser Shades. Loot-be sure to grab the Sanctum Key*2-and

(x=1550, y=300) Long Sword, 9 gold, Helmet.
(x=1910, y=800) 14 gold, Dagger +1*1, Scroll of Color Spray,
Potion of Strength
(x=1640, y=550) 6 gold, Scroll of Invisibility*2
(x=1800, y=1250) Sanctum Key*3, 26 gold, Broken Armor,
Scroll of Chill Touch, Potion of Insulation

(x=1800, y=350)
(x=1800, y=1250)

*1: A very minor upgrade to Aspel’s Dagger… but since it’s magical,
it’ll put you in the game against the many, many critters that require
magical weapons to harm.

*2: Sneaking might not be fool-proof (especially at our low level and
with my focus on thieving skills being directed to Find Traps), but
Invisibility is. We’ll be using this spell for some of our more
complicated Item Fishing runs.

*3: The Sanctum Key opens the east (x=1600, y=1350) and west
(x=900, y=1150) doors in Kresselack’s Tomb (AR3501).
12) We’ve got one last tomb to raid-and it just so happens to be a
rather long one. This is a great time to head back to town, sell off
Yeti Pelts and other junk, buy more arrows, and generally resupply.
While in town I make sure to find Mirek, who’s in front of the potter’s
house (x=2090, y=1710). Give him the heirloom and he’ll thank you. More
importantly, he’ll reward you. Also, take those Gnomish Tools back to
Oswald in town. He’ll inquire about them, as they might help him repair
his airship… and he’s willing to trade potions in exchange for them…
or you could ask for gold, instead, but even Oswald will tell you that
he’s got less gold than potions. Heck, if you really want gold, take
the potions and sell them. All together they’re worth 240 gold, which
is better than the brute 150 gold Oswald will give you. Once you’re
ready return to the Vale and backtrack to the tomb where we met Therik.

(For returning Mirek’s heirloom)
EXP 2400
Item Sling +1

(For giving Oswald the Gnomish Tools)
Gold 150


Item Potion of Healing x2
Potion of Invisibility
Potion of Heroism
13) From Therik’s Tomb head north and dispatch any (and many) Lesser
Shadows along the way. The path will terminate at a grand doorway
leading to the largest tomb (x=3300, y=400) of all-that of Kresselack.
I expect that even the most casual of gamers have well over 5,000
experience per character by now, and if you’ve been adjusting the
difficulty sliders, it’s possible to have over 10,000. In any event,
we should all be at least level two with whatever characters we have.
You should also have the Sanctum Key, and at least two +1 melee weapons
if you’ve been following this guide. Anyways, when you’re done staring
at the huge doorway in redundant awe of the wealth the living waste on
the dead (how many hungy kids could have been fed with the money wasted
on this tomb?), head inside.

| |
| Kresselack’s Tomb |
| |
If you’ve been talking to townsfolk in Kuldahar, you’ve probably heard
of Kresselack the Black Wolf. A badass warlord who made life just a
little more unbearable in this winter wonderland, ‘a whole legion of
soldiers, shamans, and priests under his banner.’ Yeah, that guy. As we
all already know, the rich, powerful, and morally flawed (the thing that
tends to lead to one becoming rich and powerful) have the biggest houses
and best stuff in life. So too, in death. We should expect the tomb of
the Warlord Kresseleck, then, to be the largest, wealthiest, most well-
guarded tomb in the Vale of Shadows. And so it is. But that’s good news
for us adventurers with sticky fingers.

Kresselack’s Tomb (AR3501)
Sequence of Events: {WLK005}
1) Smashing Skeletons
2) South-Western Trap-and-Treasure
3) South-Eastern Trap-and-Treasure
4) Weak Wight
5) Ghoul Fight
6) Mytos the Bone Dancer
7) Return to Sender
8) Cheap Sleep
9) Mummy Madness and the Masoleum Key
10) Cheap Traps and Skeletal Chaps
11) Kresselack’s Masoleum
12) Skeletal Mage and Friends
13) Undead Furnishings
14) Plain Foes, Plain Key
15) Black Wolf Talisman
16) Kresselack’s Court
17) Incorporeal Undead Crypt
18) Corporeal Undead Crypt
19) The Last Guardians
20) A Distinguished Voice in the Vale
21) The Priestess of Auril
22) Kresselack’s Promise
23) Lysan’s Belongings
24) After the Heartstone Gem
25) Shopping Spree!

1) Open the door at the end of the eastern passage (x=1250, y=1500).
to find a large central room dominated by glowing green vats that look
entirely unhealthy. You’ll be accosted by a number of Skeletons and
Tattered Skeletons within, and although it may be tempting to run in and
smite things, let them come to you, as a pair of Skeleton Archers and
Temple Guardians await further into the room, and there’s no need to
engage everything at once, is there? I mean, it’s not like you should
have any trouble dispatching these pathetic undead… and really, why
are Skeleton guardians so prevelant? Sure, they’ve got no upkeep, but
they are woefully weak. Seriously, who is going to be put down by
Skeletons? A peasant? Sure, so peasants won’t be raiding your forbidden
tomb, but is that really worth the effort? Is that who you are REALLY
trying to keep out? No! It’s adventurers, who will chew up and spit out
your hordes of poorly placed weak Skeleton ‘guardians’. Why not pool
your money and get ONE REALLY BADASS guardian? Or at least a door
blocking the entrance into your crypt. Sure, undead are creepy, but
that’s about it. Oh well.

A tomb full of undead, with no living monsters, and nary a Dispel Magic
or Detect Invisibility in sight… you know what that means…
Invisosmite the whole damn place! Anything that is immune to Invisosmite
will be much weaker without legions of skeletons around them.
2) Now, we have five paths before us-north, west, south-west, south-
east, and east. let’s tackle the two southern paths first, since they’re
the least bother. Search for traps before going down the south-western
tunnel, as there’s a nasty Flame Arrow trap waiting. Once it’s been
neutralized, explore to the south-west to find a room guarded by petty
undead. Smite them, and loot the (trapped) chest (x=310, y=1530).

(x=310, y=1530) 8 gold, Necklace, Scroll of Entangle

(x=800, y=1410)
(x=310, y=1530)
3) Repeat the process for the south-eastern tunnel. You know the drill-
trap in the tunnel, undead (including a Ghoul) in the room beyond,
trapped treasure… etc. I’m not being critical, if you simplify enough,
that’s what all dungeons are. If only traps gave you experience in this
game, like in Baldur’s Gate 2… traps almost seem like a reward in that
game, but in this game (and in Baldur’s Gate 1) they’re just chores.

(x=1570, y=1940) 5 gold, Turquiose Gem.
(x=1600, y=2000) Long Sword +1, Potion of Healing x2, Mummy’s Tea x2

(x=1570, y=1940)
(x=1400, y=1580)
4) After looting the southern rooms head through the doors west of the
central room (x900, y=1150). Beyond, we’ll find more baddies-Zombies
in the first room, Tattered Skeletons in the room beyond, and a Wight.
Icewind Dale really takes it easy on us with Wights, which aren’t nearly
as bad as they should be (i.e., no level-drain. Unfortunately Baldur’s
Gate 2 is nowhere near as nice…) Wights do, however, require magical
weapons to hit. At this point, my first two character (Ilnathias and
Amirule) have +1 weapons, so even though I can’t touch them with missile
weapons, my front-liners can. And touch him they shall. Hard. With death
sauce. Loot the trapped sarcophagus to find the Priest’s Key, which
we’ll need soon enough.

(x=450, y=1030) Priest’s Key*1, Potion of Healing,
Potion of Infravision, Gauntlets of Weapon Skill*2

(x=450, y=1030)

*1: The Priest’s Key opens the northern door (x=1400, y=930).

*2: Gauntlets of Weapon Skill are another +1 THAC0 item, which I also
give to Syrenil. Again, it’s all about the extra attacks per round.
5) Now head through the eastern door (x=1600, y=1350), beyond which
several Ghouls with bad attitudes await. A scuffle ensues, and we all
get lunch detention. They’re still full of weak-sauce, but Ghouls are
still more worthy as guardians. Ghouls can mess people up. If I had an
undead-ridden tomb, I’d have it filled with Ghouls (I can’t afford
Ghasts after eight years of Bush.)

(x=1800, y=1370) Potion of Strength, Ring, 5 gold, Scroll of Armor,
Short Bow +1*1
(x=2000, y=1530) Holy Symbol of Myrkul*2, War Hammer, Splint Mail*3,
Scroll of Larloch’s Minor Drain, Potion of Genius,
Scroll of Burning Hands*4

*1: This Short Bow +1 was a weapon I initially equiped on Syrenil-the
old 1st-playthrough Syrenil, before she became a Fighter/Mage/Thief.
She was at the time a Thief/Mage dual-class character, which I thought,
short-sightedly enough-was good enough. Little did I know that Short
Bows are quite rare in Icewind Dale, and laughably enough, this ended
being the first-and only-magical Short Bow I found. Moral of the story?
Short Bows suck!

*2: This opens the door at (x=1400, y=930).

*3: A free suit of Splint Mail? Score. I know it’s pretty obvious-this
is my fifth-such suit of armor, and it replaces the Chain Mail on my
fifth Fighter/Mage/Cleric… well, let’s just say I’ve been surprised
before at what I need to tell people in these guides.

*4: The Scroll of Burning Hands will come in… handy… later when
you’re fighting Trolls.
6) After I’m done lootin’ and pollutin’, I enter the large door north of
the central room (x=1400, y=930). You’ll be greeted by the Bone Dancer
Mytos. If you try to reason with Mytos (pick the following dialogue
option: “Mytos, I am trying to be reasonable here. I cannot in good
conscience leave until I have investigated this tomb fully. Can we come
to some understanding?”) and you’ll recieve a quest reward. Man, they’re
really pushing this “good” thing. You can lie to yourself and pretend
you are trying to weasel out of a fight, if that’s your preference.

Of course I said you can *try* to reason with Mytos. A fight here is
inevitable. Fortunately, it’s also easy. Stay on top of Mytos, nobody
needs him casting spells (especially not Hold Person, which he’ll get
to once he’s done buffing!) When he dies-again-he’ll leave behind a
Black Opal Gem, and a War Hammer +1*1. (During my 7th playthrough, one
of the Temple Guardians also dropped a Battle Axe +1. Score.)

Note: Some of the stronger foes in here have a random chance of
dropping +1 weapons, typically Skeleton Archers (which can drop magical
arrows, bullets, or bolts, as well as Short Bows +1) and Temple
Guardians, which are fond of melee weapons (I’ve found +1 Morning Stars
and Battle Axes). The lesser foes may also drop high quality weapons, of

(For trying to reason with Mytos)
EXP 3225

*1: It’s a magical blunt weapon, but it’s weaker than the Morning
Star +1 and the Mace +1 I found earlier, but a magical weapon is a
magical weapon. Put it on a character specialized in Hammers.
7) North of this room you’ll find a group of Skeletons and a monster
called ‘Myrkul’s Sending’. There’s a trap in front of the group, so let
them come to you. Myrkul’s Sending is just a big shadow that can only be
hurt by magical weapons, which you should have plenty of by now. It’ll
drop you a Ring of Shadows*1.

(x=1800, y=420)

*1: This is a nice ring, giving a 15% bonus to stealth and
non-detection. For now, I’ll give it to my Fighter/Mage/Thief, Syrenil,
as she’s more likely to sneak about. You know, because she’s the only
character in my party who actually CAN sneak about.
8) Bactrack to the room Mytos was in, and you’ll notice that we have
two tunnels to explore-one to the north-west, and one to the north-east.
Explore to the north-west first, as the north-eastern path will lead us
to our destination, and we can’t have that. Soon the tunnel will turn
south-west, where it’ll terminate in a small chamber guarded by two
Skeleton Archers. Be wary of the open sarcophagus that you can loot,
as there’s a trap on it that I couldn’t detect even with a 110% in Find
Traps, so I doubt it’s meant to be found. Just take one party member up
to it so they all don’t get hit by the incapacitating trap, then quickly
smite the Skeletons that appear with the rest of the party.

(x=820, y=700) Protection from Fire Scroll, Scroll of Haste*1,
Short Bow +1, 39 gold

(x=820, y=700)

*1: Haste is simply fantastic, and the fact that they give this scroll
to you so early is surely folly. From the time you can cast 3rd-level
Mage spells, you’ll probably always have one prepared. If you like
winning, that is. Possibly the most essential of party buffs, it’ll
transform our mediocore triple-classers into melee-machines, and you’ll
be using it for the rest of the game. Just be wary of the fatigue period
that follows its use, if you use it too much and get too fatigued, the
game will force all your attack rolls to be 1-3. No joke. So be sure to
get some rest after a Haste or two.
9) It’s the north-east’s turn to feel the bitter sting of our looting.
Disarm the trap on the way down the tunnel (x=2200, y=850) if you don’t
want to make the Skeleton Archer’s jobs any easier, then smite them.
Near where the Skeleton Archers were there is a secret door
(x=1900, y=1100), beyond which you’ll find a Mummy. It can only be hit
by magical weapons, and if it hits you, chances are he’ll inflict you
with a diease called ‘Mummy Rot’. This disease is lethal over time, and
at this point in the game you probably only have two options as far as
curing it goes; you can use a Mummy’s Tea, or go to the Temple of
Ilmater in town and pay for them to cast Cure Disease. Have your front-
liner with the best (lowest) Armor Class draw the Mummy’s attention and
hope for the best. If you can nail it on the hardest difficulty (save
Heart of Fury mode, of course) this critter is worth a whopping 6000
experience-a huge boost at this point in the game (1000 experience per
character!) Equipping any Arrows +1 that Skeleton Archers occassionally
drop will help out immensely. Once the Mummy is dead, loot the chamber
it was guarding.

(x=1880, y=1040) Gold Ring, Gold Necklace, 14 gold,
Scroll of Blindness*1, Scroll of Aid
(x=1900, y=980) Mage Robe of Cold Resistance, Potion of Genius,
Scroll of Knock*2, Mausoleum Key*3, Scroll of Resist
Fear, ~Diseased Halberd +1*4
(3rd Play: Giant Halberd*5)
(4th Play: Finest Light Crossbow*6)
(7th Play: Finest Heavy Crossbow*7)

(x=2200, y=850)

*1: Blindness is a decent spell, if used against strong melee types,
it can all but take them out of the fight. Of course, it is in every way
inferior to Slow, and Web or Stinking Cloud are probably better 2nd-
level spells, but Blindness has no potential colateral damage.

*2: Knock is a wonderful spell, automatically opening any locked chest,
door, or whatever… Provided it can be opened without a specific item,
that is. Since my party will have good thieves, I probably wont need
this spell, but it’s a handy one to have regardless. Especially while
I wait to boost my Open Locks skill score to an acceptable level.

*3: This key opens the doors at (x=1300, y=700) and (x=850, y=1300) on
the Mausoleum level (AR3502), so do hang on to it.

*4: A +1 Halberd with a 10% chance to inflict a disease upon the
target. I’d still stick with the Halberd of Sparks +1, if I had to make
the choice.

*5: This wretched polearm deals a whopping 2d8 damage, but imposes a
-1 penalty to your THAC0 and a -2 penalty to Armor Class.

*6: A Light Cross Bow with a +4 THAC0 bonus.

*7: If you made your Fighter/Mage/Thief specialize in Cross Bows instead
of Bows, then this is an obvious improvement over whatever else you may
have, what with its +2 damage bonus and +4 THAC0 bonus.
10) From the secret Mummy room, head east, then go up a tunnel to the
north. You’ll have to deal with two Skeleton Archers at the the end,
and again these ones are defended by a trap (x=2300, y=950). The tunnel
will now turn south, and-again-more Skeleton Archers down the tunnel,
with a trap in front (x=2450, y=1100), and Temple Guardians behind them.
At the end of this tunnel, however, you’ll find a door (x=2200, y=1320)
leading to the Mausoleum. Make sure you’re in tip-top shape before
heading on, as it only gets rougher from here. Note that this is a great
time to head back to town if you’re starting to get overencumbered.

There’s another wildly variable bit of random loot coming up, although
it’s no simple matter to obtain it. In the Mausoleum there’s a
sarcophagus that can be looted for some very nice items. My favorite?
The Reinforced Large Shield +1. To get it, however, you’ll have to
endure an ambush by Tattered Skeletons, run through Skeleton Archers,
deal with a Skeleton Mage and a handful of Imbued Wights. Not as easy
as smacking around Therik. The way to do this? Save your game here,
before ever going down into the Mausoleum. Not a quick-save, either,
make a hard save. Then, go down into the Mausoleum, make a quick-save,
and send a character on a suicide mission to see what the sarcophagus
at (x=650, y=830) has inside of it. The item will, of course, be
unidentified, but if it’s a Large Shield, you can bet it’ll be the
Reinforced Large Shield +1 that we’re looking for. If the item isn’t a
Large Shield, reload your hard save from the level before, go back down,
quick-save, and check again. When it IS a Large Shield, reload your
quick-save (anybody checking the contents of the sarcophagus probably
won’t survive the trip), and go through the level as normal. As long as
you confirm that the item in the sarcophagus is the item you want, it’ll
remain so (remember, item drops are locked when you first enter the
area within which the level is dropped). If you have a Mage who can
cast Invisibility, then you’ve simplified matters quite a bit, as you
can just cast Invisibility, check the contents of the sarcophagus,
reload if it’s not what you want, or return to your party and kick some
ass if it is. In any event, we’ll use this trick again to farm for

(x=2300, y=950)
(x=2450, y=1100)

Kresselack’s Tomb, Mausoleum (AR3502)
11) After going through the door (x=1800, y=1200) (Where? Oh!) in front
of you, you’ll enter a large, pillared room. When you step anywhere near
the first pair of pillars a trap will trigger and you’ll be ambushed by
a number of Tattered Skeletons and Skeleton Archers. I let a character
with stealth sneak into the room, trigger the Tattered Skeletons and
lure them into the first room where I can slay them without provoking
the archers. Don’t sweat the location of this trap too much-it’s not
detectable, and it’s always going to go off. It’s another one of THOSE.

12) After you kill all the skeletons that appear in the pillared room,
make sure you’re in good shape and head forward to engage the archers.
There’s a titanic battle ahead that can be rough even for a well built
party. My options here are pretty limited-I don’t have enough ranged
power to go shot-for-shot against a host of Skeleton Archers, and I
don’t have any great area-of-effect damaging spells to use against them.
My solution? Lead with my best Armor Class and let them get a cheap shot
off, then retreat, luring them with me. Once they’re off the stairs I
attack and smite them in melee. When the skeletons on top of the stairs
are dead (there are some melee-types behind the archers that should be
lured down and destroyed as well) I sneak forward with Syrenil. As soon
as I get the Skeletal Mage in sight, I concentrate my fire on him.
Syrenil should be able to interrupt his spells (he likes to start
things out with Stinking Cloud-which his undead buddies are immune to)
and shoot him down by herself. He will also follow up with charm Person
and Lightning Bolt if you give him the chance… which… would not be
a good idea. Once he’s smote it’s time to mop up the rest of the
critters in this level, which include Imbued Wights. They require
magical weapons to hit and will start out fights with a Magic Missile
spell-which is absolutely brutal in Heart of Fury Mode-and somewhat
annoying at these humble levels even out of Heart of Fury mode. A humble
Shield spell cast by any of my front-liners, will, however, block the
effect. To the west are some Temple Guardians, but they require no
special consideration. After all the undead are redead, loot around the
place, including the open sarcophagus. The Skeletal Mage itself will
leave behind a gem and Bracers of Defense AC 8*1.

The Invisosmite strikes back!

Note from Lee:
Dispatching the various archers and other skeletons is relatively easy
if you follow the instructions and lure them to you 1-2 at a time. Then,
use the center pillar to block yourself from sight of the Mage, and
continue to draw the other skeletons down to the party until you don’t
see any more of them; then move on to the Mage.

I position my party just below the bottom edge of the staircase
(grouped to the south), and cast area-effect spells as far into the
room as I can (should be a bit behind the center pillar). This should
trigger the Mage, who will cast a Stinking Cloud at the party – if your
timing is right, you can move out of the effect area and go up the
northern section of stairs (gathering to the north and then going up
south should also work). Magic Missile the Mage, then move back to
tackle the first of the Tattered Skeletons. Entangle holds off the
Imbued Wights while I deal with the last of the Skeletons (Web will
not – they’re somehow immune). The area effect spells should keep the
Mage occupied, and he’s cake once his guards are gone.

(x=650, y=830) ~Wand of Sleep, Scroll of Agannazar’s Scorcher*2,
Potion of Insight, ~Massive War Hammer*3, Mummy’s Tea x3,
Scroll of Cure Moderate Wounds
(2nd Play: Wand of Magic Missiles, Static Dagger +1*4)
(3rd Play: Reinforced Large Shield +1*5)
(7th Play: Dazer*6)

*1: Bracers of Defense are useful tools for characters who cannot wear
armor, namely Mages. When I dual-class, they’ll most likely be stuck
with Bracers like these… but hopefully a little more potent. For now,
these can just go on Syrenil, but I’d prefer to keep the Gauntlets of
Weapon Skill on, instead. She attacks far more frequently than she is

*2: Just like Burning Hands, Agannazar’s Scorcher is good for taking
down Trolls. You can also toast a couple of them in a line, if you
position yourself well.

*3: +2 damage in exchange for -2 THAC0? No thanks. It’ll sell well

*4: A +1 Dagger with a 50% chance to deal 1d3 electrical damage.

*5: Easily the best item you can find at this point in the game, it
gives a +2 bonus to Armor Class, an extra +1 bonus versus Missile
Weapons, and +10% Slashing Resistance. You could easily find yourself
carrying this shield around for a long, long time. Unfortunately, it’s
not a guaranteed drop, nor is it terribly easy to save/load. It is
possible, however, and if you have a single power-gamey bone in your
body, you’ll make the effort.

*6: A +1 Club with a 5% chance to stun targets. Not bad, but not great,
either. It could go on a needy Fighter/Mage/Cleric.

The Skeletal Mage seems more difficult to interrupt in the Enhanced
Edition, but with my limited options, the tactics are still the same.
Do your best to interrupt him with missile attacks, and if he gets
off a spell, regroup as well as you can. If you killed most the
Skeletons, Stinking Cloud is just a nuisance. If the rest of your
party moves out of sight, the charmed character will just stand
there, and Lightning Bolt, while painful, shouldn’t outright kill
any characters who are at full health.
13) Once again we stand amidst the smashed and broken bodies of our
foes. Once again, we’ve got five paths we can take, at least in theory.
To continue on, we’ll need to get the doors to the west open. The lever
(x=930, y=900) on the pillar near the elevated triangular area certainly
has a role to play. Alas, it’s locked (a locked lever?) so we’ll have
to go key hunting. First, let’s rule out some of our options. To the
north and south you’ll find more chambers (one in each direction), each
beyond a pair of green, glowing vats (green, creepy, glowing vats are an
essential furnishing for all undead.) To the south-west you’ll find
Tattered Skeletons and another Imbued Wight. To the north you’ll find an
unguarded sarcophagus, warded by a pair of traps.

(x=1400, y=580) Ring
(x=1400, y=540) 2 gold
(x=1550, y=550) 15 gold
(x=1550, y=520) 7 gold
(x=2180, y=860) Agni Mani Necklace
(x=1200, y=180) 31 gold, Potion of Regeneration, Morning Star +1*1,
Scroll of Silence 15′ Radius, Wand of Armory*2

(x=1100, y=350)
(x=1100, y=250)

*1: Another Fighter/Mage/Cleric is satisfied.

*2: The Wand of Armory can be used to cast Shield or Ghost Armor on the
user. It has a finite number of charges (twenty-four charges, as it
were), and you should never really need to cast either spell. Sells
good, though.
14) Now we only have TWO paths to search. Go through the door to the
north-east (x=1300, y=700) first. Beyond the door you’ll find more
Skeletons-what else? Slaughter them like the trash mobs they are, then
loot the coffers for some goodies. When you’re done, open the door at
(x=1900, y=500) smite some Zombies, and loot the shelf at
(x=1450, y=450), upon which rests a Plain Key*1. We’ll need this key
to fully explore the area south-east of the large, central room.

(x=1450, y=450) Plain Key*1, Scroll of Slow Poison

*1: The Plain Key opens the door at (x=1000, y=1800).
15) Three down, one to go. Head through the door at (x=850, y=1300) and
smash some Skeletons beyond. Ignore the gate (x=1000, y=1800) to the
south and round up Skeletons around the corner, then loot the coffers.
Once you’re done smiting and looting (pretend you’re a crusader!) Open
the gate we ignored earlier, but be wary, as three traps await just
beyond the gate. Disarm the traps (carefully) and destroy some Temple
Guardians beyond. Explore to the north-west, smite some Ghasts, and
loot the skeleton at (x=580, y=1730), where you can score a Black Wolf
Talisman*1, a great item that somebody will be wearing for the rest of
the game. Seriously. It’s good stuff. Anyways, head to the central
chamber and activate the lever (x=930, y=900), then head to the next
level (x=250, y=600).

(x=1080, y=1450) 40 gold
(x=1070, y=1400) Sling +1
(x=1200, y=1600) Skull
(x=1350, y=1550) 2 gold
(x=1350, y=1500) Fire Agate Gem, Katana +1
(x=1500, y=1520) 6 gold
(x=1500, y=1480) 4 gold
(x=1750, y=1570) Blood Stone Amulet
(x=1750, y=1530) Bracers
(x=580, y=1730) Black Wolf Talisman*1, Scroll of Hold Person

(x=1000, y=1900)
(x=960, y=1900)
(x=940, y=1900)

*1: As a quest item, it allows you to pull the lever at (x=930, y=900)
and continue to Kresselack’s Court (AR3503). As an item, it gives a
+1 bonus to Armor Class, +10 Hit Points, +10% Cold Resistance, and
+1 to Save vs. Breath. It stacks with any and all other magical gear.
I can’t think of a better amulet to wear in the entire game.

This item is new to the Enhanced Edition. Katanas weren’t in the
original game, so they needed to sneak one in somewhere. Good news for
folks who wanted to use such a weapon, they put it in the game pretty
early. Also, the Black Wolf Talisman seems kind of buggy in this
version of the game-sometimes it just seems to stop working. At least,
the Hit Point boost does. Re-equipping it makes it work again,

Kresselack’s Tomb, Court (AR3503)
16) Another big fight in here, involving Spectral Guards, Tattered
Skeletons, Temple Guardians, and Skeletons. Fortunately there are no
spell casters. Stay put and let the baddies come to you. You’ve got
enough on your plate at the entrance, and the situation will only get
worse if you provoke the entire level. Once the dust settles, be sure to
loot around in case any of the bigger baddies dropped a magical weapon
and/or assorted high quality weapons, which aren’t very special anymore.
Once all the initial foes are dead, I creep around the rest of this room
with my archers and shoot the odd undead down.

Return of the Invisosmite!
17) The game is throwing us a curve ball here-we just smote large group
of foes-but this time we only have THREE places to explore! Sneaky.
Since the western path leads to our objective, you should already be
able to guess that it’s the last place we’ll be exploring. Head north
first and you’ll find a room occupied by Shadows and a Mummy (again,
worth a hefty bit of experience if you take them out in harder
difficulties). Try to lure the enemies out of the room to you, as there
are traps in the doorway. Once you’re done killing, loot the sarcophagi.

(x=2100, y=420) 32 gold, Scroll of Ghoul Touch, ~Scroll of Hold Person,
Scroll of Silence 15′ Radius
(EE-x Play: High Quality Long Sword)
(x=2500, y=350) Bloodstone Gem x2, 23 gold, Scroll of Shocking Grasp,
Potion of Strength, Potion of Healing
(x=2700, y=550) Ancient Armor, Potion of Strength, Helmet,
Mummy’s Tea x2, Scroll of Cure Moderate Wounds

(x=2300, y=650)
(x=2300, y=630)
18) Now head to the southern room where you’ll encounter a Mummy, a pair
of Imbued Wights, and a pair of ‘Chosen Zombies’, all of which require
magical weapons to harm (there are also some normal Zombies here
serving as filler. And, as usual, there are some traps in the doorway,
so if you rush on in, you’re probably not coming back out. Lure the
enemies out piecemeal and deal with them seperately. Save your ‘L’
button the strain.

(x=1250, y=1670) Scroll of Color Spray, Scroll of Magic Missile*1,
Potion of Healing x2, Scroll of Cure Light Wounds
(x=1450, y=1850) Skydrop Gem, Jasper Gem, Andar Gem, 19 gold,
Scroll of Shield, Potion of Stone Form.
(x=1760, y=1920) Composite Long Bow, 25 gold, Scroll of Chant

(x=1600, y=1650)
(x=1600, y=1680)

*1: Magic Missile is a wonderful little spell. Long after the other 1st
level spells have faded into obscurity, Magic Missile lives on. It’s
a handy little spell that-once a Mage reaches 9th level, can inflict
10-25 damage on a single foe. It’s a little late in the game to recieve
such a basic spell, but better late than never.
19) All that remains is to explore to the west of the intial chamber.
There you will find plenty of Spectral Knights, Skeleton Archers, and a
Skeletal Mage. Again, life is easier if you lure some of them out and
deal with them piecemeal. Why so much hostility? Well, they said you
look like dorks. There… now we’re justified. The Skeletal Mage has
Bracers of Defense AC 8 and a gem. When the fighting is over, all that’s
left is to enter the final door (x=900, y=700).
20) Beyond you’ll find Kresselack himself. All his minions are dead,
why not him? Enjoy the fantastic voice acting of the late Tony Jay
(aka, the Lieutenant from Fallout, the Elder God from the Legacy of
Kain series, and many, many other roles.) This conversation is an
excerise in the illusion of choice-there isn’t any. It only ends one
way. Kresselack, due to his misguided attempts at immortality, is bound
to his crypt for all eternity. Unfortunately, a Priestess of Auril has
been lurking around, and would like nothing more than to desecrate
Kresselack’s tomb and Kresselack himself says it best “I do not wish
to spend eternity in a cold, lightless hell”. Kill the Priestess of
Auril for him and he’ll answer your questions about the evil in
Kuldahar. Why would a ghost care where it spent its after life? What,
is he going to trip and stub his toe? He’s incorporeal! Why should
warmth matter? Maybe he likes to read? Whatever the case, that’s what
we must do.

“I ravaged the lands and brought all who opposed me under my rule. I
built a kingdom upon the corpses of my enemies, and I reveled in the
glories of war.” …oh Tony Jay, you were too awesome for this world.
Except that you weren’t because you were here, but you were still pretty

Yeti Cave (AR3001)
21) Remember that cave near the Yeti Chieftan we killed a while ago?
The one with all the cool Cleric stuff? Sure you do. That’s where we’ll
find our bad Priestess of Auril. Head back out into the Vale of Shadows
and enter the Yeti Cave (x=2000, y=1300). On the ridge to the north,
where the crates lie, is where we’ll find our Priestess, who happens to
be none other than Lysan the tavern wench. Talk to her, and call her
out-nothing she says should make you believe there will be a peaceful
resolution to this (even if we weren’t sent here to kill her anyways).
Listen to her hair-brained schemes, and a fight ensues thereafter. She
will summon some Yetis to help her-but we’ve long since been too strong
for them to be more than a bother-and that’s exactly what they are.
Lysan is the real threat. As a Cleric, her first ambition is to hit us
with a Hold Person spell, which will make those Yetis seem much more
formidable. Fortunately, she should target your front-liners to no
effect (those Rings of Free Action save the day again!) Just make sure
your other party members aren’t too close and try to shoot Lysan to
interrupt her spells. Don’t rush up to her, however-she’s on a narrow
ledge, and you’re better off engaging the Yetis on open ground. After
absorbing her spells, she’ll come down to engage you. If you hit her
with some Hold Person or Silence 15′ Radius (five Fighter/Mage/Clerics
means I can chuck five of them at her in one round) you’ll significantly
reduce the threat she poses. She’s not too tough, and once she’s dead,
the Yetis are child’s play. Once she dies, a Lesser Shadow will show up
and thank you for freeing it from Lysan’s curse. Hurray! But since it
didn’t give us any experience, I hate it forever. Anyways, loot Lysan
for a Morning Star +1… by now you should be able to find a home for it
22) Head back to Kresselack and inform him about your altercation with
the Priestess of Lysan. In return the evil spectral warlord will… fail
to uphold his end of the bargain. Sucker! What did you expect? He’s not
a nice fellow (and you did kill all his buddies.) It’s all good though,
as we’ll recieve the largest experience reward of the game so far for
helping him (big, big temptation to turn up the difficulty here.) Plus
he’ll allow us to raid his sarcophagus, which will get us several worthy
items-like our first suit of Plate Mail Armor.

(For telling Kresselack that you dealt with Lysan)
EXP 13000
Misc You get to raid Kresselack’s sarcophagus

(x=350, y=510) 53 gold, Potion of Healing, ~Flaming Short Sword +1*1,
Kresselack’s Sword*2, Plate Mail Armor*3, Helmet*3
(3rd Play: Fine Long Sword +1*4)
(4th Play: Giant Two-Handed Sword*5)
(7th Play: Phasing Bastard Sword +1*6)

*1: The Flaming Short Sword is a mediocore weapon, but since it deals
fire damage, you should keep it handy. Trolls are annoying, and it’s
much easier to switch to a flaming weapon (or one that deals acid
damage) than it is to rely on your spells to put one down.

*2: A simple +1 Two-Handed Sword.

*3: A normal suit of Plate Mail Armor and a normal Helmet,
statistically, but blackened, awesome armor aesthetically. Oh yeah, I
dig it. Why am I so excited about heavy armor that won’t allow me to
cast any Mage spells? Well… with the multi-class party, most of my
Mages simply won’t have any spells to cast on the first playthrough.
That being the case, their inability to cast Mage spells in heavy armor
seems rather moot. As I said earlier, it’ll take several playthroughs to
collect all the gear we need to be a Heart of Fury uber party… and
that includes spells. Fortunately, as we play we’ll collect great
armor like Elven Chainmail of the Hand +3 and Watcher’s Robes.

*4: A +1 Long Sword that has an additional +1 bonus to THAC0.

*5: This Two Handed Sword deals +4 damage, but has a -1 THAC0 penalty.
The damage/THAC0 trade-off isn’t that bad, really, but since it’s not
magical, I don’t even consider it. We’ll be needing enchanted arms to
hurt plenty of critters.

*6: A +1 Bastard Sword that has a 15% chance of phasing an enemy. What
good that does, I have no idea.
23) Once that’s over with, head back to Kuldahar. If you talk to
whitcomb at the Root Cellar Inn about Lysan, you can convince him to
give you her belongings. These include a Scroll of Cure Serious Wounds,
a Scroll of Cure Critical Wounds, a Protection from Fire Scroll, and
the Mantle of the Coming Storm*1. Now go report to Arundel.

*1: This cloak gives a +1 bonus to Armor Class, as well as a +1 bonus on
saves versus paralyzation, and +30% resistance to fire and cold.
Unfortunately, it will not work with other magical protection. I give
this to my Kaelinalia, as she doesn’t have a Ring of Free Action, and
she’s normally third in line for defensive items like this, so it’ll
be a while before she has to pass it on due to wearing some magical
24) After Arundel hears about the Vale and Kresselack, he’ll send you on
a new errand-this time to find the Heartstone Gem. Since this seems to
be a sure-fire way to find where the evil is, it makes one wonder why he
didn’t just send you after the Heartstone Gem in the first place. But…
I guess the Vale of Shadows DID need to be dealt with. In any case, more
experience for everybody, and a new quest to tackle. All of my
characters are level five or higher (everybody should have at least
10000 experience), and magical weapons abound, so we should feel pretty
good about moving on to the next area. And if you don’t, you really
don’t have many options. Although there is some merit in exporting all
your characters, starting a new game, and quickly playing through
things again (the more Black Wolf Talimans we have, the better!) If
you’re not incompetent or a pussy, it’s time to head on to the Temple of
the Forgotten God…

(For reporting Arundel about the Vale of Shadows)
EXP 10350
25) But first, it’s time to go shopping! Wee! Sell off all the junk
you found in Kresselacks Tomb. For me, this means pretty much every
potion that’s not a Potion of Healing or a Mummy’s Tea, all gems and
jewelry, all Clerical Scrolls, all high quality weapons, and all Yeti
Pelts. Also sell off all those junk keys you found. I found less than
350 gold during my exploration of Kresselack’s Tomb, but made over 7000
gold by selling off all the non-magical junk I picked up. If you sell
off magical arms and armor you found, you stand to make quite a bit
more. Personally, I prefer to save them so I can sell them in bulk
later. It’s not a bad idea to stash them all in a container in the
Evening Shade Inn, our adventuring hub. This newfound money (just over
10,000 gold in total) allows me to buy The Love of Black Bess from
Conlan, should I so desire. Of course, I can always buy some of the
spells or magical items from Orrick too, and considering that he
rotates his inventory, his items take priority. When you’re ready, exit
Kuldahar from any edge and travel to the Temple of the Forgotten God.

| |
| Temple of the Forgotten God |
| |
Well, the Vale of Shadows was a bust, Kresselack doesn’t know anything,
and the troubles there were caused by Lysan, an evil Priestess of Auril.
Still, a lesser evil was destroyed, and it WAS a threat to Kuldahar-just
not the threat we’re looking for, apparently. Somebody really hates this
place. So, Arundel sent us off on another mission, to recover the
Heartstone Gem, which will let him divine the true source of Kuldahar’s
woes. Apparently he realized (eventually) that wandering around the
tundra aimlessly wasn’t going to yield results. So, off to the Temple
of the Forgotten God we go! Be wary, however, there’s a bit of a
difficulty spike here. Thankfully, this area is relatively short.

Temple of the Forgotten God, Exterior (AR3600)
Sequence of Events: {WLK006}
1) Giving Red-Toe a Black Eye
2) Temple of the Chore Foes
3) Long Bow Fishing
4) Looting the Library
5) The Eastern Areas
6) Looting Level 2
7) Final Resistance
8) The Heiststone Gem
9) To Dragon’s Eye!

1) Head north and you’ll encounter a Verbeeg-a lesser type of Giant-
who will tell you that something is amiss ahead. Apparently the priests
here are under attack by ‘bad priests… with hurtful magic.’ Any chance
that the enemy of our enemy is our friend is true? No, of course not,
it never is. Anyways, you can pick a fight with this Verbeeg if you
want… You know, for his shield. Not that anybody would be cheap enough
to have not bought a Large Shield for all their shield-bearing
characters by now, of course not… Heh…

You’ve done a few of these now, so I assume you understand how this
works. Save now, enter the Temple of the Forgotten God, Level 1, sneak
or fight your way over to a chest to the west of where you enter to find
a chest (x=480, y=1700). The item you’re looking for here is the
Longbow +2: Defender. It’s certainly the best weapon we’ve had a chance
to get our hands on so far. There’s technically another item we could
try to get at (x=500, y=1400), but the odds of finding both this bow and
something good in the other chest is slim. The bow is the real catch, I
suggest just accepting whatever the other chest drops. This process is
complicated somewhat by the fact that there’s another, weaker Long Bow
we can find from this chest-the Long Bow +1: Protector. It’s pretty
much the same thing… but +1. Still, my Fighter/Mage/Thief can sneak
past the baddies, check the contents, cast Identify on the bow to make
sure it’s the right one, and either reload your quick-save at the
entrance and proceed back normally, or sneak back… and proceed

Temple of the Forgotten God, Level 1 (AR3601)
2) Upon entering you’ll be accosted by an acolyte, who blames you for a
crime you weren’t party to. No matter what you say, the paranoid priest
attacks. He’s initially unaided, but some Verbeeg will come to his aid
shortly, so be sure to put the Acolyte down quickly. This area is
populated by two new types of enemies, Verbeeg and Acolytes. Verbeeg are
tough foes, and they do more damage than any creature you’ve fought so
far. The fact that they all drop Halberds and Large Shields and give a
pathetic 420 experience makes them even more laborious to defeat.
Acolytes can only make matters worse by casting spells to incapacitate
or immobilize your party members. They also can cast Static Charge,
which can do some wretched electrical damage, which our triple-classed
characters simply can’t afford to sustain. So, the reasons why this
place sucks; 1) the enemies are relatively strong, 2) they drop crap
loot, and 3) they’re not worth much experience. This place will be a
chore, but at least it’ll be over soon.
3) Once all the baddies in the first room (we can affectionately call it
the ‘fountain’ room) head north to where the Acolyte was, then head
west. Follow the tunnel south, until you find another tunnel parallel
to the last one. You’ll probably have to smite some Verbeeg along the
way-damned vermin that they are. All along the western side of this
hallway you’ll find rooms worth looting. The southern room, in
particular, has a chest that can yield the Long Bow +2: Defender*1,
a superior weapon at this point of the game. In the room north of it
you can also find items of varying quality. The northern-most of the
three western rooms contains two cabinets that can be looted, and…
well, not every container can give us uber gear, right?

(x=480, y=1700) ~Scroll of Ghost Armor, Potion of Stone Form
(2nd Play: Longbow +2: Defender*1)
(3rd Play: Medium Shield +1)
(4th Play: Scroll of Protection from Fire)
(5th Play: Scroll of Web)
(6th Play: Scroll of Flame Arrow)
(7th Play: Light Crossbow +1)
(7-X Play: Scroll of Hold Person)
(7-XX Play: Short Bow +1)
(7-XXX Play: Long Bow +1 Protector*2)
(x=500, y=1400) ~Amulet of Protection +1*3
(2nd Play: Badge of the Brave*4)
(3rd Play: Boots of Moander*5)
(4th Play: Ring of Missile Deflection*6)
(5th Play: Black Knight*7)
(7th Play: Studded Neclace with Zios Gems)
(7-X Play: Boots of the Many Paths*8)
(x=350, y=1150) Potion of Infravision
(x=250, y=1200) Potion of Healing

*1: +2 damage, +3 THAC0, +2 Armor Class, +2 Save vs. Spells… Yeah,
this is a pretty sweet bow. It’s good enough that I’m not even
considering shelling out gold for the Black Bow anymore. I put this
on my Fighter/Mage/Thief, Syrenil… because she’s the only one who can
use it.

*2: This Long Bow grants a +1 bonus to damage, +2 THAC0, and a +1 bonus
to Armor Class. It decent, but it’s only a pale imitation of the Long
Bow +2: Defender.

*3: This can go on any character not wearing magical armor… which
should be anybody (it’s not compatible with the Mantle of the Coming
Storm, however.)

*4: A crappy amulet that allows the wearer to cast Emotion Control:
Courage once per day. It’s used to negate fear, as infrequent of an
effect as that is in this game.

*5: Boots of Moander give the wearer immunity to Entangle. If you
already have Rings of Free Action, you’re already immune, and if not…
this is one of the few places where you’ll actually find foes who use

*6: This ring gives the wearer 10% Missile Resistance.

*7: Everybody likes summoning items, right? Sure you do. This chess
piece summons a ‘warrior-like ally to attack enemies’. You don’t get to
control this ally, however, so its use is pretty limited.

*8: Simple boots that allow the user to cast Blur once per day. These
will become patently useless when we get the Shimmering Sash, shortly.
4) Now explore the large room at the northern end of this tunnel, within
which you can find two Acolytes and another Verbeeg. Pay special
attention to the Acolytes, as their spells can be more dangerous than
the Verbeeg’s melee.

(x=700, y=900) History of the Drow
(x=660, y=800) History of the Drow
(x=600, y=750) History of the North
(x=580, y=700) History of the North
(x=400, y=650) History of the North II
(x=330, y=650) Scroll of Skull Trap, Scroll of Protection from Fire
(x=200, y=700) History of the North I

Note from Lee:
I position the party in the northern-most of the three side rooms, with
the weaker characters against the back wall and stronger, melee-types
in front. Then I send one character up to trigger the encounter in the
larger room, and draw the combatants back to me. The reason for this is
that once the engagement begins, some enemies will come up the hallway
from the south; by fortifying myself in this room I can take on whatever
they throw at me and not have to worry about protecting my rear or my

The Scroll of Protection from Fire is new to the Enhanced Edition.
5) Return to the fountain room and explore to the east this time. Follow
the tunnel south, and when you reach a room, loot the barrels in the
corner for some junk. Head north through two rooms, slay another Acolyte
and Verbeeg, and head down the stairs to the west-mind the trap on one
of the steps (x=1200, y=360). You’ll find the entrance to the next level
at (x=800, y=400).

(x=2400, y=2420) Potion of Healing (cursed)

(x=1200, y=360)

The next area has three chests that drop random loot-yep, they added a
whole new chest full of random goodies for the Enhanced Edition. The
loot in the vanilla game was kind of ‘meh’, but the new random loot
can actually be pretty good-certainly worth fishing for. Just a few
problems-you won’t get by without a fight, as there’s at least one
Acolyte and some Verbeeg along the way, plus more depending on what
chests you go after. Oh, and also traps. The go-to prize is in the
chest at (x=1480, y=1700), which can contain a bunch of goodies,
including a Large Shield +1 of Missile Deflection, which… well, if
you have five Fighter/Mage/Clerics who need shields, you’ll get alot of
use out of this one. The other chests are less impressive-the one at
(x=1900, y=1580) contains weapons, which my Cleric-heavy party has
little use for, and the one at (x=1400, y=700) contains alot of junk
light armor.

Temple of the Forgotten God, Level 2 (AR3602)
6) From where you arrive head north and smite a Verbeeg. To the east
are some stairs. For our part, we’re going to employ the good old creep-
and-snipe, as there are many Acolytes ahead just waiting to make your
life hard. While they’re easy to shoot down, you also risk stepping on
traps and drawing more attention if you rush up to them. Shoot down one
Acolyte just beyond the stairs, then continue forward until you reach
a large chamber. Shortly into this chamber you’ll find a trap at
(x=1150, y=1300). Disarm it, shoot down an Acolyte to the east, then
loot the rooms to the north and south (the southern room has a trap
running across it (x=1400, y=1600). When you’re done looting, continue
to the east to find two more rooms (north and south) to loot. The
northern room is guarded by an Acolyte, and the southern by a Verbeeg.
Kill them both and loot the chests in the rooms they were guarding for
some random-and possibly quite decent-goodies. Head eastward some
more, disarm another trap (x=2000, y=1050). One more fight remains.

(x=970, y=810) Potion of Healing, Wakizashi
(x=1480, y=1700) 153 gold, ~Large Shield +1 of Missile Deflection*1
(EE-x Play: Helmet of Charm Protection*2
(EE-x Play: Chain Mail +1)
(EE-x Play: Plate Mail +1)
(x=1900, y=1580) Potion of Strength, ~Charged Battle Axe +2*3
(2nd Play: Peasant’s Reward +2*4)
(3rd Play: Bastard Sword +1)
(6th Play: Flaming Bastard Sword +1*5)
(7th Play: The Snow Maiden’s Reaver +2*6)
(x=1400, y=700) ~Studded Leather Armor +1
(3rd Play: Shadowed Studded Leather +1*7)
(4th Play: Short Sword of Lesser Phasing +1*8)
(5th Play: Reinforced Leather +1*9)

(x=1150, y=1300)
(x=1400, y=1600)
(x=2000, y=1050)

*1: +2 Armor Class, +4 vs. missile attacks, +10% Missile Resistance…
it’s… actually a very nice shield. Better than the Reinforced Large
Shield +1. If you’ve got alot of hungry hands that need shields, you
probably won’t be replacing this one all that soon, so… consider
grabbing it.

*2: Eh, it’s hard to turn your nose up at magical helmets, since we
have so much mundane crap on our heads. Still, Charm is uncommon in
this game, so don’t expect to get too much use out of this helmet.

*3: Talk about an improvement. Charged weapons are great. This one has
a 50% chance to do 1d3 electrical damage, and more importantly, a 15%
chance to stun when it hits. Also, it’s a +2 weapon. You never know when
you’ll run into a monster that needs +2 or better weapons to hit… It’s
sooner than you’d think…

*4: A humble +2 Halberd with a unique name.

*5: Another fire-damage dealing weapon, another reminder to hold on to
these weapons. Otherwise it’s a +1 Bastard Sword with a 25% chance to
deal 2d3 fire damage, superb against Trolls.

*6: This Bastard Sword has a +2 enhancement bonus and has a 2% chance
to turn targets into solid ice-it’s like petrification, but instead of
stone… yeah, you get it. Also, all the damage it deals is cold damage-
no physical. It’s an interesting weapon, to say the least, but most
undead are immune to cold damage, and as you’ve seen, there are tons of
undead in the game.

*7: +1 Studded Leather Armor that gives you a +15% bonus to Stealth
and +5% Magic Resistance. It’s not terrible, but since it won’t allow
me to cast Mage spells, it’s not worth wearing.

*8: This +1 Short Sword always deals an extra 1d2 cold damage and has a
10% chance to phase foes.

*9: +1 Studded Leather with 35% Crushing Resistance.

The Wakizashi is new to the game, for what it’s worth. Why add a
non-magical version of a new weapon to a random chest? Doesn’t make much
sense, especially when they’ve already given us a magical Katana…
All the loot in the chest at (x=1480, y=1700) is new, too, except for
the gold, of course.
7) Three Verbeeg and two Acolytes block your path, and one of the
Acolytes can (and will certainly try) to cast Hold Person, while the
other casts Entangle. This can make this fight messy. If you have
Web*1 and a Mage who can cast it (you should, if you have a
Fighter/Mage/Thief comparable to Syrenil) sneak forward and cast the
spell just in front of them. Remember, if you can’t see them, they can’t
see you. Cast multiple copies of the spell if you can, and shoot down
anything affected, and engage with the characters protected by the Rings
of Free Action… Or you could just advance on the enemies with the two
characters protected by Rings of Free Action, provoking the Acolytes to
waste their first (and most dangerous) round of spells, then lead the
foes back to your party. Then again, you can also pelt them with
Silence 15′ Radii to prevent the Acolytes from casting anything in the
first place. When victory is yours, continue past the dead and go
through a door at (x=3400, y=600) and to the next area (x=3600, y=50).

*1: Web can be purchased from Orrick, for about 240 gold.

Temple of the Forgotten God, Shrine of the Heartstone Gem (AR3603)
8) Hurrah, you made it! Unfortunately, you’re the second invader to
break into this place. The Heartstone Gem has already been stolen. Boo.
Take the poison from the body of the Talonite and make a walk of shame
through back through the temple and return to Kuldahar.
9) Once you’re back in town, report to Arundel. He’ll use his super
Druid powers to… give you another quest. This time you get to play
around in the belly of a dormant volcano. Onward! To the Dragon’s Eye!
Oh, uh… and be sure to sell off junk and restock on ammuntion before
you go…

Note: After you head to Dragon’s Eye, Chapter 1 is over and Chapter 2
will begin. If you want any of Orrick’s items from earlier, buy them
now, as he’ll change his inventory once Chapter 2 starts. If you’re
going to buy anything, you might as well buy spell scrolls. The more
scrolls you have, the more spells your Mages will have.

(For… err… well, failing to recover the Heartstone Gem)
EXP 19500

| Chapter 2: Dragon’s Eye |
| |
| Lizard Man Caves |
| |
Sequence of Events: {WLK007}
1) More Than a Day Later…
2) New Stock From Orrick
3) Reptile Rumble
4) Lizard Man Loop
5) Beetle Buttholes
6) Cross-Stream Spider Spanking
7) Arachnid-Eaten Erevain
8) Reptile Regicide!
9) Freeing the Food

Dragon’s Eye, Exterior (AR4000)
1) Barely a day away my ass. 72 hours is NOT one day. In any case, when
you arrive you’ll have to deal with some Ice Trolls. After verbeeg,
these guys are a blessing. Especially since they’re more ice than Troll.
Anything that doesn’t get back up after I put it down doesn’t bother me.
The only noteworthy thing about them is the fact that they require
magical weapons to hurt them. The entrance to the Dragon’s Eye is at
(x=500, y=200). But first…

There’s big incentive to go item fishing in (AR4001), as we can
potentially get one of two great items-a Potion of Magic Resistance or
Boots of the Fox. The imbiber of the Potion of Magic Resistance will
gain a permenant +5% bonus to Magic Resistance-and that’s a very, very
good thing, whereas the Boots of the Fox are the best boots in the game,
due to their Armor Class bonus. This is another dungeon where casting
Invisibility, checking the container of interest (x=3100, y=500)-in this
case a giant snake statue-comes in handy. On the other hand, you’ll
have to fight a group of Lizardmen when you enter the area, quick-save,
use invisibility and check what random loot is dropping, and then reload
the quick-save if it’s something good (boots or a potion), or reload
the hard-save and try again, so it can be a bit of a bother. There’s
also a chest at (x=600, y=850) that will drop a random assortment of
blunt weapons. It’s much easier to fish for these items, but they’re
also much less impressive overall, so… fish for the boots or the
potion, and take whatever weapon you get.
2) Now that we traveled to Dragon’s Eye, we can… return to Kuldahar
and see what new goodies Orrick has in stock! Well, you don’t have to,
and you probably can’t buy too much of it anyways, but since he just
increased his stock I figure I might as well discuss it now.

Jasper’s Ring of Shocking Grasp
You’ll be able to use Shocking Grasp four times per day with this ring.
Shocking Grasp isn’t a great spell, and it certainly doesn’t warrant
20000~ gold.

Pemby’s Wand of Many Missiles
This wand is more of a ranged weapon than a wand in the traditional
sense. Instead of being a charge-bearing item, it casts a single
Magic Missile on any target you use it on, with unlimited charges.
It’s nothing we can’t already do better with bows, however.

Rogue’s Cowl
An interesting little hood, it gives a +2 bonus to your Armor Class,
increases your Stealth by +10%, and allows you to cast Blindness and
Color Spray each once per day. It can only be used by Thieves and
Rangers, however, and it doesn’t protect against critical hits.

Shimmering Sash
The best item Orrick sells, the Shimmering Sash puts its wearer under
the constant effect of the Blur spell. “Well!” Huffs a noob insolently,
“How good can a 2nd-level Mage spell be?”. Silly noob, the Blur spell
grants its target a +3 bonus to Armor Class and a +1 bonus to all Saves.
Having that effect on all the time is pretty awesome. Awesome enough
that I’d rather wear this Sash than anything else in Heart of Fury mode.
No joke. This is THE item to put around your waist in Icewind Dale. The
only downside? Only good characters can wear it. But all your characters
are good-aligned already, right..?

Wand of Freezing Death
This wand allows you to cast three different ice spells-Snilloc’s
Snowball Swarm, Icelance, or Ice storm.

|Mage Spells|
1st-Charm Person
1st-Chromatic Orb
1st-Color Spray
1st-Detect Illusion
1st-Magic Missile

2nd-Agannazar’s Scorcher
2nd-Detect Evil
2nd-Know Alignment
2nd-Melf’s Acid Arrow
2nd-Mirror Image
2nd-Snilloc’s Snowball Swarm

3rd-Dire Charm
3rd-Dispel Magic
3rd-Dispel Magic
3rd-Hold Person
3rd-Invisibility 10′ Radius
3rd-Lance of Disruption
3rd-Lightning Bolt

4th-Emotion: Fear
4th-Enhancted Weapon
4th-Minor Sequencer*1
4th-Monster Summoning II
4th-Mordenkainen’s Force Missiles
4th-Spirit Armor
4th-Vitrolic Sphere

5th-Contact Other Plane*2
5th-Phantom Blade

*1: This neat spell allows you to create a trigger that instantly casts
two spells of 2nd level or lower. Just cast the spell, set the two
spells you want to have ‘sequenced’, and it’ll stay forever… or at
least, until used. Nice ways to make use of this spell are by chaining
Blur and Mirror Image, for quick buffs, or two Magic Missile spells for
blasting baddies. It takes up a 4th level spell slot, though, and that’s
kind of lame… although, you can set the trigger, then unmemorize the
spell, but that’s kind ofa hassle. Oh, if only there were a superior
version of the spell, taking up a less important spell level… perhaps
allowing you to sequence more, higher level spells?

*2: Note that this is the first time you have access to the spell
‘Contact Other Plane’. As I’ve mentioned elsewhere in this guide, this
spell summons a ‘Planar Spirit’, who will answer one question every time
you cast the spell. The questions possible change every chapter, and
depending upon what you know. Typically you can ask about specific NPCs,
the location of quest elements, and treasure. It’s more interesting than
useful, in most cases, but it does give a bit of backstory that you
otherwise wouldn’t have. I will not be providing this information in
the walkthrough… simply because with this walkthrough it’s not
necessary. Also, even though you can get the spell here, that doesn’t
mean you’ll necessarily be able to cast a 5th-level spell yet. I know
that for my triple-classers, 5th-level spells are still a bit off.
Anyways, if you want to know more about this spell, check out [COP001].

In the original game, Orrick’s stock didn’t increase every chapter-it
shifted. All the goodies from the first chapter were replaced by the
successive one. This wasn’t usually that big of a deal, since most of
what Orrick sold sucked anyways… but it’s nice that you’ve now got
an unlimited amount of time to buy what you want. Also, Orrick sells
new scrolls for spells that just didn’t exist in the original game.

Lizard Man Caves (AR4001)
3) This level is infested with Lizardmen, which after Verbeeg… well,
Lizardmen can do some serious damage (they were fond of hitting my
characters for sixteen damage, for some reason) but they just don’t have
the staying power to make them as dangerous. They do, however, come in
greater numbers, and give much less Experience Points, making them even
less rewarding and hence, more tedious. You’ll have to skirmish with a
group at the outset. Most of them will drop gold, but you can also find
Flaming Oil on them. Be especially wary of the Lizardmen Shaman
throughout this area, as some of them will cast Hold Person (we know how
that sucks from experience) and Static Charge, which can deal pretty
brutal damage to one party member (on Insane difficulty, I’ve had this
spell deal 92 damage to one of my characters before.) Fortunately, we’re
now higher level, so we have more spell options. Using Web then
attacking with the characters wearing Rings of Free Action can win most
fights (it’s a tactic we’ll be employing a bit from here on out). Best
of all, Lizardmen are susceptible to Sleep (or at least the green ones
are), unlike the undead and Verbeeg we have been fighting. You can also
combine Stinking Cloud and Animate Dead to good effect-your summoned
undead will be immune to the effects of the Stinking Cloud, whereas
living foes will not be. Hold Person also works well. Use your spells to
good effect, as our triple-classers aren’t very well protected by either
Armor Class or Hit Points yet, and their offensive capabilities are on
the weak side.
4) Now, let’s go on a murderous little loop. First, head north from the
entrance to find a small chamber with two chests in it. East of this
chamber you’ll find a tunnel going north, looping around east, down
south, and finally back west to where you started. Along the way you’ll
fight three small band of Lizardmen. Explore, kill, loot. Fun! Resist
the urge to cross the bridge to the south-don’t consider any southern-
exploration, just go back to the beginning of the level.

(x=500, y=850) 85 gold, Dagger, Waterstar Gem, Antidote x15,
Scroll of Protection from Normal Missiles
(x=600, y=850) 97 gold, Oil of Speed, ~High Quality Bolts x20*1,
~Bolts x20*1, ~Lesser Static Star +1*2)
(EE-x Play: Morning Star of Confusion +1*3)
(EE-x Play: Sanctified War Hammer +1*4)
(EE-x Play: Mace +1)
(EE-x Play: War Hammer +1)

*1: The ammunition in this chest is random. It can vary between Bolts,
Bullets, Arrows, and Darts, mundane, high quality, or magical.

*2: This is a pretty nice Morning Star for this point in the game; it’s
a +1 weapon that has a 50% chance to deal +1d3 electrical damage, and
an additional 10% chance to stun targets for 3 seconds. The only
downside? …we really need to be looking at getting +2 weapons now.
There’s a foe coming up that’ll be immune to anything less. Still,
it’s better than what any of my characters are using currently, so I’m
not going to turn my nose up at it.

*3: A +1 Morning Star that has a 10% chance to confuse foes for one
round. Not a bad weapon, by any means, but I prefer the Lesser Static
Star +1.

*4: This War Hammer +1 allows your Cleric to cast one additional
1st-level Clerical spell.

The random blunt weapons in the chest at (x=600, y=850) are new to the
Enhanced Edition.
5) Once you’re back where you started… explore to the south! You all
saw that coming. Anyways, kill another band of Lizardmen and continue
your formerly forbidden southern ways. Beyond the Lizardmen you’ll find
Bombardier Beetles-real pains in the ass if ever there were personified
ass-pains. When they engage in melee, they’ll emit a cloud of acid in
a radius around themselves which does… well, mediocore damage, but
when there are several of them at once (which there often are) it can
start to add up. Also, their acid clouds can paralyze and deafen
you. Joy! These things just suck, really. Try to shoot them to death
before you get close, and if that fails, lead with one character
wearing a Ring of Free Action, weather the acid, retreat with your
wounded bait, and kill them with the rest of your party.

In Heart of Fury, the Bombardier Beetles are even more annoying. This is
solely due to their higher Hit Points, which means they can fully take
advantage of any stunned characters, and are just hard to put away
quickly. Actually, it’s not much harder than my first run-through was,
but with a great Armor Class, top-notch saves, and over 100 Hit Points
on every character, it doesn’t seem like this should still be such a
brutal fight. Also, there are a lot more Sword Spiders around in Heart
of Fury mode, ready to take advantage of you should your characters
falter against the Bombardier Beetles.

Bombardier Beetles still suck in the Enhanced Edition, but they seem
to suck just a little less-Rings of Free Action now prevent their acid
cloud’s stun effect.
6) You’re now more or less in the south-western corner of the map. Time
to explore to the east. You’ll shortly come across some Wraith Spiders.
They can disease you (lowers your Strength temporarily), and they are
immune to non-magical weapons. Still, they’re not very tough (and they
are worth 2800 experience points each on Insane difficulty!) Head east-
there are two paths-one leads over a bridge, the other leads… well, to
a stream. Beyond the uncrossable stream are more spiders-including a
Sword Spider. The Sword Spider is no joke-it attacks fast, and can
quickly decimate a lightly armored character. Of course, the spiders
are across the water, and very, very stupid. They tend to just stand
there and allow you to shoot them to death. It’s just a simple (and
cheap) way of kill these bugs without them being able to respond. And
isn’t that what strategy is really all about?
7) Now that the spiders are all dead, head east across the bridge. You
will probably provoke some Phase Spiders as you head east-you’ll just
have to put on your big-boy pants and fight them fairly (they wouldn’t
be bothered by something as simple as a stream, anyways). If you get
poisoned by them, you must cast a Slow Poison spell or use an Antidote
immediately-it’s pretty lethal if not cured. Once they’re dead, explore
south to reach the stream we confounded the unphasing spiders at
earlier. Here you’ll find the remains of Erevain-the Elf we met at the
Snowdrift Inn, back in Easthaven. Don’t feel bad, however. He had suck
in his very DNA.

(x=1900, y=2300) Erevain’s Broad Sword +2*1, Chain Mail, Medium Shield,
Arrows x11, Long Bow, 81 gold, Erevain’s Journal*2,
Arrows of Fire x11*3, Acid Arrows x9*3

*1: Erevain’s Broad Sword is a +2 specimen that also grants a +2 bonus
on saves versus wands and 10% acid resistance. It’s a decent weapon
that I’ll put on my Fighter/Mage/Thief, for those rare instances when
I want to try out a backstab.

*2: This is the journal of the elf at the inn in Easthaven, if you
remember. Xan, of course, is a sucky character you can recruit in
Baldur’s Gate. If Erevain was anything like his cousin, we’re better off
without him. Almost makes me want to play Baldur’s Gate and feed Xan to
a Sword Spider too… Ahh… Irony.

*3: For the love of Zeus, do NOT use these arrows frivolously. We’ll
have to deal with Trolls shortly, and unless you have a bunch of
flaming weapons stashed away some where, these are great ways to deal
with downed Trolls-and make sure they stay down.
8) Backtrack to the entrance again, and from there head east. Go back to
the bridge to the south we ignored earlier and with great trepidation,
cross it. Trepidation optional. You’ll probably have to smack around
some Lizard Men along the way. Continue south-east until you come to a
fork. Now, we’re going to provoke a rather large fight, so let’s prepare
a bit, shall we? First, memorize as many Web spells as you can. Then,
leave your party beyond the narrow tunnel west of the fork (if this
screams ‘bottleneck’ to you… well, then you’re probably
schizophrenic.) Once that’s done, I take my party leader-Ilnathias-alone
up the northern fork. You’ll find yourself in the court of the Lizard
Man King. I could go into some depth about this conversation, except
that the conversation lacks any. It’s hard to be diplomatic when the
other side regards you as food. Anyways, a fight ensues. Don’t stick
around-run back to your party, leading as many of the reptiles as you
can. When they approach, cast Web at the far end of the bottleneck
(multiple Webs in the same area stack, and it’s very unlikely that
anything will continually save against two or three spells at once.)
Attack in melee with the two characters wearing the wonderful, wonderful
Rings of Free Action and have the others shoot/sling them down. How well
does this strategy work? Me = no damage, they = dead. Pretty good, I’d
say. If the Shaman try to be clever by standing back and casting spells,
hit them with Silence 15′ Radius spells. Amongst the general loot is a
magical dagger, Spinesheath*1, but that’s not all. Return to the chamber
that USED to house the Lizard Man King’s court and loot the snake statue
for some nice loot.

Same principles apply to the Lizardman King in Heart of Fury mode, try
to bottleneck and you’ll be fine. Heck, a simple Haste is all you need.
I used a Symbol of Hopelessness just for funsies and it pretty much won
the fight outright. By the way, spamming five Symbols of Hopelessness
should win just about every Heart of Fury fight against living foes-
we’ll be doing it a lot.

(x=3100, y=500) Star Diopside Gem x8, 88 gold, Scroll of Detect Evil,
Scroll of Fireball*2, ~Ring of Resistance*3,
Antidote x2, Scroll of Summon Monster I
(2nd Play: Robe of Enfusing*4)
(3rd Play: Potion of Magical Resistance*5)
(4th Play: Ring of Intelligence*6)
(7th Play: Boots of the Fox*7)
(7-X Play: Shield Ring*8)

*1: Spinesheath is a great backstabber. Although it only has a +1 to
damage, its +5 THAC0 more than makes up for it. I keep it on my
Fighter/Mage/Thief for now, even though I don’t ever really intend to
use it. Mostly I just like the name. Spinesheath. It really just says it
all, doesn’t it? Syrenil will keep this handy for when she needs to
make backstabs-an admittably rare occurance.

*2: Fireball. Need I say more? Probably not, but I will anyways. This is
THE offensive spell for a Mage. Learn it, love it. Honestly, I tend to
just use buffs most of the time-a Haste or Slow spell will probably have
more of an effect on more fights than Fireball, but it’s iconic, man.

*3: +10% bonus to fire and slashing attacks? Put it on anybody who gets
hit alot… generally meaning start with the leading party members.

*4: Remember this? Orrick was trying to sell us one. Here you have a
chance to get it for free. It’s not a worthy drop, however. We’ll find
much better Mage armor later on.

*5: How can you say no to 5% permanent magic resistance?

*6: +1 to Intelligence, -1 to Constitution. Eh, no thanks.

*7: These boots give a +1 bonus to Armor Class, and increase your speed
by 40%. We’ll find Boots of Speed later which double your speed, but
it’s the Armor Class that makes the difference here. Being fast is fine
and all, but Haste does that just as well, and as long as you’re just a
little faster than your foes-that’s what really matters. On the other
hand, neither these boots nor the BOots of Speed are compatible with
Rings of Free Action… but at least you’ll still get the Armor Class
bonus from these (and there is an alternative we can use later that
will give us a limited protection from paralysis will allowing us to
keep our speed boosts). It should be obvious, but worth noting, that
these boots will not interfere with any other magical protection you
may have.

*8: This ring puts the wearer under the constant effects of the Shield
spell… which is very nice. Unfortunately the ring can only be worn
by single-classed Mages, Mage/Clerics, or Mage/Theives. Of course, since
this item can’t be used by the best Fighter-combos in the game, we need
not pay attention to it.
9) Well, we just commited reptiliregicide and scored some decent loot.
All things considered, we’ve done pretty good. But, his highness
mentioned that they’ve been eating some villagers… we should probably,
you know, go look for them, or something. He also mentioned someone
called ‘Yxunomei’. I’m sure we’ll never hear about it again, though.
Anyways, backtrack to the bottleneck. This time, explore to the south,
where you’ll find a bridge to the east, and another… well, not-bridge
to the south. Elegant, aren’t I? It’s what happens when one graduates
from Stewart County High School, in Dover, Tennessee. Ignore the bridge
and continue south to find… more Lizard Men. There are two Shaman with
this band, and one of them will surely try to cast Hold Person. Lead
with your two ring-bearers while the rest of your party attacks the
archers with ranged weapons (casting a Web spell into the thick of
combat can take the pressure off your melee combatants.) Continue south
and kill all the reptiles you find. In a slave corral in the south-
eastern corner of the level, a little girl will initiate dialogue with
you and thank you for saving the villagers. You’ll get a huge quest
reward. Huzzah! It’s time to leave this level behind (x=3500, y=2300).

(For killing the Lizard King and saving the villagers and merchants)
EXP 30000

| |
| Talonite Caves |
| |
Sequence of Events: {WLK008}
1) Video Game ‘Logic’
2) Tackling Trolls
3) Saving Sheemish
4) Talonite and Troll Take-Down
5) Saving Mother Egenia
6) Foiling Phasing Foes
7) Trolls, Spiders, and Beetles
8) More Bombardier Beetle Bastards
9) Spiral Troll Time-Waster

Talonite Caves (AR4002)
1) Now, if you’ve played some video games before, you understand how
invariable they tend to be about certain issues. So let me throw this
out, as a consciousness-raiser. We never found Conlan’s son, did we?
A sensible person would say “Lizards ate ’em” and move on with their
lives, but this is a video game-surely we would have found a trace-a
half-eaten corpse, a distinctive item on top of some reptile poop, a
sad message scratched into the dirt, or perhaps just a second-hand
heads-up from another villager… but nothing. That means-by video game
logic-that he’s still out there. And so he is, but there’s a time limit
on finding him in this level, so don’t leave, don’t rest, and generally,
don’t dick around. We’ll set our sights on finding Conlan’s son before
we bother with anything else.
2) You’re immediately confronted by two Lizardmen-kill them, and then
head west and slaughter any scaley things that stand in your way.
Continue following the path when it turns south-west, and when it forks
again, it’s time to change strategy a bit. I’ve been mentioning it most
of the walkthrough, but the time has come-Trolls await us. To the south
another split awaits. To the south is a wooden bridge; to the east, our
destination; and to the west is a large chamber with an equally large
number of Trolls. My tactics are simple. Sneak ahead slowly with your
Fighter/Mage/Thief and cast Web (or several Webs) just outside of their
sight radius (there’s one Troll conveniently placed at the mouth of the
cavern that makes a great target), then engage them with your characters
protected by Rings of Free Action. Good news! There’s apparently a bug
tied to Trolls! If you kill them in a mundane fashion while they’re
caught up in a Web spell, they lose their regeneration and they STAY
down! It doesn’t work all the time, but it works most of the time, and
it’s a great way to take them down. In fact, anything that inhibits
their mobility-the stun effects from weapons, Web, Hold Monster, and
even Slow spells-can be used to kill Trolls without having to meet the
typical fire/acid requirement. If more is required, break out flaming
weapons, use fire spells such as Burning Hands, Agannazar’s Scorcher,
Melf’s Acid Arrow, or Fireball. Smoke ’em if you’ve got ’em! The Flaming
Oil that the Lizard Men were dropping works, too, but they’re also worth
some gold. Finally, you also have Arrows of Fire and Acid Arrows-it only
takes one to make sure a downed Troll stays down. Explore the entire
cavern after the intial Trolls are dead-there are bound to be straggling
Trolls hiding in the depths, and some Wraith Spiders.

In Heart of Fury you’ll find more Trolls than in the normal game. Take
it slow unless you feel like fighting a half dozen Trolls all at once.
3) Once the Trolls have been tamed, backtrack to the bridge and promptly
ignore it. I now explore the tunnels to the east of the bridge, where a
trio of Lizard Man Shaman await. I hit them with a volley of Silence 15′
Radius before moving in for the kill. Beyond are some Wraith Spiders,
and here melee takes over. Continue east, then south-east, then west
until you find some kids. Conlan’s son is at roughly (x=950, y=1330),
although they’ll all simply be called ‘Captive Villager’. Talk to him
and tell him that you’ve cleared the way for him, and he’ll run off.
Whew. Now that Sheemish is saved we can continue through the level

(For rescuing Conlan’s son, Sheemish)
EXP 24000
Misc Conlan’s Hammer*

*When you get back to town and talk to Sheemish, he’ll give you the key
to the chest in the store. Or you could just cast Knock on the chest and
steal it. Either way.
4) There was a path east of the entrance we ignored near the beginning
of the level-and for good reason. It heads to the next area, and we’ve
still got plenty of map to explore over to the west. Cross the bridge to
the south-west that we ignored in the previous Steps. More Trolls and
Wraith Spiders. Eventually the path will turn sharply to the south, and
note the rock-strewn corner-it’s a great natural bottleneck-the kind we
use to turn large fights into the sites of resounding victories. And so
it will be. I leave most of my party in the corner and sneak south with
Syrenil. The southern pass will lead to a large chamber where you’ll
find a large, stepped structure, on top of which is a Talonite Priest
and some Trolls. I play it safe and get the Talonite’s attention
(nothing says “Hello!” like an arrow to the face!) and run back to my
party. The following ensues-Talonites and Trolls attack up the narrow
corner. With any luck, the Talonites will start by casting spells (again
with the Hold Person, be sure you’re leading with your ring bearers and
they’ll laugh it off). This gums up the works, and allows you to place
a humble Web spell in the corner. Shoot Webbed foes down or blast them
with spells, and if anybody makes it through, have your Fighters at the
end of the bottleneck to greet them. My ring-bearers took some damage,
but a win is a win. Search the Talonites after the fight-one of them
should drop a “Holy Chaos! Deck*1”.

Note: If you’re finding this fight difficult, and losing some faith
in the multi-class party… well, good new-this is the most difficult
fight in the game for this group. It’s all uphill from here. We will
never again will our melee offense, spell arsenals, and survivability
be this limited… plus, a great grinding opportunity is coming up,
and Trolls just kind of suck. Especially when you don’t have that many
ways of dealing fire damage.

I start out by backstabbing one of the Talonites, then running back to
my party who takes up their customary position in the tunnel to the
north. Once the horde of Trolls and Talonites show up (probably
bolstered by Prayer and Recitation) my melee fighters step up and stop
them. A Haste, a few Incediary Clouds, and Symbols of Hopelessness end
the fight.

*1: A deck of cards that can be equipped in a quick-item slot. It has
13 uses, and “casts a random beneifical spell centered on the user.”
Limited use and random are two things I don’t like my items to have,
but… eh, why not keep them handy?
5) Explore to the south where you provoked the Talonites. There are
bound to be some Trolls straggling around, so smite them. You’ll find
Mother Egenia of Ilmater is at (x=1220, y=1960). Talk to her for
rewards. She’ll reveal that she-unlike that pussy Arundel-decided to
be more active about thwarting this evil. She roamed out into the
mountains and allowed herself to be abducted. Doesn’t that sound a lot
more Druidic than Arundel, sitting in a house worrying about the world?
They got their roles reversed! Mother Egenia will stay behind and heal
(at a price) until you slay the evil. Yay… She’ll also watch over you
while you rest and make sure you don’t get attacked, which can be
useful. You can find the villagers you saved in the tunnels to the east,
but they have nothing interesting to say.

(For saving Egenia and numerous villagers from the Talonites)
EXP 36000
6) Backtrack to the beginning of the level. It’s now time to explore
the previously unexplored tunnels to the east. Kill any Lizard Men you
see until you find a fork, at which you’ll have to deal with more pesky
Phase Spiders. Again, creep forward slowly and try to lure the critters
back to you, as down the southern path is a chamber full of baddies we’d
be better off handling without Phase Spiders around.
7) Once the Phase Spiders are dead, creep forward with your party to
provoke the critters in the southern room, where you’ll find Sword
Spiders, Bombardier Beetles, and-worst of all-Trolls. This is obviously
a cheap attempt to combine the attack speed of the Sword Spiders and the
Bombardier Beetle’s ability to stun, and if it works-you’re probably
going to lose a character (which for me means a reload). I engage with
my ring-bearers and bottleneck the foes at the fork, while Syrenil casts
a web. My melee combatants attack the Sword Spiders (who will be immune
to Web). I know we’re abusing this strategy, but that’s because… well,
it works.
8) Clear whatever opposition presents itself and ignore the southern
chamber for now. We just killed whatever we could because… well, we
want to explore the northern tunnels, and the assfaces to the south
would have attacked us when we walked past. Continue east up the
northern tunnel and you’ll encounter some Bombardier Beetles-yeah,
that’s right, more of these fuckers. Get used to it, this tunnel is
crawling with them, although the game sees fit to throw a few Boring
Beetles at you, too. Emphasis on the ‘boring’, these things are weaker
than Bombardier Beetles. No stun, to acid, they’re probably just there
to draw your fire from Bombardier Beetles, the real threat. Crush
beetles as you head east, then south. At the end of this loathsome path
you’ll find the body of a dead… well, a dead person, anyways.

(x=3530, y=1300) 108 gold, Battle Axe +2: Defender*1, Long Sword of
Confusion +2*2.

*1: A +2 Battle Axe with a two point bonus to Armor Class, the armor
bonus stacks with other protections as well. This is a wonderful
weapon, really. It’s just a shame my triple-class party doesn’t have
any real use for it.

*2: Instead of stunning enemies, you confuse them. I hand this off to
my Fighter/Mage/Thief.
9) Backtrack again to the last fork. It’s time to explore the southern
chamber where we fought our last big battle. If you don’t remember where
this is… lay off the drugs. Continue south and murder any Trolls,
Spiders, or whatnot you find-stupid stragglers. In the chamber south of
this one you’ll find a spiraling tunnel-and affront to natural cavern
geology if ever there was one. This serves but one purpose-to waste more
of your time, and to squeeze a few more Trolls into the level.
The next area is at (x=2900, y=2100).

There’s quite a disparity in the loot that can drop next level, from
a single magical bolt, to the best Cross Bow you’ve seen so far. If
you are desperately searching for Cross Bows… well, then bad news-
this isn’t an easy run. You’ll have several (rather large) scripted
battles, traps, and then a major fight with a necromancer and her
undead minions before you get a shot at the treasure. It’s more trouble
than it’s worth, really. If you want to try, the rewarding container is
at (x=3170, y=1900).

| |
| Presio’s Domain |
| |
Sequence of Events: {WLK009}
1) Welcoming Party
2) The Great Big Grind
3) Everybody Hates Kuldahar
4) Blast Skeletons Suck
5) The Final Horde
6) Battling Over the Bridge
7) Pacifying Presio
8) Follow the Yellow Trap Road

Presio’s Domain (AR4003)
1) Good riddance trolls, hello undead. As soon as you enter the level
an Undead Lieutenant will open dialogue with you. As usual, regardless
of what you say, a fight ensues. This can be a pretty rough, if not
straight-forward, fight with the Undead Lieutenant and its legion of
Cold Wights. Cold Wights are immune to non-magical weapons, so your
archery isn’t going to be much use. My multi-classed party has two
saving graces, however. First, I have hit 5th level as a Mage on my
characters, so now the ultimate combat buff-Haste-comes into play.
Second, Holy Smite works wonders on the undead here. Sure, its damage
is pretty low right now, but if you get a small horde of Cold Wights
around you, one Holy Smite can deal modest damage to all of them
(plus a chance of blinding!). Use the two spells every time the Undead
Lieutenant summons a host of Cold Wights. My triple-classers just
aren’t explosive enough melee combatants to chop them all down easily
without spells. And why should they be? They’ve got two spell-casting
classes for a reason. Use spells. Prayer and Draw Upon Holy Might also

Note: If you scored The Snow Maiden’s Reaver earlier, now is not the
time to be using it. It will not harm undead, much less undead critters
named something as revealing as ‘Cold Wight’.

Oh glorious Invisosmite! Hallowed art thou name! If you prepare by
making the entire party Invisible before heading down, a team of very,
very high-level Clerics (level 20 wasn’t good enough, but level 30 was)
can simply walk through the level and leisurely smite all the Cold
Wights here… except for the Undead Lieutenants. Oh, but it is wondrous
to kill all its minions throughout the level, then just walk around and
giggle at its idle threats…

Note from Lee:
Because I have a different party makeup – just single and two-class
multi’s – I am probably one or two levels higher and was able to defeat
the entire group of enemies in a straight melee fight while suffering
only minor damage. It’s important to note that I am NOT playing HoF.
2) I’m nearing some potentially difficult battles ahead, and the time
has come for me to dual-class. I simply cannot go much further without
spells. Cold Wights are easy to kill and plentiful, and they give 1400
experience per kill (2800 in Insane difficulty!). Now I just rest and
spawn baddies until I’m leveled enough to continue on. Grind to taste.
If you don’t have dual-classers, and you’re following the new multi-
class 7th-playthrough party, you obviously don’t need to grind here,
although grinding until you’re at least 7th-level will make you immune
to the whole instant death effect of Cloudkill, a spell that will be
used by a few foes quite shortly.

Note from Lee:
After only minor grinding (3 sessions) my entire party is at least
Level 7 in all classes. I return to Kuldahar to sell off stuff and buy
some spells so my Mages are fully equipped, as suggested by our author
in the next step.
3) Do as much leveling as you care to do-or continue playing to score
some choice gear. Be sure to head to town and re-equip your characters
to suit their new roles, if necessary, and pick up some Mage spells for
your new Mages, if you want them to be able to do anything. Either way,
you’re ready to continue on, no? There are two staples of this level-
undead, and traps. Traps, everywhere. Well, not quite everywhere, yet,
but they’ll become more numerous shortly. We’ve got two paths we can
follow, either east, along a wooden path, or south. Head east along the
planks where you’ll meet another Undead Lieutenant. This time the
necromancer controlling it reveals that they are working the ‘will of
Talona and our blessed ally, Yxunomei’. *gasp* It’s that name again!
Who knew? The necromancer also reveals that it didn’t freeze the passes,
the ‘Old Enemy’ did. Apparently this ‘Old Enemy’ is the bugger we are
looking for, and again, the enemy of our enemy is not our friend. It
will, however, reveal that Lysan was not part of their little group.
These guys like reptiles, and reptiles don’t like cold. At this point
one has to wonder if there’s anybody out there who doesn’t have it in
for Kuldahar. Anyways, the Lieutenant grows tired of answering your
questions and attacks, along with another horde of Cold Wights.
4) Continue south and you’ll find more Cold Wights, along with another
Undead Lieutentant (this one isn’t talkative like the last two were).
Continue south and you’ll encounter some Blast Skeletons. These things
suck-they do nothing but try to engage the party, and if you hit them,
they’ll explode in a Snilloc’s Snowball Swarm. Shoot them before they
get near your party. These bastards aren’t even worth any experience.
5) Now turn west until you find some wooden planks, along which are
some traps (x=1190, y=1440), (x=900, y=1540), and (x=1420, y=1350).
Continue west until you find a fork-being weary to watch out for lurking
Blast Skeletons and Cold Wight stragglers. You’ll eventually come to a
fork in the path-a planked route to the north-west which leads to some
Blast Skeletons and another trap (x=700, y=1270), and eventually back
north to the beginning of the level-and a path to the south-west, where
we’ll find an Undead Lieutenant again. He’ll talk shit and summon
another horde of Cold Wights to harass you.

(x=700, y=1270)
(x=900, y=1540)
(x=1190, y=1440)
(x=1420, y=1350)
6) Continue south over the broken bodies of the undead you smote then
follow some wooden planks to the east. Another trap awaits to annoy you
at (x=1400, y=2100). Keep going until you reach a bridge. Deal with
any Blast Skeletons you find and endure the Undead Lieutenant one more
time. He won’t have any Cold Wights left to throw at you this time.
Cross the bridge and disarm the trap at the far (eastern) end
(x=2450, y=2250). Traps abound to the north-east, but first, head over
to the building due east of the bridge, where we face more active

(x=1400, y=2100)
(x=2450, y=2250)
7) Inside this round structure is a Mage named Presio, some Poison
Zombies, and Imbued Wights. Imbued Wights are old friends of ours, but
Poison Zombies are new. They’re not nearly as resistant to missile
weapons as Skeletons are (they only ignore 20% of piercing/missile
damage), but as their name implies, they can poison you. Never fear,
however, this poison is very weak and short lasting, so it doesn’t
really warrant your attention. Prepare with whatever spells you have-a
Web at the door can slow foes down, and if you have any 5th-level Mages
or better, it’s time to test out that Haste. Sneaking forward with
Syrenil and launching a pre-emptive Fireball also is fun, but failing
that, I just head forward with a character to lure the enemies within
outside. I wait with my party to the west of the arch leading to the
structure. Again, this arch makes a suitable target for Web. when
Presio shows herself, I give her the attention of all my archers. The
fewer spells she casts, the better. She’s fond of casting Cloudkill,
a smart choice considering her undead minions will be immune to it.
Don’t play her game and end up in a melee with her minions while stuck
in a Cloudkill spell. If you engage the Poison Zombies in the arch where
you cast your Web, she’ll tend to cast a Cloudkill there. If that
happens, retreat around the corner and chop down any Poison Zombies
coming out of the structure. She’ll also cast Haste, Protection from
Normal Arrows (which is no fun) and offensive spells. With the multi-
class party, just make sure you avoid the Cloukill spell at all costs,
as it will likely result in instant death if you’re 6th level or lower.
Just remember, she tends to cast the spell at the archway leading to
her dwelling, so if you run in with a character under the effects of a
Shield spell to absorb the Magic Missiles from the Cold Wights, then
retreat, she’ll cast the spell harmlessly at the entrance. Just let her
undead waddle out and confront you, put them down with melee aggression
(boosted by Haste) then wait for the Cloudkill to wear off. Of course,
grinding around here a bit will prevent this. When Presio falls, she’ll
leave behind 226 gold, a Hammer Flail +2*1, Presio’s Dagger*2, a Deep
Red Ioun Stone*3 and the Necromancer’s Robe*4. Before you go crazy
looting, there are several traps that need to be disarmed, so scan

In Heart of Fury Mode Presio is accompanied by another Mage, blandly
named ‘Presio’s Apprentice’, and by a warrior named… ‘Warrior’. More
troublesome, however, are the Imbued Wights, just waiting to blast you
with Magic Missile. Three Wights shooting five missile each, each doing
eight through ten damage per hit… that adds up to about 120-150
damage… let’s just say that’s damage we don’t need to start a fight
with, and I wouldn’t rely on magic resistance. Unfortunately for Presio
and her goons… Invisosmite! Heh, heh.. yeah, this was where
Invisosmite was born, actually. I was goofing around (goofing around is
a technical term for ‘strategizing’, just like the Republican term
‘legitimate rape’ is slang for ‘quit lying and have your God-given baby,
you filthy slut’) and trying to probe Presio’s stronghold with a Cleric
to see if any of the undead were placed foolishly close enough to the
edge to be susceptible to some smiting. Then my brain started working,
and I decided that since everything in this game is pathetically
incapable of detecting Invisible foes that I should try going Invisible
and just walk in and see what exploded. The answer? For a high-level
Cleric-every undead should die, just leaving Presio, her apprentice,
and… Warrior. They just don’t stand a chance against a Heart of Fury
party without their undead meat-shields. Presio doesn’t have too many
new tricks, but once she resorts to lower end spells is when you
actually have to worry-again, Magic Missile deals some wretched damage.
The Warrior will drop some Bolts +1 and a suit of Plate Mail +1, while
Presio’s Apprentice will drop a Mage Robe of Fire Resistance and Bracers
of Defense A.C. 8.

Note from Lee:
While not in HoF mode, I did get Presio’s Apprentice and his minions
coming at me from the north-east. I keep my archers near the east end of
the bridge and start the encounter at the arch, then retreat and wait
for the Apprentice and all the other baddies to show up. I can easily
take them all out by letting them come to me, and then enter the round
building once everything is dead. I move my lead character to the arch
and trigger Presio’s poison fart cloud, wait it out, then go after him
in force – he dies rather easily.

(x=3170, y=1900) Skull x3, Oil of Speed (cursed), Potion of Absorption,
~Heavy Crossbow of Speed*5.
(2nd Play: Heavy Crossbow of Defense +2*6)
(3rd Play: Arrow of Translocation x1)
(4th Play: Trainquil Bolt x1)
(6th Play: Giant Killer*7)
(7th Play: Bren Muller’s Crossbow*8)
(7-X Play: Long Bow +2: Protector*9)
(x=3350, y=1920) 428 gold, Aquarmarine Gem x3, Silver Ring,
Presio’s War Journal, Scroll of Haste*10
(x=3390, y=2000) Bottle of Wine, Scroll of Skull Trap,
Scroll of Vampiric Touch, Scroll of Confusion*11,
Potion of Agility

(x=3300, y=2000)
(x=3150, y=2000)
(x=3170, y=1900)
(x=3350, y=1920)

*1: A +2 Flail that has a 15% chance to stun, It’s a pretty awesome
weapon for this point of the game. I’m sure you can find a home for it
on some Fighter/Mage/Cleric or another.

*2: This +2 Dagger has a chance to poison foes when struck, although
they are entitled to make a Save vs. Death to avoid it. It’s a decent
weapon, although whether it’s superior to Spinesheath or not is
debatable. An extra point of damage and poison, or three more points of
THAC0? If this helps, Presio’s Dagger can keep Trolls down.

*3: This little gem floats around your head (taking up your helmet slot)
and gives a +1 bonus to Dexterity while equipped. Sadly, if you’ve got
a base Dexterity score of 18, a one point bonus won’t help much.

*4: These robes drop your Armor Class to 6, give +3% Magic Resistance,
and impart a +3 bonus to your saves versus paralysis/poison/death magic.
These certainly make Orrick’s Robes of Infusing seem like a big waste
of money, and they’re easily the best bit of Mage armor we’ve found.
I put them on Eraithul-my 5th-place Fighter/Mage/Cleric. He’s wearing
Scale Mail anyways, and being so far back in the roster, isn’t likely
to get better hand-me-down armor in a while.

*5: +4 THAC0 and +4 damage, and two attacks a round. Win. This is the
best Cross Bow you’ll find for a long, long time.

*6: +4 THAC0 and +4 damage, +1 bonus to Armor Class, and +10% Missile
Resistance. But it doesn’t address the problem of a Crossbow’s
inherent slow rate of fire. Not so win.

*7: There are many ways to deal with Giants in this game… well…
okay, the best way to deal with them is by casting Haste and chopping
them up. Slinging 1d4+4 damage stones at them is not a superior way to
take them down compared to, say, a high Strength Fighter with Grand
Mastery. This sling is a +1 Sling that counts as a +4 weapon versus

*8: This uniquely-named crossbow gives a +2 bonus to damage and a +5
bonus to THAC0. Sadly, at one attack per round, it’s not really worth

*9: +3 THAC0, +2 damage, 15% resistance to missile damage, and 5%
Magic Resistance. Sure, the Magic Resistance is nice, and the combat
stats are identical to the Long Bow +2: Defender, but I’d rather have
the +2 Armor Class, instead.

*10: Now two of my characters can have Haste. Huzzah.

*11: This spell is a great debuff. It forces foes to save (with a -2
penalty!) or become confused, all but taking them out of the fight.
Sure, Chaos is a better spell, but until you get it, this is the go-to

The Deep Red Ioun Stone is new to the Enhanced Edition… as if Presio
didn’t drop enough quality loot already!
8) Nothing left to do now but head to the next level… But this is more
of a chore than you might expect. You’re unlikely to encounter any
significant number of undead, but as you make your way north-east from
the structure, you’ll run across traps galore. There’s simply nothing
else you can do but creep along with your Thief and detect them all.
It’s not the first-and it won’t be the last-time I wished we earned
experience from disarming traps… The entrance to the next level can
be found at (x=3400, y=350).

(x=3000, y=1700)
(x=3200, y=1600)
(x=3000, y=1250)
(x=3050, y=950)
(x=2950, y=750)
(x=3100, y=750)
(x=3200, y=650)
(x=3050, y=550)
(x=3400, y=420)

There are a few random weapons on the next level-two in one chest, in
fact. Most of the weapons therein are more interesting than game-
changing, and few will be useful for terribly long. There’s a great
mid-level Flail and a few interesting Daggers. The only problem? You’ll
have to go through a bit of bother to get to it. I honestly wouldn’t
bother, but if you wish to try, the container in question is at
(x-2650, y=800).

| |
| Eldathyn Temple |
| |
Sequence of Events: {WLK010}
1) A Dream of Albion
2) Geelo the Librarian
3) Sharra the Healer
4) Your Carpets Don’t Match Your Faith
5) Pulverizing Phoney Pacifists
6) The High Summoner
7) The High Ritualist
8) Adventurer’s Gotta Stick Together
9) Into Yxunomei’s Lair

Eldathyn Temple (AR4004)
1) From where you appear head north, then east, and you’ll be greeted by
a priest named Albion. He insists that he and his fellows follow Eldath,
a pacifistic religion, and he will invite you to seek the aid of their
healer, named Sharra. Sure… play along.

Note: If you had a Paladin in your party, they would sniff out Albion
and his laughable ruse the first time he talked to you, immediately
provoking a fight. Also, if you have an Intelligence of 16 or greater
you can talk to Albion a second time and ask him about the Heartstone
Gem. He’ll slip up and mention the Temple of the Forgotten God, blowing
his cover.
2) Go through the door at (x=830, y=1330) to find Geelo the Librarian
(x=900, y=1180). He’ll give you access to the books in this room (the
northern room is restricted). Ask about the Kuldahar abductions and
the Heartstone Gem, to no avail, and best of all, purchase some spell
scrolls from him. He sells scrolls of Blur, Flame Arrow, Monster
Summoning I, Lightning Bolt, and Ice Storm. Buy what you will. You can
loot the books here, too, but they’re pretty bogus. Note that picking
the locked door to the forbidden library (x=750, y=1100) will provoke
the Eldathyns. In fact, if you try to pick the locks of ANY locked door
it will provoke them. Not very good pacifists, eh?

Note: If you have an Intelligence of 13 or higher you can trick Geelo
into visiting with Albion, which will allow you to pick the lock to the
doot at (x=750, y=1100) and take a gander at the incriminating bookshelf
at (x=650, y=950). If you do this, the next time you talk to Albion you
can call him out.

|Mage Scrolls|

3rd-Flame Arrow
3rd-Melf’s Minute Meteors
3rd-Monster Summoning I
3rd-Lightning Bolt

4th-Ice Storm
4th-Polymorph Self

(x=1000, y=1230) The Folly of Fury
(x=850, y=1100) Great Pottery of Lurien, Tending Ivy
(x=1200, y=1110) Fish on the Sea of Fallen Stars

The Melf’s Minute Meteors and Polymorph Self scrolls are new to the
Enhanced Edition.
3) Well, that was lame. Go through the large door at (x=1000, y=1450),
then through another, smaller door (x=1550, y=1400), beyond which you’ll
find Sharra the Healer (x=1720, y=1320). She’ll… well, let you rest
safely, and she’ll heal you (for a price). She also has a lot of nothing
to say about Kuldahar and the Heartstone Gem. Speaking about a lot of
nothing, if you explore to the north-west you can find two rooms, the
doors to which are at (x=1000, y=500) and (x=1350, y=400), both of which
contain bookshelves.

(x=1100, y=200) Animals Are Your Friend, On Non-Violence
(x=1000, y=350) History of the North I, History of the North II,
History of the North III
4) From Sharra’s room head south-east and explore a room, the door to
which is at (x=1440, y=1880), which contains a bookshelf with some
useless loot on it. Yay. Continue to the south-east to find an exotic
rug. You’ll get the following floating text:

“This rug is of extremely high quality and appears to be of foreign
design. The recurring symbol in the pattern is that of a golden carp.”

Apparently this is something worth noting, although how an expensive
rug seems out of place compared to the rest of the crazy going on here-
the fact that these fools claim to be pacifists when surrounded by
legions of undead, Talonites, Trolls, and Lizard Men for example-is
beyond me.

(x=1600, y=1800) Philosophy of Kara-Tur,
The Ballad of Daen Winterbrush*1

*1: A book that can only be used by Bards-just equip it in your
quick-item slot and give it a click. Doing so will summon up the Spirit
of Daen Winterbrush, who doesn’t have much to say right now. If you
don’t have a Bard, don’t fret-we’ll find a helpful NPC Bard who will
help us out with this quest a bit later on. Either way, it’ll be quite
a long time before we can really do anything of use with this… but
keep the book handy in the meantime.

‘The Ballad of Daen Winterbrush’ wasn’t in the original game, and hence,
neither were any of the subsequent parts of the quest related to this
5) Well, this dog won’t hunt, my friend! We need to go talk to Albion
about his… his… his ‘rug’! Confront him about it, and well, he’s
apparently as bored with this paper-thin facade of absurdity as we are.
He’ll babble about reptiles being the ‘master race’, and mention Sseth
and Yxunomei-his princess. *gasp*! It’s that name again! Double-damn!
Anyways, Albion and his ‘Eldathyns’ will attack. It’s a good idea to
cast a Web just beyond the large doorway to the north-east, as plenty
of foes will be coming down that way, including Eldathyns and Yuan-Ti.
The only exceptions are Albion, who is quite vulnerable all alone
standing against our party, and Geelo the Librarian, who will pop out
to cast some Mage spells. Yuan-Ti and Yuan-Ti Elite are just mediocre
foes that either fight in melee, or use bows. They aren’t bothered by
Holy Smite, so we can ignore that spell again. Slow and Confusion,
however, are both great spells to use against Yuan-ti, which we’ll be
fighting a good number of in this and the next level. With a few Web
spells here, you should have no trouble luring all your foolish foes to
their doom. If you have a high enough level Mage, now is a great time to
cast Confusion on the foes-on its own, or in conjunction with the Webs
(which tends to cause baddies to cluster together, making for more fun
with spells like Confusion). Learn to cast Confusion on anything and
everything that’s not undead or a construct, it’s a wonderful spell,
and we’ll be abusing it (and spells like it) for the rest of the game.
Loot Albion to obtain Albion’s Key*1. Geelo will drop Bracers of
Defense A.C. 6*2, and two Potions of Invisibility. While we’re nearby,
we might as well loot the forbidden library beyond the door at
(x=750, y=1100)-unless any Eldathyns have any objections… what? No?
Good then.

(x=650, y=950) Secret Societies, Scroll of Summon Monster I,
Scroll of Flame Arrow, Potion of Mind Focusing,
Potion of Perception

(For exposing Albion and his cohorts)
EXP 24000-

*1: Albion’s key opens the locked doors throughout this level, although
you don’t NEED it to actually unlock any of them. They can all be
unlocked via Pick Locks, or with the Knock spell.

*2: Bracers that reduce your Armor Class as if you were wearing armor.
The good news is that anybody can wear them. These are ideal for Mages,
Thieves, Druids, and other armor-challenged characters. These are, at
least, a viable replacement for one of my lower-ranked characters, who
are unlikely to get any hand-me-down armor any time soon.
6) Now, there’s one annoying thing we should deal with now that we’ve
got the whole level against us. Every so often some rat-bastard called
‘The High Summoner’ will work his magic and summon some foes to hound
us. Since he’ll occassionally summon Trolls to bother us, I make it
a priority to hunt him down quickly. I’m not made of Arrows of Fire,
dammit! Return to the evil carpet and go east through a door at
(x=1720, y=2200). Continue east, then north into a room with steps
leading down the east. Kill whatever Yuan-ti you find here before you
go through the door at (x=2920, y=1800) to find the High Summoner
(x=3070, y=1930). He’ll speak to you a bit and make some empty threats.
Teach him some manners and rejoice-no more pain in the ass summoned
critters bothering you. Loot his body for The Summoner’s Staff +3*1.

The one big change in this part of the level is the addition of several
Yuan-ti Mages in the eastern part of the level. These critters will also
show up on Insane difficulty (when you activate Heart of Fury mode it
raises the difficulty to Insane by default, but again, Insane difficulty
and Heart of Fury mode are NOT the same thing, I just refuse to bother
with the differences, since if you’re playing Heart of Fury-the hardest
difficulty in the game-you’re also playing on Insane difficulty.)
The Yuan-ti Mages will cast Stoneskin on the first round and Protection
from Normal Missiles on the second, no matter where in the level you
are. Once they’re done buffing, they’ll come after you. They’re fond
of using spells like Charm Person, Feeblemind, Vitrolic Sphere, and
Magic Missile. They’re not well protected from mind-affecting effects,
however. Symbol of Hopelessness puts them in their place.

Note from Lee:
The Yuan-Ti Mages also appear for me (I’m not in HoF mode), so I would
suggest advancing carefully no matter what difficulty you’re playing.
Also, I have had Yuan-Ti and Trolls come down the hallway from the north
to attack the party from the rear. This fight can get out of hand fairly
quickly if you’re not careful. I Haste the party and run thru the first
area as quickly as possible to get to the High Summoner. Once he’s dead
I go back and kill off the critters I left behind.

*1: A Quarter Staff +3 that can expend charges to cast Flame Arrow,
Monster Summoning IV, and Invisible Stalker. It’s… decent enough, if
you have somebody who can use it.

The Summoner’s Staff +3 is new to Icewind Dale.
7) Leave the High Summoner’s room and head north, smiting any Yuan-ti
you come across. Loot the statue at (x=3330, y=850) and some pillows
(x=2850, y=1000) for some goodies, then continue west through some
large doors to find the High Ritualist, merrily sitting down to dine
with his fellow Yuan-ti. Can snakes even sit? Oh well. Another battle,
another dose of Confusion, and this fight is over. Loot the small room
beyond the door at (x=2500, y=1000) for some good loot for a change,
then loot the statue at (x=2420, y=440).

(x=3330, y=850) 119 gold, Oil of Fiery Burning, Antidote (cursed),
Blur Deck*1.
(x=2850, y-1000) Potion of Stone Giant Strength, Potion of Strength.
(x-2650, y=800) ~Studded Leather +2: Shadowed*2, ~Corrosive Hammer +2*3,
Potion of Mind Focusing, Potion of Stone Form,
Arrows +1 x20.
(2nd Play: The Mace of Weal and Woe*4, Mage Dagger +2*5)
(3rd Play: Selune’s Promise*6, Fire Dagger +2*7)
(4th Play: Ol’Withery*8, Corrosive Hammer +2)
(5th Play: Corrosive Hammer +2, Life Dagger +2*9)
(6th Play: Fire Dagger +2, Fast Flail +2*10)
(7th Play: Peacekeeper*11)
(EE-x Play: The Flaming Fists of Lin Mei*12)
(x=2420, y=450) Oil of the Serpent’s Scales, 252 gold,
Potion of Hill Giant Strength

*1: The Blur Deck lets you cast Blur on yourself. Obviously this boon
would be wasted on characters who can already cast the spell. It’s
decent for a little while, and can serve any of your front-liners as
a decent buff. Once everybody obtains a Shimmering Sash, however, you
obviously won’t need it.

*2: Like the Studded Leather +1: Shadowed, but better. I don’t have any
use for this suit of armor, either.

*3: A +2 War Hammer that has a 30% chance to deal 1d4 Acid Damage. This
is win for two reasons-first, acid kills Trolls. Second, it’s a +2

*4: Although is has an interesting sounding name, it’s only a +1 Mace
that’s +2 against Lawful creatures. I’d rather just have a +2 weapon
that’s +2 all the time… To help it, this Mace also gives a +1 bonus to
all Saves and has a 13% chance of cursing targets. It’s superior to
those old Morning Stars +1, at least. You cannot use this weapon if your
alignment is lawful.

*5: Another Mage Dagger, as a +2 variety, it grants a bonus 1st and
2nd level Mage spell.

*6: This stupid weapon is a +1 Mace that acts as a +3 weapon versus
Spectral Undead. It also has a 2% chance to cause ‘Morale Failure’ in
the wielder, making the weapon a complete waste.

*7: It’s a +2 Dagger, that has a 50% chance to deal 1d4 fire damage,
which makes it an effective anti-Troll weapon.

*8: An interesting +2 Dagger that has a 2% chance of casting Finger of
Death on the target. It’s a low chance, indeed, but it’s still at least
some extra damage, and possibly instant death.

*9: A humble +2 Dagger that has a 15% chance to heal its wielder for
1d6 Hit Points upon attacking. It also grants a +5 bonus to your
maximum Hit Points.

*10: Certainly the best bludgeoning weapon we’ve found thus far. It’s a
+2 weapon that gives its wielder an extra attack per round.

*11: This is the first +3 weapon you can find all game-too bad it’s a

*12: These bracers grant the wearer a +2 bonus to THAC0 while attacking
with their fists, a 25% chance to deal 1d2 fire damage, and they also
allow the wearer to cast Burning Hands once per day. It’s a much-needed
Monk upgrade, and it allows them to kill Trolls. What’s not to like?

The Monk bracers are new to the game… and we all knew these were
coming, right? They had to throw Monk-specific gear into the game
eventually. Took them long enough…
8) From the banquet room, if you head south-west you’ll find yourself
knocking on the northern door leading to the room where Sharra the
Healer was (x=1800, y=1200). Of course, this room wasn’t interesting
the first time we were here, so why bother going there again? Go through
a northern door to the west of the banquet room (x=1900, y=440) and
then through another, still-closed door (x=1650, y=500). Beyond you’ll
find a foursome of adventurers. Their leader, Marchon of Waterdeep, will
tell you about the sorry story that led to them being captured. Play
nice, and when you get a chance, have them watch over you while you
sleep. It’s free rest! The real perk, however, isn’t their sad story or
their watchfulness, but their gear. I mean, they’re in a room full of
corpses, probably presumed dead with the rest of their caravan, and who
is going to tell anybody otherwise? Attack and kill them-they shouldn’t
pose too much of a problem to a well-rested party who gets the jump on
them. They’ll leave behind the following loot;

Marchon of Waterdeep-Plate Mail Armor, a Large Shield, a Flaming Long
Sword +2*1, and 121 gold.

Cristiana Knight-Plate Mail Armor, a Potion of Extra Healing, a Medium
Shield, a Morning Star +1, and 78 gold.

Iholikan Quinval-Chain Mail +1, Long Bow, Arrows of Fire x20, a Long
Sword +1, Arrows +2 x20, Arrows x40, and 54 gold.

Reise Coppersky-Mage Dagger +2*2, and 102 gold.

The only downside to killing them? If they’re dead, you won’t be able
to return to them when you need to sleep. You can still go back to
(AR4003) to rest, but there’s a chance you’ll have to deal with Cold
Wights, who love to interrupt your sleep. It’s not all bad, though. You
could probably use the extra experience.

*1: This is a +2 Long Sword that deals 1d3 fire damage with every hit,
no 50% crap. It also gives a +10% bonus to Fire Resistance. Very nice,
and absolutely wonderful against Trolls… except by now, you’re pretty
much done dealing with Trolls. At least, for a while.

*2: This Dagger gives an Armor Class bonus of +1 and allows you to
memorize one additional 1st and 2nd level Mage spell. Oh. And it’s got
a +2 enhancement bonus.
9) Return to the High Summoner’s room and head south into some
unexplored rooms. Turn east and continue into a room with a brazier,
and with some trepidation, go through the door at (x=3400, y=2450).
Now would be an excellent time to restock, sell off junk, and all that

There are a few items that can be fished for in the next area-even one
chest that randomly gives you nothing good at all! No fun. On the other
hand, the best item you can fish for is one of two shields than can
drop. You’d have to run through traps, Yuan-ti, and generally it would
be quite a hassle, so I don’t bother. The container that might stiff
you is at (x=450, y=200), whereas the shields can be found within the
container at (x=1350, y=400).

| |
| Yxunomei’s Stronghold |
| |
Sequence of Events: {WLK011}
1) What an Odd Little Girl…
2) Treasure Time!
3) Tunnel Tackling Tactics
4) The Messenger of Sseth
5) Another Tunnel Segement
6) An Honest Torture Chamber
7) The High Torturer
8) Yuan-ti Priest Ring
9) The High Baptist
10) The Last Line of Defense
11) Pantry Raid!
12) Confronting Yxunomei
13) Trouble in Kuldahar

Yxunomei’s Stronghold (AR4005)
1) When you arrive, you’ll be greeted by an ‘Odd Little Girl;, who will
ramble chaotic nonesense before vanishing. She’ll be doing this
throughout the level, so get used to it. Head north and you’ll encounter
a band of Yuan-ti, the Odd Little Girl will warn you to turn back, and
a fight will ensue. Focus missile fire on the Yuan-ti Priest to disrupt
it, or shut it up with Silence 15’ Radius. Once it’s dead, engage and
cut down the Yuan-ti Elite. Pay special attention to archers, as they’ll
readily drop Arrows +1. Continue north a bit further and the Odd Little
Girl will babble at you again. Three times in one Step? Good grief…
2) The quick way to the end of the level is to simply follow the winding
path, opening doors after each segment. Yes, yes, it’s a snake motif,
I get it. But what fun is that? Go through the door north of where the
Odd Little Girl last appeared (x=600, y=1350). Disarm a trap on the
stairs beyond (x=500, y=1200) and go through another door to the north
(x=500, y=1000). Beyond you’ll encounter a Yuan-ti Priest and some
melee Yuan-ti. Shut up the Priest, and slice up the melee fighters.
Go through another door to the west (x=330, y=750), beyond which you’ll
find another, similar group of baddies. Handle them the same way, then
head north to find a room full of treasure. Well, it’s about time!
Stupid snake-ridden dungeon… Oh, and be wary of traps.

(x=300, y=200) Black Opal x2, Scroll of Non-Detection, 124 gold,
(x=450, y=200) Tchazar Gem x5, Potion of Fire Resistance
(2nd Play: In addition to the previous, I found the
Short Sword ‘Spell Diver’*1)
(3rd Play: Instead of ‘Spell Diver’ I found a
Bastard Sword of Action +1*2)
(4th Play: The Sword of Days*3)
(6th Play: Intercession*4)
(7th Play: Bastard Sword +2: Life Giver*5)
(x=500, y=400) Potion of Healing x3, Pearl Necklace, 303 gold
(x=650, y=200) Scroll of Protection From Cold

(x=500, y=1200)
(x=300, y=200)
(x=450, y=200)

*1: This +2 Short Sword is cast as a Mage-killer, as it has a 50%
chance to ‘nullify the target’s ability to cast spells for two rounds.’
I think death is the best Mage-killer, and Short Swords aren’t terribly
good for that in my party.

*2: A Bastard Sword +1 that grants an additional attack per round. It’s
a decent weapon, but we’re looking for +2 or better weapons by now.

*3: A Short Sword +3 that gives immunity to Haste and Slow, and has a
25% chance to slow the target. Haste is essential to my battle plan, and
few enemies cast Slow. I don’t bother.

*4: A Long Sword +1 that gives a +2 bonus to AC. We’ve already found a
better Battle Axe, and since it’s not +2, it’s really not up to snuff.

*5: A +2 Bastard Sword with a 5% chance to heal the user for 1d10
points of damage.
3) Now for our tunnel-tackling tactic. Have your Thief sneak, then open
the door to the south (x=1000, y=1700). The Odd Little Girl will pester
you again. When she’s done, run back with your Thief and hide again,
without provoking the Yuan-ti beyond. Each tunnel typically has Yuan-ti
and traps in them, so rushing in after the Yuan-ti is likely to end
with you suffering severely. If you’re quick, you can head into the
tunnel with a sneaking character, detect the traps, disarm them, and
run back before becoming visible. Once the traps are disarmed in front
of the Yuan-ti, run in and slaughter them all. In the next particular
tunnel segment are there Yuan-ti Elite archers and a trap at
(x=1020, y=1840). There’s another trap beyond the offending Yuan-ti at
(x=1340, y=2100).

(x=1020, y=1840)
(x=1340, y=2100)

Note from Lee:
I use a slightly different tactic for these tunnel segments – I open the
door(s) and draw the Yuan-Ti back to the party in the ‘safe’ area, or
missile them to death from a distance. Once they’re all dead, I can go
in and disarm traps at my leisure.
4) The next move should be obvious-go through the south-west door at
(x=1100, y=2120), beyond which a great number of Yuan-ti lie. Host
of Yuan-ti to the south… door they have to go through to get to us…
are you thinking what I’m thinking? If you’re weighing your desire to
take a piss versus your laziness at having to get up to do so, then
you are! Also, this is a great place to use our lovely Web-bottleneck
trick. Be warned, however, that many of the baddies beyond brought bows,
so more than a few will be happy enough just sitting back taking pot-
shots. Throwing a Confusion at them won’t help their aim any. Don’t
expect the Web-strategy to be a fight-winner here, just use it to kill
the melee Yuan-ti before casting Haste (once the Web ends) rushing in,
and chopping the remaining archers down. Pay special attention to the
High Archer-he fires +2 Arrows and is quite lethal… at least, if you
ignore him to chase other prey. Of your manifold means of murdering the
meanies, pick whichever one appeals to you the most, then loot the
room. The High Archer will drop as many as twenty Arrows +2 and the
Messenger of Sseth +1*1. If he drops fewer +2 Arrows, check your face;
they may be there.

Note: Do not waste Arrows +2, you will need them shortly against a
powerful foe. Yuan-ti can be killed just as well with normal arrows,
but the enemy at the end of this area requires +2 weapons to hit.

(x=750, y=2300) 569 gold, Arrows +1 x35
(x=900, y=2450) 239 gold, Arrows +2 x18
(x=1000, y=2600) 320 gold, Potions of Extra Healing x8

*1: This bow gives +1 damage and +2 THAC0, so it’s not much of an
improvement over any old Composite Long Bow. It is, however, incredibly
fast, with both a low Speed Factor and more attacks per round. I prefer
the Longbow +2: Defender, but this bow is pretty good, nontheless.
5) You should be getting into the swing of things by now-another room
cleared, which means next we’ve got another hallway segment to tackle.
Again, I open the door at (x=1420, y=2000), and disarm the two traps
immediately beyond at (x=1520, y=2080) and (x=1540, y=2140). There’s not
much chance you’ll get bothered by any Yuan-ti whle doing this, although
there are three more Yuan-ti Elite archers at the end of the passage.
Once these two traps are destroyed, take the snakes down. There is
another trap at (x=2000, y=1880), but it shouldn’t affect the fighting

(x=1520, y=2080)
(x=1540, y=2140)
(x=2000, y=1880)
6) When the tunnel snakes are smote (that sounds a little perverted,
doesn’t it?) go through a door to the south (x=1900, y=2200). Beyond the
door are more Yuan-ti (surprise!) and some creatures known as Histachii,
which are significantly weaker than the Yuan-ti you have been fighting,
although they can disease you (which inflicts damage over time) and they
are immune to non-magical weapons. Continue east, then take the fork
north and dispatch two Yuan-ti Elite archers and steal their lovely
enchanted arrows. Backtrack and continue to the east, where you’ll find
a torture chamber, and perhaps a few more Yuan-ti waiting to die. Loot
the room and activate the switch near one of the bookshelves
(x=3420, y=2000). Egad! A secret passage in an honest torture chamber?!

(x=2900, y=2200) Scroll of Ghost Shield
(x=3250, y=2000) Scroll of Dimension Door, Potion of Genius
7) Backtrack to the west where you’ll find our newly-uncovered secret
passage going east. Inside is The High Torturer (I’ll bet they have a
High Shit-Shoveler down here somewhere, too.) The High Torturer suffers
from vision problems-which you think would affect his job security a
bit. Maybe they have him locked away here to keep him out of the way?
Anyways, you can pretend to be a student if you wish, but a fight is
inevitable. He’s jointed by two melee Yuan-ti Elites. Cut them down and
loot The High Torturer for a Ring of Pain Amplification*1. Isn’t that
something a torturee wears, and not a torturer? Maybe he’s just holding
it until he’s got another victim, or maybe he’s just a masochist?
Anyways, one of the High Torturer’s guards will also drop something-a
Halberd +1: Defender*2

In Heart of Fury mode the High Torturer will be accompanied by a pair
of Yuan-ti Champions, instead of Yuan-ti Elites.

(x=3100, y=2500) 520 gold, Oil of the Serpent’s Scales x2,
Moonstone Gem, Throwing Axe +2*3,
Scroll of Mirror Image*3, Scroll of Icelance

*1: This ring reduces your Slashing, Piercing, and Crushing resistances
by -20%. It’s… obviously not in your best interests to wear it. It’s
also cursed, so unless you have access to Remove Curse, don’t play with

*2: A +1 specimen that gives its wielder a +1 bonus to Armor Class and
10% resistance ot Piercing and Slashing attacks. Would be a pretty
good weapon, if it weren’t +1… and a Halberd.

*3: A returning Throwing Axe. A good reason to specialize in Axes, I
think, as it allows one to wield a shield and have a ranged option. Of
course, this is an umimpressive option in Heart of Fury mode, although
it’s great for more casual games.

*4: We could have bought one of these from Orrick, and really, there’s
no reason not to. Foes aren’t really able to take down your buffs with
True Sight in this game, and Mirror Image is an essential buff.

The Halberd +1: Defender is new to the Enhanced Edition, as is the
Scroll of Icelance.
8) It’s time to go north through a door at (x=2000, y=1800), typical
tunnel tactics apply… except this time, they’re throwing you a curve-
ball. No Yuan-ti await you. Just two traps near the northern door
(x=2100, y=1350), (x=2000, y=1320). How dare they shake things up!
Well, if they’re shaking things up, then so will I-we’ll do the tunnel
AND its room in one Step! Go through the door at (x=1830, y=1500) and
scout ahead with a Thief. You will find a large group of Yuan-ti Priests
in this room, and it might be wise to get the spell-drop on them. I hit
them with a Confusion spell before charging with my party. There are
also three Yuan-ti Elite archers with the priests. Slaughter the snakes
and loot the throne for its goodies, considerably improved for the
Enhanced Edition.

(x=1200, y=850) Pearl Necklace, Studded Leather Armor +2,
Darkened Glory +2*1

(x=2100, y=1350)
(x=2000, y=1320)

*1: A +2 Katana with an extra 5% chance to score a critical hit, and
it curses foes with each critical hit. If you decided to go for
Katanas, this weapon is a timely find, indeed.

Katanas didn’t exist in the vanilla game, so of course Darkened Glory +2
is new.
9) Backtrack into the hallway and go through the northern door at
(x=2000, y=1250), where you’ll find… another unguarded hallway
segment. Well, damn… Disarm the traps at (x=1920, y=1020) and
(x=2020, y=900) before going through the south-eastern door
(x=2250, y=1050). A small host of Yuan-ti and Histachii will come
pouring out, in desperate need of smiting. Histachii aren’t very potent
in melee, but they can inflict diseases, which will be fatal over time.
Another good reason to have a bunch of Clerics around-Cure Disease will
fix you right up. Continue to the south-east until you come across “The
High Baptist.” He-however-has his eyesight (a necessary function for
somebody who dunks others in water, I suppose) and is quick to attack,
along with a number of Captive Villagers… whom are presumably the High
Baptist’s thralls. Ignore the entralled villagers and go after the High
Baptist, who’ll cast spells if you let him… plus, you’ll lose a point
of reputation if you kill the villagers. Once the High Baptist dead, the
villagers will come to their senses. Talk to one of them for an
Experience reward.

(x=1920, y=1020)
(x=2020, y=900)

(For saving the Captive Villagers)
EXP 10350

The quest with the Captive Villagers wasn’t in the original game. The
High Baptist was there, but the villagers weren’t.
10) Return to the tunnels again and go through the doorway to the north-
east (x=2100, y=850). The next tunnel segment must be where all the
critters from the previous two tunnels fled. At the end of this tunnel
you’ll find two lines of Yuan-ti guarding the door to the east-seven
Yuan-ti Elites and two Yuan-ti Priests. They also have plenty of traps
in front of-and among-them which should make melee seem like an
undesirable proposition. Worst of all, they know they’re in a good
defensive spot, and they’re not budging. How dare they remain wisely
stationary instead of persuing me to their demise! To deal with such
defiance I typically employ the following strategy-cast Invisibility
with your Fighter/Mage/Thief (on your Fighter/Mage/Thief) and safely
head up to the Yuan-ti and disarm all the traps, with them none the
wiser (be sure AI is off, less your character attack and blow your
cover). Now that the traps have been disarmed, hit them with a
pre-emptive spell assault, including spells like Confusion, Slow, or
good old Web. Once done, rush up and smite them.

(x=2470, y=700)
(x=2500, y=800)
(x=2530, y=700)
(x=2600, y=900)
(x=2700, y=800)
(x=2780, y=700)

Note from Lee:
I don’t know why, but for me they did chase me back into the room and
allowed me to slaughter them all in the doorway. No spell-buffing or
offensive magic required…
11) Well, that was fun. One last room to explore before we see what lies
beyond the door those Yuan-ti were so fervently guarding. Go through the
door to the north (x=2300, y=600) and smite a smattering of Yuan-ti.
I dare say we’ve found the kitchen. Go through the door to the west
(x=1400, y=400) and annhilate a few more Yuan-ti and claim the loot in
the chests as your own.

(x=1350, y=400) 76 gold, Potion of Freedom, ~The Red Knight’s Shield*1
(3rd play: The Bitch Queen’s Envoy*2)
(x=1000, y=300) Potion of Fortitude, 110 gold.
(x=1050, y=250) Potion of Healing x3, Baleful Mail*3

*1: A +3 Medium Shield. It doesn’t give any bonuses versus Missile
Weapons, but it’s base +4 bonus to Armor Class still makes the best
shield we’ve seen by far. I put it on my party leader to boost his
Armor Class to a hefty -12. I’m stacking the deck on purpose.

*2: This shield is inferior to the Red Knights’ Shield, but still
superior to anything else you’ve found.

*3: Essentially +2 Chain Mail Armor that protects from a host of common
mind-affecting effects, such as Dire Charm, Charm Person, Confusion,
Command, and Rigid Thinking. Of course, since it can’t be worn by good
characters, it won’t find a home on my party. On the bright side, it
sold for 5700 gold.
12) Now you’re all ready to head east into the final room of this
area… but before you do, I highly suggest you go to town, sell off
any loot you may have found, and generally make space in your
inventory. The most prolific fight of the game thus far awaits beyond
this door. Make sure everybody has a +2 or better weapon. Everybody
that needs to be attacking, anyways. Syrenil readies some of those
Arrows +2. My multi-class party’s stats are as follows at the moment:

Ilnathias ‘Icefang’
Fighter 7/Mage 7/Cleric 7
Experience: 80381/80381/80381
Hit points: 81
Armor Class: -12
Weapon: Fast Flail +2 (THAC0: 8)
Armor: Plate Mail Armor
Gloves: Gauntlets of Weapon Skill
Helm: Helmet
Amulet: Black Wolf Charm
Shield: The Red Knight’s Shield
Ring: Ring of Free Action
Ring of Protection +2
Boots: Boots of the Fox
Belt: Shimmering Sash
Amirule Alteslay
Fighter 7/Mage 7/Cleric 7
Experience: 80368/80368/80368
Hit points: 71
Armor Class: -4
Weapon: Conlan’s Hammer +1, +5 vs Iron Golems (THAC0: 9)
Armor: Plate Mail Armor (Kressaleck’s)
Helm: Helmet (Kresselack’s)
Shield: Large Shield +1 of Missile Deflection
Ring: Ring of Free Action
Ring of the Warrior
Fighter 7/Mage 7/Cleric 7
Experience: 80275/80275/80275
Hit points: 71
Armor Class: -3
Weapon: The Love of Black Bess +3 (THAC0: 8)
Armor: Plate Mail
Helm: Helmet
Shield: Reinforced Large Shield +1
Nauzhir the Red
Fighter 7/Mage 7/Cleric 7
Experience: 80250/80250/80250
Hit points: 71
Armor Class: -1
Weapon: Hammer Flail +2 (THAC0: 9)
Armor: Splint Mail
Helm: Helmet
Shield: Large Shield
Fighter 7/Mage 7/Cleric 7
Experience: 80161/80161/80161
Hit points: 71
Armor Class: -2
Weapon: Lesser Static Star +1 (THAC0: 10)
Armor: Splint Mail
Helm: Helmet
Shield: Stoutward +1
Syrenil ‘Softstep’
Fighter 7/Mage 7/Thief 7
Experience: 80083/80083/80083
Hit points: 73
Armor Class: 0
Weapon: Long Bow +2: Defender (THAC0: 7)
Armor: Necromancer’s Robe
Helm: Deep Red Ioun Stone
Amulet: Amulet of Metaspell Influence
Ring: Ring of Shadows
Everybody needs a +2 weapon in order to be able to meaningfully
contribute to the fight ahead… which means poor Eraithul is simply out
of luck. Before I go through the door to the east (x=2750, y=700) I cast
Invisibility on Syrenil-we need to level the field a bit before we
charge on in. Open the door, head east, and disarm the traps at
(x=3000, y=600), (x=3200, y=650), and (x=3200, y=800). Syrenil retreats
and rejoins my party in the hallway outside of the door. Now I buff my
party as much as I can-Draw Upon Holy Might, Prayer, Recitation, Bless,
Haste, and personal buffs like Blur and Mirror Image, with what
characters who have them. These buffs lower the THAC0s of my entire
party by a solid four points-not counting the additional bonuses of
having higher Strength, Dexterity, and Constiution that my Clerics also

Now that I’m buffed, I take Ilnathias and lead him into the room, with
the rest of my party about half a screen behind him. He’ll talk to the
‘Odd Little Girl’ and, after some banter, she’ll turn into Yxunomei-a
Marilith. The reason I’ve been stacking his Armor Class is simple-he’s
going to lead the charge against Yxunomei. My other four Clerics cast
Silence 15′ Radius on/near the Yuan-ti behind Yxunomei, then Amirule and
Kaelinalia join the fray. Nauzhir and Eraithul cast more spells or
engage some of the Yuan-ti, while Syrenil casts Confusion, then starts
shooting Yxunomei with Arrows +2. If the Yuan-ti Priests get any spells
off, they’ll typically target Ilnathias, and if he’s the only one who
is targeted by Dispel Magic, Hold Person, or other debuffs, we’re gold.
He’s immune to the latter, and can endure the former better. Yxunomei
is also fond of casting Cloudkill, but by now we should have leveled
past it being fatal, although it can still be a nuisance. Yxunomei
should go down in 4-5 rounds or so, and once she does, mop up her
Yuan-ti. Be wary of a Yuna-Ti Mage that’ll show up from the hallway
behind us-a bad surprise spell can spoil the fight for us.

Once all the snakes are dead, loot the room and leave. You’re done in
Dragon’s Eye, and for the first time in the game you’ve actually
succeessfully accomplished a task that Arundel has given you. Huzzah!
It’s time to return to Kuldahar and let the good news flow.

I can honestly say I was disappointed with this battle in Heart of Fury
mode. My tactics? I equipped my Fighter/Mage/Thief with Arrows +2 and
cast Haste on the party. I then simply waltzed in and smote her. The
only difference in this fight is that some Yuan-ti Mages appear behind
you once you’ve caught Yxunomei’s attention. You can simply double-back,
dispatch them with the full might of your Heart of Fury party, and deal
with Yxunomei however you please. Actually using Heart of Fury tactics
like Symbol of Hopelessness and Tenser’s would make this even more

Note from Lee:
I move the party into the north-west corner of the “room” (the hallway
segment) and engage with just the party leader. Once the conversation
is thru, I run back to the party and wait – Yxunomei will come into the
room and actually be in front of her minions. Bad move bitch… Once
she’s dead, I go immediately after the Yuan-Ti Mages that show up (who
are in front of the party, thanks to my position in the hallway), then
mop up the rest… I did this without spell-buffing, but I really don’t
recommend trying it without buffs unless/until you’ve done this fight a
few times and know what to expect.

(For slaying Yxunomei and recovering the Heartstone Gem)
EXP 13000
Item The Heartstone Gem

(x=2830, y=500) 2467 gold, Emeralds x2
(x=2850, y=450) Skull x5
(x=2850, y=400) Jasper Gem x3, Iol Gem x1, Shandon Gem x2, Garnet x1,
Belt of Stones*1
(x=2950, y=300) Dead Man’s Face*2
(x=3050, y=300) Translocation Arrows x5, Hammer Arrows +1 x20,
Confusion Arrows +3 x20
(x=3200, y=250) 625 gold
(x=3300, y=250) Potion of Heroism x3, Potion of Hill Giant Strength,
Star Diopside Gem

(x=3000, y=600)
(x=3200, y=650)
(x=3200, y=800)
(x=2830, y=500)
(x=2850, y=400)
(x=3050, y=300)
(x=3300, y=250)

*1: A cursed belt that lowers your Strength to 6. Probably should
refrain from putting this around your waist…

*2: This item, like all great Armor Class boosting gear, goes on my
party leader. The trickle-down effect works for Armor Class in Icewind
Dale… unlike the trickle-down effect in the American economy. Unlike
the people with all the money in America, in Icewind Dale the person
with all the armor takes all the hits. They don’t hide their excessive
Armor Class in off-shore bank accounts and let the rest of the group
get the shit kicked out of them.

Kuldahar (AR2100)
13) When you get back, you’ll notice things are amiss. Maybe it’s the
air? Maybe it’s the giant Orogs all over the place? Probably the Orogs.
Kill them on your way to Arundel’s. After the first bit of dialogue,
follow Arundel upstairs to trigger the second part. Story unfolds, and
you are given the quest to find Larrel in the Severed Hand. He’ll leave
behind a Staff of Nature’s Wrath*1. It sells for a bit, if nothing else.
Speaking of which, be sure to sell off all the junk you have accumlated,
buy spell scrolls as they interest you (having a Mage who can cast
Haste, Slow, Confusion, and Dispel Magic will put you in good shape for
a while.)

*1: In all the time it took Arundel to become an Arch Druid, the best
weapon he was able to get his hands on was this? It’s a +1 Quarter Staff
that allows you to cast Entangle or Flame Strike. It’s probably better
off as kindling, but at least it’s self-lighting.

| Chapter 3: The Severed Hand |
| |
| The Sacked Levels |
| |
Arundel is dead, and let’s be honest-our track-record thus far has been
somewhat spotty. We set out from Easthaven as humble mercenaries looking
to tag along and earn some cash, and now we’re the sole survivors of our
expedition, involved in some cosmic struggle between two evil beings of
immense power. We are all that stands between Kuldahar and oblivion.
Dramatic, huh? We’re lost without Arundel to tell us where to go,
however, so we need to find this Larrel and hope the Heartstone Gem
points us in the right direction.

The Severed Hand, Exterior (AR5000)
Sequence of Events: {WLK012}
1) Larrel Versus Squirrel
2) Shadows in the Severed Hand
3) Traps, Bottlenecks, and Baddies
4) Two Handed Sword Ambush
5) Another Ambush
6) Morning Star Ambush
7) Shadowed Worg Ambush
8) Teaching the Dead
9) Misery’s Herald and Goblin Marksmen
10) Clearing Out Archers
11) Shield Ambush
12) Smiting Skeletons
13) Clockwise, to the Elevator
14) Serrated Skeleton Slaying
15) Short Sword Looting
16) Severed Soul Shadowed Stuff
17) To the Towers of the Seldarine

1) Five days and one chapter introduction later and here we are. Larrel
makes an appearance, accuses a Squirrel of treachery before launching a
Fireball at it, and wanders off muttering to himself. That looks
promising. There’s not much else to do but enter the Severed Hand
(x=300, y=200).

More item fishing for you! There’s going to be a lot of it here, and
much of it can be quite lucrative. The first thing I should point out is
that on the currently unreachable eastern half of (AR5001) you can find
one of the best suits of armor in the game-Shadowed Plate Mail. A
Severed Soul will randomly drop one shadowed item (another interesting
drop is the Shadowed Robe). The bad news? Since you have to go through
the western half of (AR5001) and through several other areas before you
can circle back around to reach the eastern half of (AR5001), the item
will be locked well before you have a chance to find out what it is.
Being such a pain in the ass, you’re better off just ignoring it, taking
what you get, and moving on. There are other suits of armor that are
just as good and-more importantly-static drops. Anyways, enough teasing
you about loot drops that you might not get, to focus on items that can
reasonably be fished for. On the first level of the Severed Hand you can
score some pretty sweet Two Handed Swords. Kresselack’s is beyond out-
dated by now. There are two swords that are worth keeping an eye out
for, either the Two Handed Sword +2: Hammering, or the Two Handed
Sword +2: Defender. The former has a chance to stun, while the latter
does all the good things we’ve come to expect from Defender weapons-
bonus to Armor Class and resistances. Both can be found at
(x=450, y=1550).

The Severed Hand, Level 1 (West) (AR5001)
2) Once inside you’ll be attacked by Shadowed Orcs… which are like
normal Orcs, but stronger and undead. They come in a number of
varieties-Orc Grunts, Orc Archers, Orc Shaman, Goblin Grunts, Goblin
Archers, Goblin Marskmen… all Shadowed, of course. Anyways, this fight
shouldn’t pose much of a problem to you, just keep an eye on your party
members and make sure they don’t run into an ambush or over traps. A
fair warning now-pretty much everything in this place is undead, which
means no enchantment spells. You can just forget about Confusion,
Emotion, and such spells. Melee is king in this dungeon (or rather,
physical damage). The best your Mages can do here is spell-buff… but
considering how much Haste improves our damage out-put, it’s not an
unworthy task. Also… all our Mages can also fight! No dead weight in
multi-class land.

Almost everything in this place is undead-seriously, for the rest of
this Chapter, Invisosmite is the only tactic you’ll need. There are a
few times where you’ll get forced into a fight upon reaching a new
level, but for the most part, if you keep your party invisible and your
‘Turn Undead’ ability active on your Clerics, you’ll be able to just
walk through this place. Life is good when you’ve got Invisosmite on
your side. I will record normal tactics for those of you who do not
have Invisosmite capabilities (how could you NOT have a Cleric?), or
more likely, for those of you who feel that the tactic is cheap (if it
plays, it stays, for me), and I will not keep reminding you about
Invisosmite-you know the drill by now-just remember that in lieu of
normal tactics… Invisosmite!

Note from Lee:
Upon entering, I cast a Web at (x=1180, y=1580), another Web at
(x=970, y=1500), and a Sleep on the asshole at (x=850, y=1380). This
effectively removes all resistance and allows me to pick off the various
enemies with missile fire.
3) From the entrance, head south, where you can pass over some rubble
and into a room guarded by three traps (locations below). In this room
are more Orcs who would love to do nothing more than bottleneck you in
the entrance to the room. Too bad they’re full of weak sauce. Smite
them and head into the room they were guarding-there are a few archers
and an Orc Shaman, but nothing that should seriously trouble you. Ignore
the stairs at (x=1600, y=2050) and loot the urn at (x=1250, y=1820)
before heading into the room to the west.

(x=1250, y=1820) Star Diopside Gem, Potion of Heroism

(x=1300, y=1730)
(x=1300, y=1690)
(x=1250, y=1670)
4) Some puny Goblins will try to halt your entry into this room-laugh at
them and continue around to the north-west. When you approach the
lootable rubble at (x=450, y=1550) you’ll be ambushed by a band of Orcs,
who sneakily appear from nowhere. This group includes two Orc Shaman,
Orc Archers, Orc Grunts, and two Shadowed Ogres who will come from the
north. You can, of course, trigger this ‘ambush’ with a sneaking or
invisible character, and then simply fight the battle normally. This
advice should be common sense by now, but be sure to focus on the stupid
Shaman, first. You don’t need them throwing out Hold Person spells. Be
sure to loot the rubble at (x=450, y=1550), as it contains some random-
and often rather valuable-loot.

(x=450, y=1550) ~Two Handed Sword +2: Hammering*1
(6th Play: Battle Axe +2)
(7th Play: Two Handed Sword +2: Defender*2)
(x=800, y=1600) 50 gold

*1: A +2 Two Handed Sword with a chance to stun. Definately an upgrade
over Kresselack’s.

*2: We know how awesome Defender weapons are, and this is no exception.
It’s a +2 Two Handed Sword that gives a +1 bonus to Armor Class and a
+10% bonus to Slashing Resistance. Fantastic.
5) From the ambush room continue north until you run across another pack
of Orcs-an Orc Shaman leading a handful of Orc Archers. If all this
seems painfully easy to you now… it’s because it is. Really, these
Orcs and Goblins are chumps. Head east a bit and you’ll find some
Goblins (Archers and Grunts) to the south-west, along the northern part
of the room where we entered. Once all the shadowed beasties are dead,
find the ramp up at (x=1200, y=500)

(x=920, y=2050) Potion of Extra Healing, Waterstar Gem,
Elixer of Health
(x=800, y=650) Scroll of Emotion: Hopelessness*1
(x=620, y=950) 50 gold, Potion of Healing

Another great weapon lies on the next level, and it’s fairly easy to
get, too. At (x=1550, y=400) you have a chance to score a Sanctified
Morning Star +3. It’s a blunt weapon with a +3 enhancement that adds
some bonus Cleric spells… what more could you ask for? When you
approach the container where this mace is… uh… contained, you’ll
probably trigger an ambush. Be sure to use Invisibility.

*1: This is another great 4th-level debuff for the Mage, although it’s
inferior to Confusion.

The Severed Hand, Level 2 (West) (AR5002)
6) Once you reach this level, cast Invisibility on a character (or
sneak) and head south to reach the circular walkway connecting the rooms
of the level to the central tree-stairs. Get used to the layout-we’ll
be going up and down this stupid tower quite a bit in the next couple
of Steps… Anyways, once outside the room with the ramp, head east,
then north into another room. Surprise! Ambush. Orc Shaman, Goblin
Warriors, Goblin Marksmen… all standing around stupidly with nothing
to attack. With the rest of your party, you can now exit the ramp
room and launch a little ambush of your own-as many Goblins appeared
in the hallway to the south (as well as in the room where your sneaky
character is). Mop up the opposition, working your way to the room
where you triggered the ambush. Once everything is dead, do be sure
to loot the rubble, as the debris at (x=1550, y=400) tends to drop
rather good Morning Stars. Also, there’s a chance that One of the
Orc Shaman will drop a Ring of Dwarven Bone*1, for what little that’s

(x=1550, y=400) ~Sanctified Morning Star +3*2
(3rd Play: Morning Star of Lesser Phasing*3)
(x=1830, y=400) 119 gold, Potion of Agility, Potion of Stone Form,
Scroll of Animate Dead

*1: This ring gives its wearer +1 Strength (up to a maximum of 18/00).
It can’t be worn by good characters, however, and considering that this
is only a marginal increase over what I already have, it’s not worth
losing out on the Shimmering Sash.

*2: One of the better Mace-proficiency drops in the game, it’s a +3
Morning Star that allows the wielder to memorize two additional 1st
level Cleric spells. It’s nowhere near as good as the Morning Star +4:
Defender, but it’s a good weapon to use in the meantime.

*3: A +2 Morning Star that has a +15% chance to phase an enemy, and a
+25% chance to deal 1d3 cold damage. I’d rather have the Sanctified
Morning Star +3.
7) Head south around the outer hallway circling the level. You’ll
probably be provoked by some Goblins and an Orc Shaman near a ramp
at (x=500, y=900). Smite them and continue until you find a ‘Shadowed
Goblin Trainer’ to the west at (x=500, y=1450). He’s got some Goblin
buddies to deal with, and he’ll also summon up a horde of Shadow Worgs,
in case you weren’t sick of ambushes already. When the trainer dies,
he’ll leave behind the Jester’s Bag of Holding*1. Emphasis more on the
Jester’s, less on the Bag of Holding, so don’t get too excited.

*1: A minorly useful accessory that produces various items. Mostly junk,
but sometimes you can get magical arrows and whatnot. For more detailed
information, go see [MSC002]. If you plan to have a devoted archer in
your party, this item is the only way to keep yourself well-stocked in
magical ammunition… well, the only legitimate way. You’ll just have
to save/load farm Arrows +1.
8) From the room where you encountered the Shadowed Goblin Trainer head
south into another room-this one is also cluttered with Goblins that
didn’t figure out how to die correctly the first time. Give them proper
instruction and see that it sticks this time. There are bound to be
stragglers to the west-plenty of Marksmen, which are, next to Shaman and
their Hold Person spells, perhaps the most dangerous of the Orcs and
Goblins here… which isn’t saying much. If you would have taken the
stairs up (instead of the ramp) to reach this level, you arrive at
(x=1700, y=2100). It’s easier to reach that lovely Sanctified Morning
Star +3 from the ramp, however. Again, we have two options for pursuing
the next level-stairs at (x=1400, y=1300), and a ramp at (x=500, y=900).
Both paths are somewhat annoying, as they put us under archer fire,
but the ramp this time leads to an ancillary little area where we can
pick up some loot, whereas the stairs actually advance us through the
level… so let’s go climb that ramp, shall we?

(x=900, y=1760) Potion of Healing, Potion of Genius,
Scroll of Emotion: Courage*1

*1: This spell gives a bonus of +1 THAC0, +3 damage, and +5 temporary
Hit Points. Better yet, it has a range of 10 feet and lasts 5 turns.
That is certainly long enough to last any encounter. I find it inferior
to Emotion: Hope, but since the two stack with each other (and not
with themselves), for the biggest fights it’s worth keeping one of each

The best items that can be fished for next level occurs up the stairs,
not the ramp. Some undead have a chance to drop a variety of items,
and over at (x=600, y=1250) you can fish for a shield. The game is
usually pretty generous about dropping a Shield of the Hand, which is
the best item I’ve pulled out of the rubble there, and is the second
best shield you could have found by now (and I have no shortage of
characters looking for a shield). If you do decide to go after it,
you’ll need to do Steps #10 and #11 first, then backtrack to do Step #9.
I don’t usually bother worrying about the other items I can get from
the undead-they’re not too great, especially since the Serrated Bone
Blade is arguably not any better than the Two Handed Swords we were
able to find back on level one.

The Severed Hand, Level 3 (Exterior) (AR5003)
9) As I indicated, there are Goblin Marksmen on the exterior ring and
the interior ring of this level, so either way you went up, you’d be
under fire by little yellow assholes. On softer difficulties, you can
simply park a sturdy Fighter in the line of fire while your archer
greets their archers with the universal hello of arrows through the
face. On Heart of Fury mode, however, it’s less trouble to simply go up
either the ramp or the stairs, clear out the archers, then go hit the
other side. After all, WE don’t have infinite ammo like some rat-
bastard computer does. From the ramp head east and dispatch a handful of
Goblins. Continue east and you should notice a passage to the south.
Sneak/cast Invisibility on a character and send them out into the
exterior ring of this level, circling around counter-clockwise until
you approach some treasure at (x=700, y=980), where you’ll be ambushed
yet again by two Orc Shaman, a host of Orc Grunts, and two Ogres. One
Ogre may drop the axe Guktok’s Chopper*1, and an Orc Shaman might drop
the Ring of Dwarven Bone if it wasn’t dropped earlier. I’ve also found
a spear called Puny’s Poker +3*2. Grab the loot they were guarding, then
head back down the ramp (x=800, y=600).

(x=700, y=980) Misery’s Herald*3

*1: A +2 Battle Axe, +4 vs. Dwarves. You really won’t be fighting
Dwarves in this game (I struggle to think of any such fights, in fact),
so if a +2 Battle Axe doesn’t sell you… well, then sell this.

*2: Just a +3 Spear with a back-story that makes promises the weapon
ultimately doesn’t live up to.

*3: Misery’s Herald is a +3 Flail, +4 versus Elves, which will come in
handy very shortly. It also has a 10% chance to inflict Horror when it
hits as well. It’s a decent weapon for this stage of the game.

The Severed Hand, Level 3 (Interior) (AR5003)
10) Take the stairs on level two (x=1400, y=1300) up to level three to
reach the interior ring of the level. If you didn’t deal with the Goblin
Marksmen earlier… well, they’re right in front of you now. Avoid the
paths leading to the exterior of the level for now and just do a sweep
of the area, smiting any Goblins you come across. Once done, regroup at
the stairs. We want to go south-west first, but a trio of oddly-shaped
traps blocks our progress. Disarm them, and get ready to trigger yet
another freaking ambush.

(x=930, y=1450)
(x=980, y=1490)
(x=1040, y=1500)
11) After the traps have been dealt with, take your sneaky-type
character (or expend another Invisibility) and cross the bridge to
the south-west. Head up clockwise to find some rubble at
(x=600, y=1250). When you get near it, the undead beehive will burst,
and we’ll be rushed by Armored Skeletons (big melee types) and a Burning
Skeleton (they like to lob fireball-type effects at you, and should
be given some serious smite-priority). Pulverize the undead, then claim
the treasure they were rattling their bones about… typically some kind
of shield or another.

The Armored Skeletons and Bladed Skeletons can be pretty rough in melee,
but the Burning Skeletons are the real threat, able to deal scores of
damage to multiple party members at once. Buffing with Resist Fire/Cold
and Entropy Shield should make all our melee characters immune to them,
however. Also be sure to take out Shattered Souls with some priority.
They don’t do excessive damage, but their ability to hit unerringly is
much more concerning than any enemy that has to actually make a to hit

(x=600, y=1250) ~Great Shield +3*1
(4th Play: Shield of the Hand*2)
(6th Play: Small Shield +1. The game obviously hates me
on this play-through)

*1: This is a +4 Armor Class shield with a number of 15% resistances.
Unfortunately it imposes a -2 THAC0 penalty. All things considered,
I’d rather fish for a better shield, or just ignore this one. Better
shields will be coming that don’t negatively impact our combat

*2: This shield has a respectable +3 bonus to Armor Class, with an
additional +1 bonus vs. Missile Weapons. It’s the second best shield
we’ve found so far, and it goes to my 2nd-rank character (Amirule) as a
result. She passes down the Reinforced Large shield +1, and so on…
12) Now that we’ve secured our position on this level a bit (and
perhaps plucked a decent new shield out of the rubble), it’s time to
explore this area counter-clockwise. Stay along the southern edge of
the area and head east. At about six o’clock you’ll find some more
Armored Skeletons, a Burning Skeleton, and a Bladed Skeleton (a meaner
melee baddy). The fireball-chucker still takes priority, if you can
manage it. North of here are some stairs (x=1300, y=1600), which you
should do your best to ignore for now.
13) Continue counter-clockwise until you come to a door at about
(x=2400, y=1700). Politely ask the magical door fairy to open the door
for you, and when nothing happens, just do it yourself (you can still
pretend magical fairies heard you and helped open the door, if you
wish.) Beyond the door-a room! Within the room-more undead! Four Bladed
Skeletons, not too bad. Let them come out to you, then smash them. Be
wary walking through the door-pathfinding likes to send your characters
on a round-about route which will inevitably lead them over traps. Once
you’re safely inside the room, explore to the north-west to find an
elevator (x=2000, y=1400). We’ll be using it soon enough, but for now,
content yourself with disarming another trio of traps just west of the

(x=1920, y=1350)
(x=1900, y=1390)
(x=1900, y=1440)

Note from Lee:
The “magical door fairy”… I literally had to stop for the better part
of a minute and wait to stop laughing at this.
14) Open another door (x=2600, y=1450) and scout ahead if you have the
desire. Along the northern end of the room beyond you’ll encounter a
Burning Skeleton-assholishly placed in front so as to blast you with
a fireball, a pair of Shattered Souls (immune to non-magical weapons,
uses Larloch’s Minor Drain constantly, either to damage you, or to heal
other undead), three Bladed Skeletons, and a Serrated Skeleton-a unique
Bladed Skeleton. I lead with Ilnathias, who has protected himself with
Protection from Fire (a third-level Cleric spell). He charges the
Burning Skeleton and takes only minimal damage from it. Once engaged,
the rest of my party shows up. The Serrated Skeleton will drop some
random goodies for us, as follows:

(1st Play: Bone Talisman*1)
(4th Play: Bone Marrow Belt*2)
(6th Play: Serrated Bone Blade*3)
(7th Play: Bone Kris of Black Ichor*4)

*1: This sorry little amulet allows the wearer to cast Vampire Touch
five times. I wipe my ass with this thing.

*2: +1 Armor Class, -2 Charisma, 50% Slashing Resistance, -15% Crushing
Resistance. This belt definitely can come in handy against the right
foes. It’s another item that can’t be used by good characters, and I
still maintain that the Shimmering Sash is superior.

*3: A Two-Handed Sword +3 is nothing to balk at, especially when it
has a 20% chance to do +1d10 cold damage. Maybe the game doesn’t hate
me on this play-through, after all.

*4: A +2 Dagger that has a 20% chance to poison critters hit by it.

I feel silly even mentioning this, but you can fish for some Short
Swords on the next level at (x=2650, y=1850). Short Swords are not
spectacular weapons in Icewind Dale, and these ones are nothing to get
excited about.

The Severed Hand, Level 2 (East) (AR5002)
15) Return to the smaller room to the south and hop on the elevator at
(x=2000, y=1400). Once you reach the eastern end of level two, you’ll
find yourself under attack by some Armored Skeletons and Shattered
Souls. Try to keep a leash on your characters and deal with the foes
immediately at hand, as there are several more Shattered Souls to the
east that aren’t initially involved in the fight, and the fewer of them
you have pelting you with Larloch’s, the better. Once the first group of
foes are dead, bring your message of smite to the east. Loot the
furniture and yawn at the Short Swords therein. North of the elevator
you’ll find a bridge leading to some stairs down (x=1800, y=1300), and
north still you’ll find a room with more baddies to pound. Once you’re
done ruining some undead, head down the stairs.

(x=2650, y=1850) ~Some Lesser God’s Promise*1
(3rd Play: Short Sword of Action +2*2)

*1: A +2 Short Sword that has a 5% chance to heal the wieder for 1d6

*2: This Short Sword does little besides its +2 enhancement bonus-it
adds one measely point to Dexterity.

Down here is where you can finally get a shot at the Shadowed gear I
mentioned earlier. If you’re lucky, you’ll score some Shadowed Plate
Mail or a Shadowed Robe. If not… well, the drop was locked when you
first entered this level. Although the variability in the quality of
the drops here are very, very high, I don’t suggest fishing for better
gear here. First, it’s a pain in the ass to make ‘runs’ through the
several area transitions enroute to this drop. Second, there are plenty
of other drops along the way that are worth fishing for-and not worth
negating just because of a bad drop here. In any event, the Shadowed
items are dropped by a ‘Severed Soul’, a unique Shattered Soul that is
otherwise unremarkable. There’s also a variable Cross Bow loot at
(x=2650, y=1150) which, again, is already locked.

The Severed Hand, Level 1 (East) (AR5001)
16) As soon as you enter this level, you’ll be pestered by several
Bladed Skeletons and a Severed Soul. The latter is noteworthy solely
because it can drop two great pieces of armor-not just for this point
in the game, but armor that you could very well be wearing until the
end of the game. First is Shadowed Plate Mail-it’s supposed to be
Plate Mail with a ‘Blur’ effect on it (at least, according to its
description.) Fortunately, however, instead of just having the armor
apply Blur, they compensate by making it ordinary Plate Mail Armor…
with a three point Armor Class bonus. Essentially, it counts as Plate
Mail +3-with a base Armor Class of 0, it’s one of the more protective
suits of armor in the game. The second of these great bits of armor you
can (possibly) get is the Shadowed Robe, which gives its wearer an
Armor Class of four and 15% Magic Resistance. Certainly better than
the Necromancer’s Robes Presio dropped us. All the junk this Severed
Soul has dropped me can be found at the end of this paragraph. After
dispatching our welcoming party (and celebrating/lamenting the Severed
Soul’s drop) head east, where you’ll find two rooms crawling with
Bladed Skeletons and Shattered Souls.

(1st Play: Shadowed Cloak*1)
(3rd Play: Shadowed Plate +3*2)
(5th Play: Shadowed Robe*3)
(6th Play: Shadowed Boots*4)

(x=2650, y=1150) ~Heavy Crossbow of Accuracy*5
(6th Play: Light Crossbow of Speed*6)
(7th Play: Light Crossbow of Defense*7)

*1: This cloak gives you stealth +10%. It goes on Syrenil, the only
character in my party who can wear it.

*2: Too bad I didn’t get this armor in one of the first play throughs.
If you are lucky enough to get your hands on this armor… it’s better
than the Mythril Field Plate +2 you’ll find later. In fact… I’ll go
so far as to say this is the best armor in the game. Bathed-In-Blood
has a better Armor Class, but it’s only one point better, and the
+3 AC vs. missiles that this armor gives more than makes up for it.

*3: Robes with an Armor Class of four (one point worse than Plate Mail)
and +15% Magic Resistance. In the entire game, only the Robe of the
Watcher is better.

*4: Boots that give a +1 bonus to Armor Class and +15% to Move Silently
aren’t bad (especially not for Syrenil), but I can’t help but wish I
had found the armor or robes instead.

*5: This bow gives +2 damage and +7 THAC0. Normally, I’m crazy about the
THAC0, but I already have a +4 damage +4 THAC0 bow. The bottom line is
the old bow gives an extra attack around. I’d say another attack gives
me an extra chance to hit each round, and that’s just fine. We’ll find
more of these as a guaranteed drops later, so there’s no need to fish
for it here.

*6: A fairly nice little crossbow, it’s not quite what I’m looking for,
but with its +2 damage and +4 THAC0, and it’s two attacks per round,
it’s better than the Heavy Crossbow of Accuracy that drops here.

*7: At +4 THAC0, +2 Damage, +1 Armor Class, and +10% Missile Resistance,
it’s the best Light Cross Bow we’ve found all game.
17) Leave the northern of the two rooms east of the stairs and explore
to the north to find some more undead. Kill them and loot the debris
at (x=2500, y=850) to find a ‘Piece of Broken Machinery’. This seems
kind of questy, doesn’t it? It should, and it is. Hold on to it. Now,
believe it or not we’re done with the main tower portion of the Severed
Hand. Unfortunately for us, this place was built by Elves, so they’ve
got towers branching off their freakin’ towers. Head back up the stairs
(x=1700, y=1350) to level two, then take the elevator (x=2100, y=1500)
up to level three, and finally take the stairs (x=1300, y=1600) up to
level four.

(x=2500, y=850) Piece of Broken Machinery*1

*1: A quest item you’ll need. Keep it in your inventory at all times.
This is the first of four pieces.

| |
| Towers of the Seldarine |
| |
Sequence of Events: {WLK013}
1) No Man’s Land
2) Telanis the Bard
3) Sehriya’s Inn
4) Bladesinger Lethias
5) Lehland the Merchant
6) Larrel-Yoda in Labelas Tower
7) Denaini the Dead Devotee
8) Elves and War Hammers
9) Elven Chain Mail of the Hand
10) Final Fights in Solonor Tower
11) Denaini’s Rewards
12) Elven Long Bow Ambush
13) Interrupting Elven Officers
14) Exterminating Elven Officers
15) Valestis’ Empty Arboretum
16) Kaylessa’s Request
17) No Weak Links
18) Exterminating More Elves
19) Wraith Spiders on the Roof
20) Walkway Battle
21) Final Fights in Labelas Tower
22) Kaylessa’s Release
23) Checking Out Books
24) Repairing the Astrolabe
25) The Den of Evil

The Severed Hand, Level 4 (AR5004)
1) This area is fairly tame, and it seems to be as far as the Orcs and
Goblins advanced within the Hand. Everything below us-Orcs and Goblins-
everything above us-Elves. Unlike the ‘no man’s land’ between two
forces, however, this level is… well, safe. It seems the bonds of
death have frozen this conflict in stasis. There are a number of NPCs
to talk to here, but first, the layout of the level. This level, like
all the lower levels aspired to be, consists of an inner ring. A huge
tree dominates the center of the level, where stairs and the elevator
can be found. Along the outside of the level are rooms, connected by
the circular hallway. Unlike the lower levels, however, this level is
fairly intact, and at each cardinal direction you’ll find stairs leading
to a tower, each named after a member of the Elven pantheon… well,
technically there are two towers to the north, but since Sehanine Tower
doesn’t exist anymore, we’ll just consider north as being the sole
province of Corellon Tower, while Sheverash Tower is to the east, to the
south you’ll find Solonor Tower, and to the west lies Labelas Tower.
2) From the stairs where you arrived, head south-west and open a door
at (x=850, y=1380). In the room beyond you’ll find what apparently used
to be a fest-hall, where some Shadowed Elves can be found drinking and
carrying on… at least, until you enter to the room. You can also find
Telanis, an Elven Bard (x=380, y=1500)..’ or rather, singer
EXTRAORDINARE, MASTER of the eight-string mandolin… and so forth. Get
him to sing you some songs and he’ll tell you a tale about the Dwarves
and the Elves, their alliance against the ‘dark horde’, and the eventual
falling out of the two sides when Orcs showed up with Dwarven-forged
weapons. He’ll also sing about Larrel, who apparently founded the Hand.
Yay… backstory. If only we could find somebody who would tell us the
story without resorting to prose. Loot and leave.

(x=700, y=1300) Potion of Healing, Potion of Clarity
(x=920, y=1500) Potion of Insight, Potion of Insulation
(x=1300, y=1670) Potion of Absorption, Potion of Mind Focusing
3) Explore counter-clockwise. Through the door at (x=1750, y=1600) you
can find another, seedier, and yet somehow less interesting watering
hole. Past it, there’s a door at (x=2050, y=950), beyond which you’ll
find Sehriya (x=2270, y=820), still diligently running this little inn
and waiting in vain for her mother. She seems oblivious to the fact that
she’s dead, much less the fact that her mother is never coming back.
This is fortunate for us, as she’ll let us rest here. Undead don’t need
their creature comforts, but we sure do!

(x=2220, y=950) 50 gold, Scroll of Cone of Cold*1, Potion of Healing,
Potion of Cold Resistance

*1: A fair offensive spell, you probably don’t have anything better to
fill up your 5th level spell slots with. Like with Fireball, you have to
be careful of friendly fire… Or rather, friendly ice.
4) Continue around the level counter-clockwise and open another door at
(x=1470, y=700), beyond which you can find a room with a lootable table
(x=1300, y=380). Outside the room you’ll find Lethias (x=1270, y=800),
a rather touchy Elven spirit who enjoys quoting Spock in his free time.
Talk to him if you wish, but don’t be rude, and don’t say you’re here to
loot the Hand, or he’ll attack. Why is that a bad thing? Well, because
he’s freakin’ invincible. Seriously, he doesn’t die. Pick dialogue
option #1 repeatedly and he will tell you, finally, what happened in the
Hand of the Seldarine. Long story short-the Elves got their asses
kicked, and as a final fall-back plan they decided to unleash the
combined powers of their stored artifacts to kill as many invaders as
possible and, in the same stroke, deny them the use of said artifacts.
The only other thing of interest he’ll tell you is that Larrel had
locked himself atop Labelas Tower. Before you run off, however, talk to
Telanis again. If you still have ‘The Ballad of Daen Winterbrush’ in
your inventory, you’ll have the option to ask Telanis to perform the
ballad for you. Having a healthy bit of pride in his ‘work’, Telanis
will readily agree. This summons the ‘Spirit of Daen Winterbrush’, who
whines about his blade before vanishing. Seems like we’ll have to keep
an eye out for this weapon, eh? Again, it’ll be quite a while still.

(x=1300, y=380) Scroll of Emotion: Hope*1, Potion of Clarity,
Berduskan Black Brew, Potion of Strength

*1: Another nice emotion spell, this one gives +2 THAC0, damage, and
saves. I’d suggest keeping this spell handy for big fights as well, to
be used in tandem with Emotion: Courage. It push comes to shove,
however, I’d prefer this spell over Emotion: Courage.
5) To the west you’ll find the door (x=900, y=950) leading to the final
room to explore. In the room beyond you’ll find Lehland (x=660, y=820),
who fancies himself a merchant. He, too, doesn’t seem to understand
that he is quite dead, and that most of his merchandise has long since
been ruined. He’ll tell you of the various towers which we’ll be
exploring shortly, and he does have a few things to sell-containers and
ammunition, mainly, as well as the following:

Elven Sewn Boots
Boots with +5% Cold Resistance.

Elven Sewn Cloak
The +5% Cold Resistance this cloak bestows will keep you warm.

Elven Sewn Gloves
Simple gloves that give a +5% bonus to Cold Resistance.

The Dire Old Lute of Pellon Kay
A lute that a Bard can use to cast Dire Charm. It’s an awful lot of
gold to spend to be able to cast a mediocre 3rd-level spell.

Labelas Tower, Level 1 (AR5101)
6) Now, we’ve come here seeking Larrel, right? So it only makes sense
that we give Labelas Tower a try first. It’s the western tower, the
one nearest to the stairs and, conveniently enough, our present
location. So why not give it a look-see? Head west and exit the area
at (x=200, y=1200). What you’ll find beyond is not encouraging. Larrel
has apparently blown up the tower, and he is in the middle of cackling
about it Yoda-style when you enter. Well, this path is a bust.

Solonor Tower, Level 1 (AR5201)
7) Head back to the fourth level of the Hand (x=200, y=800) and enter
Solonor Tower (x=1500, y=2000). In this level you’ll find Denaini
wandering about. Talk to her, and don’t pick a fight-it’s not lucrative
in the long run (but at least she CAN be killed, unlike Lethias.) She’ll
tell you some more about Larrel and the fall of the Hand. Apparently
Solonor Tower-or at least this level of it-was a shrine to the Elven
gods, where the Elves here spent their free time praying and whatnot.
Seems to me that somebody should have spent less time praying, and more
time fortifying. Anyways, we can, then, assume that this is the priest’s
tower, and we should be prepared to deal with Clerics. Remember, THEY
can still use mind-affecting spells on us, even if WE can’t use them.
She’ll also mention needing some holy water to purify the pools, and
will also ask us to knock off her fellow priests in the tower above.
Apparently Larrel cast some Mythal in a last-ditch effort to save the
Hand, and the result are the Shadowed undead that still lurk its halls-
Elves and Orcs (and Goblins and Ogres) alike. Most went mad due to the
effects of the Mythal, hence, we’ll be fighting hosts of barmy Elves.
Mythals… sounds like the kind of stuff that Orrick would be interested
in, no? Yep, we’ve got plenty of quests to keep in mind. Anyhow, the
stairs to level two are at (x=300, y=900).

Next level you can fish for enchanted War Hammers of various quality.
Smash the Clerics and Acolytes guarding the level and loot the container
at (x=800, y=550) for a shot at these weapons. The best of them do not
compare well to the Sanctified Morning Star +3, but the War Hammer of
Sparks +2 is still a pretty good weapon in its own right.

Solonor Tower, Level 2 (AR5202)
8) On this level youll find groups of hostile Elven Clerics and Elven
Acolytes. The former are actually dangerous, as they’ll cast spells,
while the latter are weak melee types. Don’t be surprised if they throw
Mental Domination, Cloak of Fear, Rigid Thinking, and Miscast Magic at
you, and they will also buff their allies with spells like Prayer and
Recitation. They should thus be given special priority for arrow-face-
interation, and of course, Silence 15′ Radii. When all is still, head up
the stairs at (x=300, y=900).

(x=800, y=550) Chrysoberyl Gem, Potion of Healing,
~Sanctified War Hammer +2*1
(3rd Play: War Hammer of Sparks +2*2)
(7th Play: War Hammer +2*3)
(x=300, y=600) 50 gold, Potion of Hill Giant Strength

*1: This isn’t as good as the Sanctified Morning Star +3 I found
earlier, or The Giving Star/The Love of Black Bess, but it’s still a
decent alternative, if you’ve thrown some proficiency points into

*2: The best of the War Hammers you can get here-this specimen has a
+2 enhancement bonus, a 50% chance to deal +1d3 electrical damage, and
a 10% chance to stun targets.

*3: A humble +2 War Hammer that always does one point of electrical
Damage. Veterans of Baldur’s Gate should be familiar with weapons like
this-being a virtual clone of the War Hammer +2 ‘Ashideena’.

I’ve been somewhat wishy-washy about doing a whole lot of work for
some items, but the next level presents a rare opportunity. Not only
is there an absolutely fantastic item to get-it’s rather easy to do!
Sure, you’re going to have to fight for it, but it’s a simple as
saving, checking, and reloading until you get what you want. On the
next level, in the container at (x=670, y=420) you have a chance to
score a suit of Elven Chain Mail of the Hand +3. It’s got a base Armor
Class of 2, and it doesn’t prevent Mages from casting spells or Thieves
from sneaking (although it does impose some penalties to Thief
skills)-it’s the ideal armor for my triple-classed spell-casters. There
is absolutely no reason you shouldn’t walk out of the next level with
this armor.

Solonor Tower, Level 3 (AR5203)
9) Upon reaching this level you’ll find an Elven Priest apparently in
the middle of a service. That’s one of the things that really bothers
me about religion, folks. I remember, as a kid, going to Catholic
services and being absolutely bored out of my mind… and I know what
the trade-off is supposed to be-eternal life in heaven, but it’s
honestly not the myth of hellfire that scares me, it’s this-the thought
of being dead, in an afterlife, stuck in a church service for all
eternity. Yes, mass in Catholic church was so boring, it made the
thought of going to hell less fearsome than going to heaven. Anyways,
there are Clerics and Acolytes here, as well as a Priest leading the
service. The Clerics and Priests should be, again, a priority, as
they’ll cast bad magic at you. Throw Silence 15′ Radius around liberally
to shut them, up, then smash them. When the priest falls he’ll drop a
holy symbol, of which I’ve found the following:

(1st Play: Symbol of Labelas Enoreth*1)
(7th Play: Symbol of Shevarash*2)
(7-x Play: Symbol of Corellon Latheran*3)
(7-xx Play: Symbol of Solonor Thelandira*4)

Once you’re done, go up the stairs at (x=900, y=800). You should be all
smiles about your new suit of Elven Chain Mail of the Hand +3.

Note from Lee:
Two Web spells and an Entangle ends this fight… at least for them.
I have not spell-bufffed for any fight so far in the game, using the
simple strategy of immobilizing my enemies and shooting them to death
from a distance, and/or drawing them to me to be chopped into bits. As
I had to go thru this excercise 5 times to get the Elven Chain Mail of
the Hand +3, I am certain it works, but I must reiterate that this
strategy is NOT for the faint of heart, and can lead to some serious
damage if the fight is not micro-managed well. It is also NOT usable at
all for HoF mode.

(x=700, y=820) Waterstar Gem, Potion of Heroism
(x=650, y=700) Oil of Speed (cursed),
Scroll of Minor Globe of Invulnerability*5
(x=670, y=420) Piece of Broken Machinery*6, 68 gold, Potion of Defense,
~Potion of Strength Transference*7
(3rd play: Elven Chain Mail of the Hand +3*8)
(4th play: Ring of Strength*9)

*1: This amulet gives a +1 bonus to intelligence. There’s no reason to
wear this amulet all the time, but if I hit the 18 spell limit for one
of my Mages, I’ll wear this amulet while I scribe scrolls to give
myself temporary unlimited spells/level.

*2: A humble necklace that grants its wearer Infravision. I don’t see
the point.

*3: The best amulet that drops here, it’ll give the wearer a +2 bonus
to THAC0. All things considered, I’d rather keep the Black Wolf

*4: Like the Symbol of Corellon Latheran, this amulet gives a +2 bonus
to THAC0… but only for ranged weapons.

*5: This spell protects the caster from all 1st-3rd level spells. It has
it’s uses, but enemies will soon start throwing more powerful spells
your way.

*6: Another piece of machinery you’ll need to finish up your business
in the Hand. Again, keep ahold of it. It’s the second of four pieces.

*7: Another attribute-swapping potion, this time you’ll lose a point of
Strength and gain a point of Dexterity. We can score plenty of Guantlets
of Ogre Power in the Heart of Winter expansion, making Strength a non-
issue attribute, so this actually isn’t a bad trade-off… if you plan
to harvest these (and of course, only use them once you have Gauntlets
of Ogre Power to cover your Strength loss!) But that’s simply too much
grinding, even for me. You’d need six of these potions to increase your
Dexterity to 24 (assuming, of course, a base of 18), which would lower
your Armor Class by a whopping two points.

*8: With a base Armor Class of two and +20% Cold Resistance, this may
well be the best armor you’ve found all game… at least, if you didn’t
find Shadowed Plate Mail Armor earlier. The fact that it can be worn
by dual-or-multi-classed Mages while allowing them to retain their
spell-casting abilities is beyond awesome (not to mention Thieves).
I gleefully put this armor on my Ilnathias, my party leader. He hands
his Ring of Protection +2 down to Amirule for now.

*9: +1 Strength, -1 Dexterity. Not a terrible item, in the vanilla
version of this game its Strength bonus capped at 18/00, for whatever
reason. In the Enhanced Edition, it not properly raises your Strength
to 19 (if you had a Strength score of 18, before). This makes it much
more useful, even if it does cost you one point of Armor Class.

Solonor Tower, Level 4 (AR5204)
10) Go through the door at (x=520, y=650) to find… more doors! Through
the door at (x=700, y=700) you’ll find two Acolytes and a Cleric that
are in need of some urgent smiting. Once smote, loot the room and grab
the Barrel of Holy Water, another item that should seem questy. I would
comment on the long odds of us finding a quest-item in the middle of a
frozen wasteland, but finding holy water in a priestly tower seems
rather… well, sensible. Now open the door at (x=450, y=550) to find
another room with two Acolytes and a Cleric. Once you’re done killing
them, you’ve cleared the level. Loot the rest of the rooms and when
you’re done, head back to level one of Solonor Tower.

(x=730, y=800) Scroll of Cure Serious Wounds,
Scroll of Emotion: Courage, Barrel of Holy Water*1,
Potion of Fire Resistance, Potion of Insight
(x=900, y=800) Scroll of Flame Strike, Elixer of Health,
Symbol of Sehanine Moonbow*2
(x=260, y=500) Potion of Regeneration, Scroll of Remove Curse,
Ring of Sanctuary*3
(x=950, y=200) Potion of Purification, Potion of Perception,
Scroll of Remove Paralysis
(x=830, y=300) Shandon Gem, Potion of Absorption,
Scroll of Protection from Fire
(x=1070, y=550) Scroll of Flame Strike, Potion of Mind Focusing

*1: Denaini mentioned needing some Holy Water, right? You should
probably keep your hands on this until we get a chance to take it down
to her.

*2: This amulet has five charges of Find Traps and five charges of
Know Alignment. We already have a Thief, and any low-level Cleric can
cast Know Alignment.

*3: This useless ring can be used to cast Sanctuary five times.
11) Talk to Denaini again and tell her the good news-you’ve killed all
her friends and she’s now the only undead sentient being trapped in a
hellish afterlife. Talk to her again and hand over the holy water we
found. You’ll get a much larger experience reward for completing this
quest. At least her pathetic existence won’t be quite as bleaks now.
Isn’t that an awful lot of holy water? How did we get that down here?
Oh well, time to move on to another tower!

(For killing the crazed occupants of Solonor Tower)
EXP 24000
Item Edley’s Sling*1

(For bringing Denaini some Holy Water)
EXP 52500
Item Sune’s Laurel of Favor*2

*1: A +2 damage, +3 THAC0 sling. This’ll do well on any of my Clerics,
even if I can’t think of a single instance of when I actually bothered
to use a Sling.

*2: This Laurel gives a +1 bonus to armor class and a +1 bonus to
Charisma. Since it doesn’t give critical hit protection, it won’t do for
a dedicated fighter.

You can fish for some Long Bows on the first level of Corellon Tower.
The container at (x=930, y=350) is our target, and by now you should be
prepared for the inevitable ambush that comes with it. The best of the
bows ahead is the Long Bow of Action +2.

Corellon Tower, Level 1 (AR5301)
12) Return to level four of the Hand and head over to Corellon Tower
(x=2000, y=500). There is an Elven Officer at (x=640, y=300). As you
approach him, a number of Swordsmen and Archers will appear, as well as
a Wizard at (x=260, y=460). I buff my party and head into the room,
which will soon be full of hostile Elves… all save Syrenil, who is
a bit too much of a liability to send in. I move as much of my party
as possible to where the Mage will appear, and send one Cleric to
provoke the Officer. When his stooges appear, I smite the Mage, and
engage in a straight melee. Syrenil will join the fray when the Elves
are all safely engaged with my Clerics. After the Mage is down, I
largely just let the AI clean up the rest-there’s not much these Elves
can do against a spell-buffed party without spell support. Loot and
head up the stairs at (x=800, y=1000).

Keep a Dispel Magic ready in case the Elves Haste themselves, and do
your best to shoot down any enemy Mages they have. A single Flame Arrow
spell from one of their Mages can hit for a ludicrious 120 damage.
Still, with all the enemies around, it can be damn near impossible to
safely close on an enemy spell caster. The least you can do is fling a
Silence 15′ Radius and hope for the best. Casting a Globe of
Invulnerability on your characters will limit the number of offensive
spells they can bring to bear on you.

Note from Lee:
Again, two pre-emptive Webs and an Entangle into the room puts the
entire enemy force at a serious disadvantage. Wait by the door and they
will eventually all come to you. The nice thing about this tactic is
that the enemy Mage is outside the fog of war for most of the initial
stages of the battle, making for a very easy time of it. The Mage casts
Slow first (or at least he did for me), but Rings of Free Action allows
me to simply go in and hack him to death while the rest of the party
waits outside until the spell wears off.

(x=930, y=350) ~Composite Long Bow of the Hand*1
(3rd play: Long Bow of Action +2*2)
(6th play: Long Bow of Marksmanship*3)

*1: A simple +2 damage, +2 THAC0 Long Bow.

*2: The Long Bow of Action +2 gives a +2 bonus to damage and a +3 bonus
to THAC0, as well as a decent +1 bonus to Dexterity. If this raises your
Dexterity from 18 to 19, you’ll get a +1 THAC0 bonus while using missile
weapons. You’ll have a shot at another, better, bow later, and the Long
Bow +2: Defender is certainly better, but if you’ve got a lot of hungry
archers to feed…

*3: +3 THAC0, +2 damage. Nothing to write home about.

Corellon Tower, Level 2 (AR5302)
13) This level plays out much like the one above, through a doorway to
the north three Officers stand around a table, planning for a war that
has already been lost. When you enter the room, reinforcements will
appear, this time including a Cleric and a Wizard to the west and
east, respectively. Again, pay especial attention to the spellcasters,
giving the Wizard priority over the Cleric. Once you’re victorious,
the stairs to the third level are at (x=800, y=1000).

Again, take out the Mage first. I cast a Haste spell, walked in and
killed the Mage, then just let the fight go. This is where having an
Armor Class of -15 and a THAC0 of -7 on most of my party really comes in
handy. No weak links means the enemy has to earn every bit of damage.
One of my characters does get pretty banged up, but it’s nothing a
Heal spell can’t fix.

Note from Lee:
I actually took some damage in this fight, from “friendly fire”. I added
a Spike Growth to the normal pre-emptive Web + Entangle strategy, got
caught in my own Web, and took damage from the ‘spikes’. Not one enemy
laid a single hit on me though…

(x=390, y=550) Scroll of Otiluke’s Resilient Sphere*1, 50 gold,
Scroll of Cloudkill*2, Oil of Fiery Burning
(x=870, y=600) Scroll of Icelance, Scroll of Stoneskin*3, Ziose Gem,
Morohanotsurugi +3*4
(x=910, y=500) Piece of Broken Machinery*5

*1: Otiluke’s Resilient Sphere is a spell I never tend to bother with.
Sure, it essentially removes an enemy from the fight for a while, but
as a 4th level spell with no save penalty, you might as well use
Confusion. Confusion has a save penalty, an area of effect, and a longer
duration. If you want to use a spell to remove enemies from the fight,
use Confusion.

*2: A decent 5th level spell, it kills weaker creatures outright… but
by this point, you really won’t be fighting any enemies that are that
weak. It’s useful in combination with several Web spells, as it’ll
keep a creature stuck in the effect for a long time. This is my advice
for all cloud spells, like Death Fog, Icendiary Cloud, Malavon’s
Corrosive Fog-use them only in conjunction with Web, or not at all.

*3: This is THE defensive spell for a Mage. It blocks a number of
physical attacks regardless of how strong the attacks are. Essentially
it makes you immune to the next 1d4+1/2 levels attacks. This doesn’t
protect against spells, but in conjunction with Mirror Image and Blur,
your Mage will be very difficult to hurt. Obviously a must-have for all
of our aspiring juggernauts. Cherish it, and scribe it wisely, you
won’t find another until the Trials of the Luremaster dungeon pack.

*4: Well, that’s a mouthful, eh? Morohu-whatever the hell-is a +3
cursed Wakizashi that deals 1d8+3 damage to the wielder with every hit.
Sounds pretty awful.

*5: Another quest item you need to keep your hands on. This is the third
of the four pieces we’ve found.

We’ve fished for a lot of items, and found plenty of good items, but
hasn’t this game been a little light on Long Swords? Yeah, they’re a
staple. Sure, we found a Long Sword of Confusion +2 earlier, but
otherwise it’s been pretty lean. On the third level of Corellon Tower
you’ll get a chance to fish for Long Swords in the container at
(x=850, y=500). The best of these swords is the Long Sword of the Hand,
which is a +3 weapon.

The Moroblahblah is new to Icewind Dale, courtesy of the Enhanced
Edition. Huzzah, for more cursed crap we’ll never use!

Corellon Tower, Level 3 (AR5303)
14) This level is a change of pace-down tempo, at that. The only foes
you’ll face are a handful of seperated Elven Officers. They don’t have
spells, and they don’t have numbers, so they shouldn’t pose any threat
to you. Just head around the level, killing and looting. When you’re
done, the stairs up are at (x=500, y=900).

(x=870, y=620) Scroll of Remove Curse
(x=850, y=500) Potion of Storm Giant Strength,
~Long Sword of Action +2*1, Arrows of the Hand x40
(3rd Play: Long Sword of the Hand*2)
(7th Play: Life’s Gift*3)
(x=570, y=330) Waterstar Gem, Potion of Agility, Berduskan Black Brew
(x=500, y=450) 50 gold, Potion of Freedom,
Scroll of Protection from Lightning

*1: A Long Sword that gives a +1 bonus to dexterity. Unfortunately, a
19 dexterity doesn’t give any Armor Class bonus, so this sword is
inferior to the Flaming Long Sword +2.

*2: The Long Sword of the Hand is a simple +3 Long Sword… which makes
it the best weapon you can score on this level.

*3: A Long Sword +2 that has a 15% chance to heal the wielder 1d3 points
of damage.

Corellon Tower, Level 4 (AR5304)
15) At the top of the tower you’ll meet Valestis, who’ll ask you to find
him some “seeds that can flourish in the harshest of places”, some
“pure water”, and any “small animals seeking a new home.” Unlike the
holy water that Denaini wanted, none of these things are terribly close
to the Severed Hand, so we’ll be a while in fulfilling his desires.
Anyhow, that’s all for Corellon Tower. Head back down to the main level.

If you thought the Elven Chainmail of the Hand +3 was good… you were
right. But there’s even BETTER armor we can get on the first level of
Sheverash Tower (AR5401). On that level is a character called Kaylessa
who will give us a quest. Once it’s done, she’ll give us one piece
of Kaylessa gear-either her Gloves, Ring, Bow, or Armor. This item
requires us to go through all of Sheverash Tower and most of Labelas
Tower to complete her quest, so obviously it’s not something we can
fish for, right? Wrong. Make a hard save before you enter Sheverash
Tower, then make a quick save within Sheverash Tower. Kill Kaylessa and
loot her. She’ll drop Boots of Speed and one of the Kaylessa items
above. What she drops now is what she’ll give you at the end of her
quest, so make sure she’s got the armor, then reload your quick save.
If she doesn’t have the armor, reload your hard save and try again.
Again, there is no reason you shouldn’t leave with her armor.

Sheverash Tower, Level 1 (AR5401)
16) Explore to the east now and enter the final tower that’s still
standing, Sheverash Tower (x=2600, y=1200). In this level you’ll find
the spirit of Kaylessa, weapon master of the Hand. She has a Piece of
Broken Machinery, which, of course, you need. She’ll ask you to kill
what’s left of her men before she hands the treasure over. Didn’t we
just do something like this? Oh well. She’ll reveal that Larrel is now
a Baelnorn, an Elven Lich-like creature. I didn’t think Lichdom was a
race-specific thing, but whatever. Let Elves have their own fancy names
for undead abominations. Apparently the Larrel we’ve seen is just a
projection-a figment of Larrel. She’ll also reveal one last bit of
information-that Larrel’s astrolabe is broken. How fixing this astrolabe
will help is currently a mystery, but we know it must be done! You can
unlock the doors and fight the Ogre and Orcs if you wish. The stairs up
are at (x=400, y=800).

(x=400, y=200) 80 gold

Sheverash Tower, Level 2 (AR5402)
17) There are a number of Swordsmen and Archers on this level. Having so
many capable Fighters really comes in handy here. The only thing that
can be tricky about this area is the tendency .for some of the Elven
Archers to shoot at your weaker party members… of course, a properly
built party doesn’t have much of a weak-spot, which helps. Spell buff
before you go upstairs and everything is fine. When everything is dead,
the ramp up is at (x=500, y=200).

After the Mages in Correlon’s Tower, this should be a breeze. Again,
I can’t help but expose the fact that even my ‘weakest’ character, my
Fighter/Mage/Thief, has an Armor Class of -15 and comparable Hit Points
to my melee characters. There’s really no weakness for the archers to
exploit, and thus, no real strategy involved in this fight.

Sheverash Tower, Level 3 (AR5403)
18) More Archers and Swordsmen, they again will make a concerted effort
to attack any weak links (especially the two Swordsmen to the west.)
Syrenil casts Invisibility on herself before the party heads upstairs,
and keeps quiet while the Elves an the rest of my party start fighting.
This prevents her from being targeted, and, when the foes are safely
engaging my Clerics, this fight is all but won. There are stairs up at
(x=300, y=600) and a passage at (x=100, y=500). Head up the stairs

(x=650, y=250) Scroll of Beltyn’s Burning Blood*1, Shandon Gem, 50 gold
(x=800, y=530) Scroll of Fireshield (Red)*2, Arrows of the Hand x40

*1: This spell deals 3-12 damage to a creature per round and each round
it lasts it has a chance to drive the target berserk. Lasting one round
per two levels as a Mage, that’s a pretty good chance to take effect.
Unfortunately, it doesn’t work on undead or extraplanar creatures, which
comprise many of the bosses and well over half the foes in the game.

*2: Another spell that’s new to the Enhanced Edition, making its way
from Baldur’s Gate 2 to Icewind Dale. The Red varient of this spell
gives the caster 50% resistance to fire and deals 1d8+2 damage to
melee attackers. Not a bad cast, but there are plenty of superior 4th
level Mage spells.

Fireshield (Red) is new to Icewind Dale.

Sheverash Tower, Roof (AR5404)
19) On top of the tower are three doors (x=200, y=450), (x=450, y=500),
and (x=650, y=600). Behind each of the doors are several Wraith Spiders,
which should be easy experience at this point in the game. Kill them,
loot, and return to level three and exit the western edge of the map at
(x=100, y=500).

Note from Lee:
Opening any door will open all three, so you’ll have a pant-load of
spiders to deal with all at once. Not that they’re all that difficult
to kill, but it’s still best to know what’s going to happen…

(x=700, y=470) Scroll of Teleport Field*1,
Hippogriff Riders of the Hand, 30 gold.

*1: Another new spell for the Enhanced Edition, this spell is fairly
useless, compared to all the other excellent 4th level Mage spells.

Teleport Field is new to Icewind Dale.

Walkway between Sheverash Tower and Labelas Tower (AR5502)
20) On the walkway you’ll find three Swordsmen, two Archers, a Cleric
and a Wizard. I have my Fighter/Mage/Thief sneak up while the rest of my
party engages. I take out the Wizard with a backstab, my two characters
with Rings of Free Action lead the assault, while the rest of my
Fighter/Mage/Clerics cast Silence 15′ Radius at the Cleric. Then the
melee mop-up begins. Once they’re all dead, exit to the next area
(x=50, y=400).

Again with the Mages. I Haste and simply blitz past the Swordsmen and
kill the Mage, then the Cleric. Then I just let the AI take over and
mop up.

The next level has a good bit of suck on it, but there is a decent
Quarter Staff you can fish for. Find the Staff of the Hand in the
container at (x=330, y=320).

Labelas Tower, Level 4 (AR5104)
21) When you reach this level, don’t move. The door to the north will
open on its own, and beyond there are two Swordsmen, a Cleric, and a
Wizard. This Wizard is fond of Hasting his allies, casting Ice Storm,
and even Confusion, which is a very dangerous spell. There are also more
Wizards in the other rooms which might show up when you start with the
violence. My strategy? I Haste up, rush the Mage and quickly kill him.
When the other Mages show up I have all my Fighter/Mage/Clerics cast
Silence 15′ Radii on them, then I mop up in melee. When you’ve crushed
your opposition, loot around, as there are some rather good Mage scrolls

Still with the Haste in effect from before, I run in and again focus
on the Mages. Thankfully they’re more focused on buffing themselves
and their allies than they are on unleashing offensive magic, at least
at first. Put them down quickly and you’ll have no troubles.

Note from Lee:
Okay, so I actually buffed for this fight; first time in the game. This
fight can be rough if you’re not prepared, as the Mages will cause you
no end of grief if they manage to get spells off. Unfortunately, there
is no way to pre-emptively Web, Entangle, or otherwise impede them
without getting caught in your own area of effect, so Haste and charge
it is…

(x=330, y=320) Diary of Evayne*1, ~Robe of the Hand*2, 50 gold,
Scroll of Secret Word, Scroll of Remove Magic,
Potion of Clarity
(6th Play: Dagger +2)
(7th Play: Staff of the Hand*3)
(x=1000, y=450) Clear Ioun Stone*4,
Scroll of Protection from Normal Missiles,
Potion of Heroism, Potion of Invisibility
(x=200, y=460) Scroll of Improved Invisibility*5,
Scroll of Greater Malison*6, Potion of Genius

*1: Evayne is the daughter of Larrel, as you will discover by reading
this journal. It does little but to provide more backstory, and inform
you that Evayne ran off to Dorn’s Deep. There’s a good dose of quest
experience involved in finding out more about Evayne, quite a bit
later on. Keep it handy for when we meet Larrel.

*2: A humble +3 Quarter Staff. I have no characters that are restricted
enough that they have to resort to using this weapon.

*3: These robes have a laughable Armor Class of nine, impose a -2
penalty to Dexterity, and give +40% Cold, Fire, and Electrical
Resistance. If you have a character who can benefit from this, you’re
not doing something right.

*4: Another Ioun Stone! I love these things, even though they have a
history of sucking in the Infinity Engine games. This little gem gives
its orbitee a 5% bonus to their Magic Resistance. Better than a
normal helmet, I suppose.

*5: This spell is an invaluable defensive measure. Invisibility is good
and all, but even after you make yourself known the -4 penalty on attack
rolls enemies suffer and the +4 bonus on saves you recieve are a good
reason to use this spell. on top of all of that, while invisible you
cannot be targeted by spells, even after you’ve acted. You can still be
hurt by area effect spells, however.

*6: Greater Malison lowers the saves of enemies by 2. This is a great
first strike spell that makes all other spells work more often. Hitting
the enemy with two Greater Malisons from two Mages using Improved
Invisibility is a good start to a fight. Afterward, everything else is
much more likely to succeed, especially Slow, Confusion, Symbol of
Hopelessness, and all that good stuff.

The Scrolls of Secret Word and Remove Magic are new to Icewind Dale,
as is the Clear Ioun Stone.
22) Now, we’ve crushed the last of Kaylessa’s former soldiers in the
tower. Continuing will take us to Larrel… but why bother without the
piece of the astrolabe? Head back down to the first level of Sheverash
Tower and tell her about killing her friends. Kaylessa will thank you,
and asks one last favor of you… You guessed it, she wants to die in
battle as well. One would think her energy could be better wasted on
Orcs and Goblins, but hey, I guess we’re conventient. Kill her, and put
the last resident of Sheverash Tower to rest. Kaylessa will drop a
Broken Piece of Machinery*1, some Boots of Speed*2 and a variety of…
er… Kaylessa gear, as follows:

(1st Play: Kaylessa’s Gloves*3)
(3rd Play: Kaylessa’s Bow*4)
(6th Play: Kaylessa’s Ring*5)
(7th Play: Kaylessa’s Armor +3*6)

(For putting Kaylessa’s soldiers to rest)
EXP 52500

*1: The fourth and final piece of machinery we need for Larrel’s

*2: Boots of Speed are nice little items that double the wearer’s speed.
The problem is, this is a good benefit for ANY character, deciding who
gets to use them is tricky business. All things considered, however,
I’d rather have the Boots of the Fox. I’ll trade the lesser speed bonus
for a bonus to Armor Class. Ilnathias-who has been getting spoiled,
has more than enough Armor Class to afford handing off the Boots of the
Fox. This will also ensure that the character with the best defenses
is always in the lead-and hence, always the primary target.

*3: The only characters that will benefit from having 19 Dexterity are
archers, and particularly Thieves. You won’t get an Armor Class boost
from 19 Dexterity, but you will get a +1 bonus to your THAC0 with
ranged weapons. Thieves will also get a bonus to their thieving skills,
for what that’s worth.

*4: A +3 Long Bow that gives a +1 bonus to Dexterity. It’s a great bow
for any archer, although whether it’s better than the Long Bow +2:
Defender or not is open to debate. The latter deals less damage, and
possibly less THAC0 due to the former’s Dexterity bonus, but it’s hard
to argue against a +2 Armor Class bonus and +2 Save vs. Spells.

*5: This ring that adds 15% to Hide in Shadows, and is only usable by
Rangers. I have no Rangers, and even if I did, I’d still be inclined to
say this ring is garbage.

*6: Kaylessa’s Armor +3 looks identical to Elven Chainmail of the
Hand… which is because it IS identical to it! Well, in all the ways
that matter, anyways. It also gives you a +1 bonus to Dexterity, which
won’t improve your Armor Class if it raises to 19, but it will give you
a +1 THAC0 bonus with missile weapons. Getting one party-friendly suit
of Elven Chainmail in this place is wonderful. Getting two is insane.
I put this on Syrenil for two reasons-first, she’s one of the few Mages
that actually has spells to cast. Second, the +1 Dexterity bonus will
actually help her out. Sure, her Thief skills suffer, but not enough
to matter.

Labelas Tower, Level 5 (AR5102)
23) Now, backtrack up Sheverash Tower, then cross to Labelas Tower, and
head up the stairs up are at (x=900, y=800). On this library level
you’ll find Custhantos. He cannot be convinced that he is dead and the
Hand has fallen, but he will give you a variety of books. Of particular
interest, of course, is the book Mythal Theory*1. The stairs up are at
(x=700, y=700).

*1: This is the tome that Orrick so desperately wants. Next time you’re
in Kuldahar, be sure to give it to him. Hopefully, once he has this book
he can get the hell out of Icewind Dale. Don’t worry, you’ll be reminded
again when we officially return to Kuldahar, once we’re done in the

Labelas Tower, Level 6 (AR5103)
24) On top of this tower you’ll find Larrel, Gelarith (x=500, y=400),
and the broken astrolabe. Larrel is not in any condition to help you
with the Heartstone Gem, so talk to Gelarith instead. If you haven’t
figured it out already, you’ll have to find the missing pieces of the
astrolabe in order to fix it. You should already have all four pieces
of machinery, so hand them over (be sure to turn the difficulty up for
a huge series of quest rewards!)

(For giving Gelarith the piece you found on an undead shadow)
EXP 35000

(For giving Gelarith the piece you found in in Solonor Tower)
EXP 24000

(For giving Gelarith the piece you found in the war room)
EXP 35000

(For giving Gelarith the piece you obtained from Kaylessa)
EXP 24000
25) After you give him all these pieces, you can talk to Larrel. He’ll
tell you about the fall of the Hand if you wish (which gives him plenty
of opportunity to vent his racism against everything that’s not an Elf,
especially Dwarves). About why repairing the astrolabe restored him:
apparently he was turned into a Baelnorn as punishment by the god
Labelas Enoreth until his people were laid to rest in the Hand-a task
that repairing the astrolabe somehow necessitated. Of course, by his own
admission Larrel doesn’t regret using ‘the most ancient of elven magic
with carelessness’, nor did he repent of his racism, so I have to
question what the point of keeping him here all this time was-if
punishing him didn’t change his opinions, why bother? Talk to Larrel
again and tell him about the Evayne’s Journal, which will prompt more
racism from him. If ONLY we could find some EVIDENCE about his
daughter’s fate? Wouldn’t THAT be a most UNLIKELY coincidence? Anyways,
get Larrel to use the Heartstone Gem to find the evil plaguing the
north. Your next destination is Dorn’s Deep-surprise of surprises-and
Larrel is nice enough to send you there with magic. Too bad we can never
learn such teleportation magic.

(For giving Larrel the Heartstone Gem)
EXP 54000

| Chapter 4: Dorn’s Deep |
| |
| Dorn’s Deep Caverns |
| |
We stormed the Severed Hand, completed our objective, and Kuldahar
didn’t end up full of Orogs… so I suppose you could call this our most
successful mission thus far. Of course, our quest is now following the
narrative thread of the distant past. Larrel blames the Dwarves of
Dorn’s Deep for providing weapons that turned the tide in the battle
against the Elves, although the falling out between the two races
probably had more of a strategic impact than any weapons did. Whatever
the case, Larrel blames the Dwarves of Dorn’s Deep for many evils. It
just so turns out that the Heartstone Gem revealed that the evil that
threatens Kuldahar lies within Dorn’s Deep? Coincidence? We’ll find out.

Dorn’s Deep, Exterior (AR6000)
Sequence of Events: {WLK014}
1) Even More New Stock From Orrick
2) Down into the Darkness
3) Myconid Murder Madness!
4) Orc Cave
5) Orog Cave
6) Banter with Bandoth
7) More Myconid Mayhem!
8) Ettin Cave
9) Down, Down to Dwarven Town…

1) Even though we have some business in Kuldahar, the next chapter
doesn’t begin until we travel to Dorn’s Deep, so get Larrel to send you
there, and promptly head back to Kuldahar. Go pay Orrick a visit (after
selling off whatever other crap you’ve been carrying around) and give
him the book Mythal Theory you obtained in the Severed Hand. He also
sells a few new items.

Note: In my first playthrough of the Enhanced Edition, Orrick didn’t
upgrade his stock when he was supposed to. Reloading a hard save before
I talked to Larrel fixed this problem.

Mantle of Hell’s Furnace
A cloak that allows its wearer to cast Agannazar’s Scorcher, Burning
Hands, or Charm Elemental Kin. I can’t really recommend shelling out
over ten thousand gold for an item that allows you to cast two low
level Mage spells and a spell that’s only useful against very rare

Ogi-Luc’s Great Robe
This robe looks pretty nifty at a glance-it lowers your Armor Class to
a base of four and gives you 18/99 Strength and +2 Constitution. Score!
Except it can only be used by a single-classed Mage. I suppose this is
built-in Tenser’s support for the single-classed Mage, but it can’t
compete with the doubled Hit Points, native high Strength and weapon
proficiencies that our dual-or-multi-classed characters will have.

|Mage Spells|
3rd-Hold Undead
3rd-Minor Spell Deflection
3rd-Protection From Cold
3rd-Protection From Fire
3rd-Remove Magic
3rd-Spell Thrust

4th-Far Sight
4th-Fireshield (Blue)
4th-Fireshield (Red)
4th-Ice Storm
4th-Polymorph Other
4th-Secret Word
4th-Shadow Monsters
4th-Spider Spawn
4th-Teleport Shield
4th-Wizard Eye

5th-Demi-Shadow Monsters
5th-Hold Monster
5th-Protection From Acid
5th-Protection From Electricity
5th-Shadow Door
5th-Shroud of Flame

(For retrieving the Mythal Theory book for Orrick)
EXP 24000
Item Girdle of Labelas*1
Item Mithran’s Cloak*2
Item The Elfbone Ring of Khan-Hai*3

*1: Grants the wearer Freedom of Action and lets them cast Haste 1/day.
Unfortunately, it’s a belt, and the Shimmering Sash is going to win
this little competition.

*2: A nice cloak that gives a +3 bonus to Armor Class and a +2 bonus to
Saves. Of course, if you’re having trouble finding room for Rings of
Protection +2 you might not have much use for this cloak. Ultimately the
Wailing of Virgins wins out in Heart of Fury mode, as its own Armor
Class modifiers are comparable, and its immunity to fear-based effects
like Emotion: Hopelessness and Symbol of Hopelessness make up for the
lack of saves. Best of all, it (unlike this cloak) can be worn with any
sort of armor. This ultimately goes to Amirule, who is now wearing
Kresselack’s Plate Mail Armor and Helmet, and wielding the Shield of
the Hand for a total Armor class of -7. Amirule, for her part, passes
down the Ring of Protection +2 down to Nauzhir the Red. Kaelinalia will
find a good suit of enchanted armor soon enough.

*3: This humble-seeming ring gives its wearer a very welcome +2 bonus to
the Paralysis, Poison, and Death Magic Save, and outright immunity to
Finger of Death and Death Spell. I don’t really recall having to worry
about those two spells very often, but the save is something that will
be tested rather frequently.
2) When you’re done shopping in Kuldahar, head back to Dorn’s Deep. From
where you arrive head south-west, then west. A Neo Orog will initiate
dialogue and politely tell you that you’re trespassing, and now you’re
going to get a slight case of death. Kill him, and all his buddies,
hence putting doubt into their claims of land ownership. Continue until
you find a cave entrance at (x=500, y=100).

Hate to say it, but we’ll actually have to fight for a bit in this
chapter. Living creatures means no Invisosmite… All chapters can’t be
as laughably easy as the last one was… don’t worry though, we will see
more Invisosmite in this chapter.

Dorn’s Deep, Caverns (AR6001)
3) Once you enter, head south-east to reach a large cavern with lambent
blue mushrooms (not the ledge leading east above this). Here you’ll
find Blue Myconids, mushroom-men that will typically start fights by
shooting spores at you. These spores are like the acid sprayed by the
Bombardier Beetles-they can stun you, and tastelessly ignore your Rings
of Free Action. Just spell buff up and hope that they don’t stun any
characters… or more realistically, that when they do stun somebody,
your other characters can cover them. Your goal here is to head east
through the cavern smiting Blue Myconids so they can’t trouble you
later. Think about it, a narrow walk-way, with unreachable fungus-men
shooting stunning spores at you? It’s a nuisance, one you can avoid by
simply killing them now.

Orc Cave (AR6009)
4) If you can halt your Myconid murder spree long enough, there’s a
cave at (x=1550, y=450) that your mushroom massacre will take you past.
Inside are some Orc Elites, which are painfully laughable compared to
the Orcs you fought in the Severed Hand, if that’s possible.

Neo Orog Cave (AR6008)
5) Exit the cave and switch back from Orc-obliteration mode to Myconid-
murder mode again and continue east until… well, you can’t go east
any further. Now backtrack to the entrance and take the elevated ledge
to the east we ignored at the outset. Another cave awaits at
(x=2100, y=200). Inside are more Neo Orogs, slightly less pathetic foes
than the Orcs were, but still no match for us. Smite them and leave.

Bandoth’s Tower (AR6014)
6) Exit the Orog cave and continue east until you find an odd building
(x=3050, y=600). Within you’ll find Bandoth (x=500, y=500). Since he’s
not outright hostile, we might as well talk to him. You’ll quickly
discover that, while he’s not outright hostile, he’s very close to it.
Pick dialogue option #1 three times and you’ll be able to ask him some
questions. You can ask about Evayne (he’s not helpful), the layout of
Dorn’s Deep and the fate of it’s Dwarven inhabitants (Orogs on the
upper levels, undead on the lower levels) and he’ll also offer to tell
you how to get there if you perform a service for him-namely to find
the Razorvine Extract he sent his apprentice out to find. Agree to do
his little job, then talk to him again and pick dialogue options #1,
#5, and #1 to barter with him. He’ll sell you a variety of potions and
some rather rare scrolls… even though you probably won’t use them, you
might want to buy them for the sake of spell-book completionism.

|Mage Scrolls|
5th-Conjure Fire Elemental
5th-Conjure Earth Elemental
5th-Conjure Water Elemental
5th-Conjure Air Elemental
5th-Summon Shadow
7) Once you’re done bandying empty words and bartering with Bandoth,
leave his tower and return to the entrance. Descend back down to the
Myconid chamber, but explore south instead of east. Again, there are
two paths running parallel to each other down here. Along the eastern-
most path you’ll find Ettins, and along the lower, blue-mushroom-lined
path are more Blue Myconids. Allowing Myconids to stun us from below
while we deal with Ettins is not a smart tactic, so head down the
western, lower path first and murderify your way east. When the
mushrooms cease and the path turns north, you’ll meet another Ettin.
Chop it down and enter some caves to the north (x=2000, y=2000)

Ettin Cave (AR6007)
8) There’s a quartet of Ettins in here, so you might want to Haste and
use some offensive magic (Slow and Confusion come to mind.) Ettins are
big, and can hit fairly hard, but they’re simple melee creatures. Their
high amount of Hit Points won’t save them, and their Armor Class doesn’t
do them any favors. I had no trouble with them. Once you’re done
toppling the Ettins, admire their skull art and loot the skeletal
remains at (x=700, y=550).

Predictably, there are more Ettins here than usual, but they don’t have
any tricks up their sleeves. With everything having so many extra
Hit Points, Ettins don’t seem very special anymore, in fact they seem
underpowered, if anything.

(x=700, y=550) Container of Razorvine Extract*1.

*1: This is what Bandoth wants. Notice the Planescape: Torment
reference in the item description. Who knows how Mourns-for-Trees got
ahold of-and subsequently lost-this stuff.
9) Return to Bandoth and tell him about the fate of his apprentice.
Not surprisingly he seems more upset about having to find another
lackey than anything else. He will, however, tell us how to reach
the lower regions of Dorn’s Deep. Head back to the Myconid/Ettin
split, and this time explore the previously ignored elevated (eastern)
path. Explore it eastwards and smite whatever Ettins shows their
faces. You’ll pass over the Ettin cave we previously explored, after
which head south-east to find the bridge that leads to Dorn’s Deep
(x=3500, y=1700).

(For returning Bandoth’s Razorvine Extract)
EXP 42000

| |
| Upper Dorn’s Deep |
| |
Sequence of Events: {WLK015}
1) Dorn’s Deep Welcoming Party
2) Mithril Field Plate +2
3) Drow and Orog Elimination
4) A Most Unusual Umber Hulk
5) Killing Krilag
6) Clearing Out the Cave
7) To the Puzzle Level
8) Dwarven Riddles
9) Under the Puzzle

Dorn’s Deep (AR6002)
1) This area opens up into a big fight. Some Drow, some Orogs, some
Orc Archers, and a pair of Phase Spiders, whose express purpose seems to
be disrupting your rear characters (in most parties Mages and archers).
You’ll be blocked on the bridge by a number of Orogs and Drow, while two
Drow Sorcerers and Orc Archers shoot at you from the sides. Here,
finally, is where my multi-class party excels. We’ve closed the Hit
Point gap that single-classed characters have enjoyed a great deal, and
our versatility makes this fight easy. I fully spell-buff with Prayer,
Draw Upon Holy Might, Recitation, Haste, Protection from Evil 10′
Radius, and personal buffs. Then I head out onto the bridge and try to
hit the two Drow Sorcerers with Silence 15′ Radius. Drow have innate
magic resistance, so drop two on each side to increase your chances of
neutralizing the Mages. A Confusion and Slow spell thrown into the mix
can only help you out further. Once they’re dead, loot. The Drow you’ll
be facing in this level typically carry magical weapons-Long Swords +1
will be pretty standard fare. If you haven’t saturated the market for
them by now, you can stand to earn a pretty penny or two by selling them
off in bulk. The Orogs here often carry High-Quality weapons, for what
it’s worth.

This battle isn’t very different in the higher difficulties. A Symbol of
Hopelessness or two on either side is enough to disrupt the archers, and
hopefully take down one of the Mages. If that doesn’t work, there’s
always missile fire. For the rest of the level, the rules we learned in
the Severed Hand apply: pay the Mages special attention and they won’t
abuse you with any bad spells.
2) Good news? That was the roughest fight this level of Dorn’s Deep
has to offer. Bad news? Well, it’s pretty much a cake-walk from here
on out. Cross the bridge and explore to the east, where you’ll find a
room filled with sarcophagi, occupied by Orcs and Orogs. Destroy them
and continue north, then east, to reach a forge, which is guarded by
two Drow Vanguards wielding Light Cross Bows and firing Bolts of
Biting (if you see the poisoned icon, this is why. These bolts will
deliver a total of thirty points of poison damage if you get hit by
them and fail to save), a Drow Sorcerer, and two Drow Spellswords,
who fail to contribute meaningfully. Lead with your best Armor Class
and try to shoot down the Drow Sorcerer, while your melee characters
try to engage the Drow Vanguards. When they’re dead, loot them for their
magical gear, and grab the loot on the floor near the forge at
(x=2395, y=640).

(x=2395, y=640) Mithral Field Plate Armor +2*1, Axe of Caged Souls*2,
Heavy Cross Bow of Accuracy*3, Bolt of Biting x10,
Bolt of Lightning x10, Scroll of Spider Spawn

*1: With a base Armor Class of 0, this is tied for the most defensive
armor we’ve found. Of course, Shadowed Plate Mail Armor has a +3 bonus
versus Missile Weapons, as well, making it superior. Still, there’s not
much chance you can’t find a home for this armor-it’s superior to
Plate Mail Armor and a Ring of Protection +2, which is what most of
my character have been stuck with. This goes on Kaelinalia, which-
along with the Reinforced Large Shield +1-brings her Armor Class down
to -6.

*2: A +3 Battle Axe that acts as a +5 weapon versus Cadaverous Undead.
A +3 weapon is still nothing to shake a stick at, and Cadaverous Undead
aren’t terribly uncommon. Unfortunately it’s a Battle Axe, so I have no
use for it.

*3: We found one of these in the Severed Hand. It’s still too slow for
for consideration as a proper ranged weapon.

The Scroll of Spider Spawn is new to Icewind Dale.
3) Now kill your way down to the south-west. Ignore the northern room
with the large circular table in the center of the room for now and
continue on until you reach an Orog-occupied room dominated by an
incredibly long table. In a sarcophagus-filled room to the west you’ll
get the privelage of slaughtering more Orogs and Orcs. From the long-
table room head north into a room with three Drow Spellswords and two
Drow Vanguards, who guard the entrance to some caves (x=600, y=800),
which is where we should head next.

There will be an extra group of Dark Elves in the round table room in
Heart of Fury Mode, consisting of two Drow Vanguards, three Drow
Spellswords, and a Drow Sorcerer. Letting yourself get clogged fighting
the Spellswords in the doorway gives the Sorcerer a great opportunity
to cause mischief, but a pre-emptive spell-assault is likely to have…
less than ideal effects. Going invisible and surrounding the Sorcerer so
as to gink him early isn’t a bad idea.

The next level presents us with the opportunity to score a few pretty
good Battle Axes, including a +3 Battle Axe that has a chance to slow
foes, and a +2 Battle Axe that has a chance to stun and deal electrical
damage. You’ll have to sneak past Orogs and Ettins, and go through
pretty much the whole level. Good news though-there are no foes near
the goodies (x=690, y=1940), so fighting only has to occur if you screw

Krilag’s Cave (AR6003)
4) Advance a short distance until you come across an Umber Hulk at
(x=1800, y=700) who claims to be a transformed red wizard named Saablic
Tan. Since he can speak (and since his name IS Saablic Tan on the
dialogue box) we should regard his story as plausible. He apparently
bred the Orogs in these caverns (and here I thought Orogs were a mix
of Orc and Ogre-shows how much I know!), and that he was apparently not
a nice master, which results in them being not so nice in return, now
that they have the upper hand. He wants you to kill the leader of these
Orogs, a brute named Krilag. Krilag isn’t just the leader of these
Orogs (without whom the rest would scatter), he’s also ‘one of six’.
What this means, however, we do not yet know. Saablic Tan will promise
us more information after we return with Krilag’s badge.
5) Now, I know I tend to like to procrastinate, but Krilag is awfully
close to us. From Saablic Tan, head south-east until you come to a fork
in the path. Ignore the southern path for now and keep going south-east.
Kill a few Orog guards along the way down and eventually you’ll reach
a large chamber filled with the gentle glow of campfire. Inside is
Krilag, who wastes your time by talking to you. We all know how this
has to go down. Pick a fight (as if you could do anything else) and
crush Krilag and his cronies. If you expected them to put up much of a
fight… you were expecting too much. When Krilag dies, loot his body
for some goodies, including the Cairn Blade*1, the ‘Note to Krilag’*2,
and Krilag’s Badge*3.

*1: A +4 Two Handed Sword.

*2: This interesting bit of correspondance mentions the transfer of
reponsibilities of magical affairs from Saablic Tan to one ‘Malavon’.
Apparently Krilag inherited Saablic’s ‘badge of lieutenancy’ when
Saablic Tan was deposed. The writer also informs Krilag (and hence us)
that these badges function as keys, and will grant its holder an
audience with the ‘RBP’ who wrote this letter. Well, we would VERY much
like to meet the leader of this little band. It also mentions the will
of ‘Ilmater’, and lists the next nearest peer as one ‘Kreg Frostbeard’,
who is holed up somewhere in Wyrm’s Tooth. Interesting stuff…

*3: Krilag’s Badge. As the letter suggested, this is important. Very
important. This is the item Saablic Tan wants. Note that you need to
hold onto this item for a pretty long time in order to use it to
progress the story later. Do not drop this item, as it will disappear
in earlier versions of the game, and nobody likes a show stopper. Even
in later versions, dropping it or misplacing it means you’ll have to
track it down. Save yourself the trouble now and make a nice cozy spot
for it in your inventory.

(For retrieving Kirlag’s Badge)
EXP 35000
6) Return to Saablic Tan and show him Krilag’s Badge. He’ll tell you
what you already know-that if you go ‘in search of him’ you’ll need each
of the six badges. He’ll then wander off-none of that pussy ‘put me out
of my misery’ crap like those Elf sissies in the Severed Hand. Now to
explore the rest of this level. From Saablic Tan we can go four
directions. If you take the northern path to the west, you’ll come to
a dead end. If you take the southern path to the west, you’ll come to
another fork. Dammit! Continue south, then south-west to find a chamber
full of Orogs. Kill them and turn north, exploring a new tunnel. You’ll
come to yet another fork. To the west-Ettins. Destroy a trio of them
and advance to the west until you come to another fork, at which head
south until you find a corpse with some loot nearby (x=690, y=1940).

The only real difference in Heart of Fury mode is the number of Neo
Orog Generals you’ll fight en route to Krilag. Krilag himself, and his
entourage are nothing special.

(For eliminating the Orog chieftan for Saablic Tan)

(x=690, y=1940) Kalabac’s Journal*1, Battle Axe +3: Fatigue*2,
Symbol of Clan Battlehammer*3
(4th Play: Charged Battle Axe +2*4)
(7th Play: Life Halberd +2*5)
(7-X Play: Poisonous Battle Axe +2*6)

*1: The journal of some poor fool who got killed by the nearby Ettins
after following Bandoth’s advice. He’ll mention a puzzle ahead that
we’ll have to solve to get to the Cemetery and the Forge.

*2: Probably the best Battle Axe we’ve found so far-it’s a +3 specimen
with a 20% chance to to slow targets. Remember, a slowed melee foe is
all but dead. We’ll also find one of these in the Heart of Winter
expansion, where it’s a guaranteed drop.

*3: This items seems kind of questy, no? Just a random symbol lying
around… I’m sure it belongs somewhere. In case you didn’t know,
this is just one of many references to one of R.A. Salvatore’s
characters, Bruenor Battlehammer. What’s it for, then? Well, bring it
to Conlan and he’ll babble about it being “unfocused”. Clearly, it’s
supposed to upgrade another Clan Battlehammer item. Our trusty old
Stoutward just so happens to be such an item. Give Conlan 1000 gold,
and a day to work, and he’ll upgrade Stoutward for you. The upgraded
Stoutward boasts the same Armor Class bonus, as well as a +1 bonus to
Strength and +10 Maximum Hit Points.

*4: We could have found one of these earlier… it’s still a nice

*5: A +2 Halberd that has a 10% chance to heal the wielder for 1d6
Hit Points. It seem painfully under-powered now.

*6: This +2 Battle Axe has a 25% chance to poison targets.

The Symbol of Clan Battlehammer is new to Icewind Dale.
7) Return to Dorn’s Deep, backtrack to the long table room and from it
head east. Head north at the circular room before the forge room to find
a room with a large circular table, lined with statues. One of the
statues has its hammer down-an obvious lever (which is dubiously
locked). Ignore it, as we can’t do anything with it now. The secret door
Bandoth told us about is at (x=1600, y=450). Before you go down, note
the symbols on the dart-board like table. They MIGHT come in handy

Puzzle Level (AR6010)
8) The floor of the room is set up like a giant dwarven dartboard-just
like the table on the level above! Except that the symbols aren’t
uniform. Stepping on the wrong symbol will trigger a trap and generally
cause you some pain. The correct symbols are the ones on the table in
the room above. Your goal is to make it to the center of the dart-board
by only stepping on tiles with the correct symbols. After stepping on
the correct tile for that row, the entire row will be disarmed. So,
step as follows:

1) The hammer and anvil (x=900, y=400)
2) the crossed objects (not the swords) (x=600, y=750)
3) the co-centric circles (x=550, y=530)

Once you’ve solved all three, head upstairs and pull the hammer-lever
at (x=1680, y=540), and head back through the secret door. You can now
go down the stairs at (x=800, y=600.)

(For solving the dwarven riddle and pulling the lever)
EXP 56000

Puzzle Interior (AR6011)
9) You’re now beneath the puzzle level. Marvel at the wonderful
mechanics of the Dwarven puzzle! Eh… really, there’s not much to see
here, the exit is at (x=600, y=450), and there’s a trap on the floor
near the dead body.

(x=470, y=440) Dver’s Note*1

(x=400, y=450)

*1: This note only mentions the mental intrusions that seems to be
affecting various creatures in the Dale, and points out Krilag’s Cave
behind the prison cells in Dorn’s Deep… you know, in case you were
too simple to find Krilag earlier.

| |
| Dorn’s Deep Catcombs |
| |
Sequence of Events: {WLK016}
1) The Dead Forge
2) Tiers of the Dead
3) North-western Grave Robbing
4) Central Grave Robbing
5) Taking Down Terikan
6) Finding the Phylactery
7) Losing the Lich
8) The Live Forge
9) Looting the Hall of Heroes
10) To Wyrm’s Tooth

Dead Forge (AR6004)
1) You’ve arrived at a dead forge, and we all know how Dwarves are
about their forges. It’s like Wal-Mart and church combined! Except
Dwarven forge-workers probably get paid more than Wal-Mart employees,
and unlike churches, forges can be useful. Find the spirit of Norlinor
at (x=1420, y=770), aho will ask you whether you want to desecrate its
remains. It’s a trick question! Pretend that you don’t, or the ghost
won’t talk to you anymore. You can talk to it about the collapse of
Dwarven-Elven relations, but the real point of interest is that a
Necromancer named Terikan has taken up residence in the Tiers of the
Dead. You know how this works-touchy undead has its dead ancestors
bothered by some well-meaning necromancer… it wants us to put a stop
to Terikan and relight the forge here. Why Dwarves would tie their
afterlife to the functioning of a forge is beyond me-it would be like
me going on a Zombie rampage whenever anybody turned off my holy PC.
Anyways, the Dwarves of Dorn’s Deep faced a two-fold threat. Not only
the Orc hordes, but the Battle of the Dead-dead awakened by a Negative
Energy Vortice that just so happens to be buried below Dorn’s Deep,
which is what drew Terikan. Unlike Larrel, Norlinor believes that the
armament of the Orc hordes was a deliberate attempt by some agent to
foster mistrust between the Dwarves and Elves. Whatever the case, it
certainly led to the downfall of both races. Anyways, time to deal with
Terikan and his undead. To destroy Terikan, we’ll have to do more than
deal with his physical shell-we’ll need to destroy Terikan’s phylactery.
To do so, we have to ‘remove it from this plane’. Coincidence of
coincidences, we can do this by entering the vortice Terikan came here
to master-all we have to do is grab his phylactery and enter the tomb of
Jamoth. You can also pester Norlinor for healing services, if you for
some reason don’t have a party full of Clerics. There are three arches
at (x=1100, y=700), (x=1500, y=600), and (x=1800, y=700). I pick the
first of the choices, since it’ll put me at a flank and in a good
position to disable any traps I might face.

There is an awful amount of item fishing that can be done in the next
level. There are plenty of traps guarding things, and undead-although
they are weak and easily smote. The trouble, then, is just the sheer
number of items in the next level, all of which will be locked once you
enter. There’s a great Short sword and Long Sword on the next level
(x=670, y=600), some Daggers at (x=950, y=1500), and best of all, a
chance to score the Reinforced Large Shield +2 at (x=1250, y=1500). The
Reinforced Large Shield +2 location also occassionally yields a War
Hammer +3. If you use any of the weapons above, you might want to
fish for some of these items… I don’t find anything save the
Reinforced Large Shield +2 and the War Hammer +3: Lifegiver terribly
intriguing, however. As for the shield… we’ll also find two Large
Shields +1, +4 vs. Missiles in the next level, and the best shield of
the game can easily be purchased at the beginning of Heart of Winter,
so you really don’t need to break your back fishing here.

Tiers of the Dead (AR6005)
2) As soon as you enter you’ll be assaulted by some undead you could’ve
beaten back in the Vale of Shadows. Be sure you have party AI off, as
traps abound, and you don’t need your characters chasing off any undead.
There’s one trap to the east at (x=850, y=1570). Disarm it… just
because it’s near at hand. First, we’ll explore the weatern tier.

Invisosmite? Yeah… Invisosmite.

(x=850, y=1570)

There used to be a bug in this area, where the Ghouls and Ghasts on
this level were mistakenly categorized as monsters-not undead. This
mean that Turn Undead wouldn’t work on them, but mind-affected effects
would. Overhaul Games fixed this error for the Enhanced Edition. Kudos.
3) Head north and shoot down any undead you see. Go up some stairs
and disarm a trap at (x=600, y=950). There are more traps on the larger
stairs to the north, traps on a number of the sarcophagi, and plenty of
looting to do, so get to it.

(x=630, y=600) Dagger +1
(x=670, y=600) ~Bastard Sword +2: Conflagration*1
(3rd Play: Hold Fast*2)
(6th Play: Short Sword of Shadows +3*3)
(x=550, y=850) Halberd
(x=500, y=900) ~Bullets of Fire +2 x10
(7th Play: Bolt of Lightning x20)
(x=450, y=970) War Hammer +1
(x=400, y=1050) Two Handed Sword, Two Handed Sword +1
(x=400, y=1150) Large Shield +1, +4 vs. Missiles*4
(x=450, y=1150) Buckler, ~Static Darts +3 x10
(7th Play: Bolt of Lightning x10)

(x=600, y=950)
(x=620, y=750)
(x=700, y=600)
(x=450, y=970)
(x=400, y=1050)
(x=450, y=1150)

*1: An obnoxious weapon, it’s a +2 Bastard Sword that has a 10%
chance to unleash a 5d6 damage Fireball. If you like the idea of having
a party-unfriendly Fireball blasting the wielder, their companions, and
NPCs one-in-ten hits, then this is the piece of garbage for you.

*2: This is a +3 Long Sword that has a 15% chance of casting Hold
Person, gives a +1 bonus to Armor Class, and 15% slashing resistance.

*3: The Short Sword of Shadows +3 is actually a pretty good Short
Sword. It has a +3 enhancement, gives a +2 bonus to Armor Class, and a
15% bonus to stealth. You’ll have a chance to score another one of
these in the next room.

*4: A wonderful shield that gives a +2 bonus to Armor Class and a +5
bonus versus Missile Weapons. If you’ve still been carrying around
Stoutward, it’s time to retire it. Best of all, it’s a static drop-
you’ll always get one here.
4) Now backtrack to where you entered the level and explore to the
south-east. Mop up any undead on the large bridge lined with sarcophagi,
search and disarm any traps on said sarcophagi, and loot them.

(x=950, y=1500) Large Shield +1, +4 vs. Missiles*1, ~Chaos Dagger +3*2,
~Static Darts x10
(4th play: Mage Dagger +3*3)
(x=1000, y=1400) Battle Axe
(x=1000, y=1350) Warhammer, Small Shield +1
(x=1200, y=1550) Battle Axe
(x=1250, y=1500) ~War Hammer +3: Lifegiver*4
(3rd play: Reinforced Large Shield +2*5)
(6th play: Large Shield of Strength +1*6)

(x=950, y=1500)
(x=1250, y=1500)

*1: Another one! At the very least we have two of these shields (both
of which are guaranteed drops) and either the Red Knight’s Shield or
the Bitch Queen’s Envoy. With any luck we also have the Reinforced
Large Shield +1 and the Shield of the Hand, so all the melee-types
have good shields.

*2: A +3 Dagger that has a 20% chance to disease targets. Why is
disease chaotic? Your guess is as good as mine.

*3: A +3 Dagger that gives its wielder a bonus 1st, 2nd, and 3rd level
Mage spell, as well as +20% resistance to fire. It sounds awfully
tempting, but here, finally, is my issue with these daggers. Mages
should NOT be in melee combat, and if they are, they should at least
use reach weapons, like Quarter Staves. Switching out between weapons
will cause you to lose memorized spells that depend upon the weapon.

*4: With a +3 enhancement bonus, this is one of the better War Hammers
we’ve come across thus far. It has a 20% chance to heal its wielder for
1d4 Hit Points.

*5: One of the best shields in the game-this particular shield gives a
+3 bonus to Armor Class with an additional +1 bonus versus Missile
Weapons. In addition it grants 15% Fire Resistance and 15% Crushing

*6: This shield gives a +2 bonus to Armor Class and a +1 bonus versus
Missile Weapons. It also gives a +1 bonus to Strength (maxes out at
18/00, as most +1 Strength items seem to in this game…) It also
bestows 10% resistances to Slashing and Piercing weapons. This is
actually a considerable alternative for the Large Shield +1, +4 vs.
Missiles or the Shield of the Hand. The bonus to Strength, while less
than it should be, will give all my front-liners a +1 bonus to damage
and THAC0.
5) Once you’re done looting go upstairs, where you’ll find our Lich
guarded by a variety of undead. Haste will help, but more than that,
focus on the Lich. The rest of the undead aren’t nearly as dangerous
as the Lich’s spells. Once it goes down you’ll get 10000 experience.
Don’t celebrate too much, however, as he’ll keep respawning
periodically, but with no reward for subsequent killings. Disarm traps
and loot the sarcophagi-especially be sure to grab Terikan’s Key from
the sarcrophagus at (x=1400, y=600), or you’re not going anywhere.
When done, open the door at (x=1600, y=450) and go up the stairs beyond.

Our friendly Lich will be joined by two Greater Mummies this time
around. The spells they hurl at you are not to be taken lightly, and
they should be occupied in melee, as well as the Lich. Spell-buff your
party, and this time include at least three characters with Greater
Shield of Lathander. This will buy them enough time to engage-one to
each spell caster. Once the three are occupied, bring up your other
three party members and try to take down the Lich quickly, then move
from Greater Mummy to Greater Mummy.

Note from Lee:
Here’s a neat trick – go apeshit on the Lich with all but one character,
and send that party member to get the key. When the Lich is dead and
you have the key, go immediately to the next area (x=1600, y=450).
Ignore everything else, just kill the Lich and get the hell out. As long
as you don’t advance into the next area (stay by where you entered), you
can rest (if needed) and then return to kill off whatever is left.
Here’s what’s neat: the Lich will not respawn once you’ve left his area,
nor will his minions. While this area can be ground (grinded?) for some
experience, it’s a very dangerous place to do it, and I absolutely do
not recommend it.

(x=920, y=1500)
(x=1300, y=1400) Inferno Arrows +2 x10
(x=1100, y=860) Arrows of Piercing x10
(x=1220, y=850) ~Scarab of Defense*1
(4th Play: White Bishop*2)
(7th Play: Ring of the Protector +2*3)
(x=1600, y=1030) Short Sword +1
(x=1300, y=600) Long Sword
(x=1400, y=600) Terikan’s Key*4
(x=1370, y=530) Heavy Cross Bow of Accuracy*5
(x=1450, y=500) Bullets of Fire +2 x10

(x=1220, y=850)

*1: A humble little amulet that gives a +2 bonus to saves versus
Petrification and Polymorph.

*2: Like the Black Knight chess piece we found earlier, this White
Bishop summons a ‘priest-like ally to heal the party. According to the
description, this ally will ‘heal injured party members until they are
at full health, or when the Bishop no longer has any spells to cast.’
I have five Clerics in my party-one area where I will never need help
is the healing department.

*3: This ring gives a +2 bonus to Armor Class and a +10% bonus to Magic
Resistance. For my money, it’s no better than a Ring of Protection +2…
but it’s not any worse, either. Of course, you can find the latter by
the dozen, but this is a very rare find, indeed.

*4: You’ll need this key to open the door at (x=1400, y=600), which
leads to the Hall of Heroes.

*5: Yet another one. You now could have as many as three of these

Hall of Heroes (AR6006)
6) Things are calm for now, but we know that stupid Lich is around
here somewhere. There’s also plenty of tombs to loot… but we need to
smite that Lich, first, so we can get some peace. Head forward and
ignore all the tombs on either side of the hall. Dead ahead you’ll find
the Lich again, with an armed retinue. Kill them and, once Terikan is
down, go through the door at (x=750, y=900). Disarm the traps in this
tomb and loot their respective containers. Terikan’s Phylactery is
at (x=440, y=980).

There will be more Greater Mummies hiding in tombs in Heart of Fury
mode. It doesn’t matter, a lone Greater Mummy is little threat on any

(x=440, y=980) Terikan’s Phylactery*1
(x=500, y=1050) Terikan’s Journal*2, Scroll of Domination,
Scroll of Chaos*3, Scroll of Antimagic Shell*4

(x=440, y=980)
(x=500, y=1050)

*1: You can’t destroy the Lich without its phylactery. Never fear,
however, you won’t be holding onto it for long.

*2: A journal detailing the schemes of Terikan. It also mentions trying
to get the door to Wyrm’s Tooth open… but unfortunately, it seems that
this cannot be done with the forge in its current state.

*3: This lovely spell is just like the Confusion spell, but it imposes
a -4 save penalty on all foes within its area of effect. We’ll get
plenty of spells to compete for 4th-level spell slots, but 5th-level
spells worth anything are rare. This should be your Mage debuff of
choice for the rest of forever.

*4: A potentially useful defensive spell for our fighting Mages. It
completely protects one from magic, but makes one unable to use any
oneself. Against foes that are magically strong, but physically weak,
it’s worth a consideration.
7) With the Phylactery in hand head to Jamoth’s tomb, which is beyond
the door at (x=1700, y=1100). As soon as you cross the threshold, you’ll
gain an experience reward for destroying the Lich. Wee! Now you can
search the rest of the Hall of Heroes without being interrupted
constantly. Loot the tomb you’re currently in, then enter the tomb
behind the door at (x=1000, y=1100) and loot hte sarchopagus at
(x=770, y=1250). Before you bother looting anything else, let’s return
to Norlinor for a quest reward (don’t worry, there’s meaning to my
madness). Exit the Hall of Heroes at (x=2000, y=1700).

(For taking Terikan’s phylactery into Jamoth’s tomb)
EXP 52500

(x=1950, y=870) Scroll of Monster Summoning III, Potion of Infravision,
Red Potion, Benorg’s Truth +3*1
(x=770, y=1250) Reznath’s Journal*2

*1: A very, very nice axe, indeed. This +3 weapon gives its wielder a
+1 bonus to Armor Class and has a 10% chance to stun foes.

*2: Earlier Porlinor suggested that a traitor in their midsts must have
been selling weapons to the Orcs-a matter of individual greed and
treachery, rather than a matter of Dwarven policy as a whole. This
journal, then, seems to be a confession. You’ll need to take it in order
to score the best helmet in the game.

Instead of Benorg’s Truth +3, there used to be another Axe of Caged
Souls +3. While the latter is nice, the former is better… and it
didn’t really make much sense for there to be two of them so close
to each other. Hurray for variety!

Live Forge (AR6013)
8) Return to the forge and you’ll find that the dead forge has become
a live forge again. Head down the stairs and Norlinor will talk to you
again-thanking you allowing its brothers to sleep again. He’ll also
tell you that the key to the door in the Hall of Heroes leading to
Wyrm’s Tooth can now be found in the forge (x=1360, y=1130).

(x=1360, y=1130) Forge Key*1, The Celebrant’s Blade

(For restoring the forge to working order, allowing the Dwarves to rest)
EXP 84000

*1: This opens the door at (x=500, y400) in the Hall of Heroes (AR6006).
We’ll need this key to continue with the game and head to Wyrm’s Tooth.

*2: A Battle Axe +4.
9) Now that we have the Forge Key, return to the Hall of Heroes and
loot the rest of the tombs. There are traps to be wary of, but by now,
searching for traps before you stick your hands in sarcophagi should be
a standard procedure for you. Behind the door at (x=1220, y=1320) you’ll
find a Greater Mummy, so be sure to explore that tomb in force and
smite it before it gets off any nasty spells. Next go through the door
leading to Gaznak’s tomb (x=1450, y=850), wherein you’ll find his
sarcophagus (x=1660, y=720), which contains the Blessed Helm of
Lathander-the best helmet in the game. Over at (x=1200, y=700) you’ll
find the door leading to Evayne’s tomb-her statue (x=1050, y=700) stands
out like a sore thumb in a Dwarven tomb (look at the knockers on her!
Larrel should have bred more.) Loot the container in Evayne’s tomb
(x=1450, y=470) to find Evayne’s Journal.

Note: The Blessed Helm of Lathander will not appear in the sarchopagus
at (x=1660, y=720) until you grab Reznath’s Journal and leave the level,
which is why we looted in a somewhat odd way. See? I told you there was
meaning to my madness.

(x=2200, y=1070) ~Short Sword of Shadows +3
(3rd Play: Hold Fast)
(6th play: Bastard Sword +2: Conflaguration)
(x=1200, y=1660) Mail of Life*1
(x=1000, y=1440) Owain’s Lullabye*2, Braith’s Journal*3
(x=1650, y=730) Scroll of Spell Thrust, Potion of Insulation
(x=1660, y=720) Blessed Helm of Lathander*4
(x=1450, y=470) Journal of Evayne*5
(x=280, y=800) Genek’s Journal*6

(x=2200, y=1070)
(x=1200, y=1660)
(x=1550, y=750)

*1: It’s possible that this is still a decent suit of armor for us to
wear, with a base Armor Class of two. It also gives +10 Hit Points and
allows the wearer to regenerate one Hit Point at the pathetically
slow rate of one Hit Point per turn. A suit of Plate Mail Armor and a
Ring of Protection +2 is still a better combo.

*2: Another Bardic instrument. I don’t have any use for Bards, and
hence, I don’t have any use for this item. It can be used to cast a
10d4+10 damage Cone of Cold.

*3: The loot this journal refers to is The Celebrant’s Blade +4, which
we should already have obtained.

*4: The best helmet in the game-it gives a two point bonus to Armor
Class and allows the wearer to cast Cure Moderate Wounds, Neutralize
Poison, and Remove Paralysis once per day. Remove Paralysis, as you
may know, is an area-of-effect spell that frees allies from the effects
of paralysis, hold, web, etc. This helmet allows you to dispense with
the use of Rings of Free Action… at least, if you have several of
them so paralyzed allies can be aided by another character wearing these
helmets. A party of six such characters has nothing to fear… when it
comes to poison and paralysis, at least. Of course, using this item as
your protection from paralysis means you will not be able to use the
multi-web tactic. This helmet can save a character from an unfortunate
Hold Person spell or from a Ghast, but not constant exposure to such
effects. To be fair, however, I never use that tactic after Dragon’s
Maw anyways. It’s a beginner tactic, when our buffs and Hit Points
are limited, but we have plenty of 2nd-level Mage spell to throw about.
Now that we’re higher level, I find that just throwing out a Slow or
Chaos spell ends fights just as well-and it allows us to buff with

*5: This journal recounts Evayne’s misplaced hope in Elven-Dwarven
reconciliation, that the tide may be turned against the Orc hordes.
Larrel would like to see this, and know that his daughter wasn’t killed
by the Dwarves of Dorn’s Deep, don’t you think?

*6: Another journal that talks about the treasure in the furnance, and
about Terikan’s phylactery. In case you didn’t already figure this
stuff out.

The Scroll of Spell Thrust and Genek’s Journal weren’t in the
original game.
10) Only two tombs remain at the end of the hall. When you explore that
far you’ll be attacked by two Bronze Sentries, rough melee foes that
guard the door to Wyrm’s Tooth. They require +2 weapons to hit, and can
do some pretty mean damage, especially to characters with a sub-par
Armor Class. Haste is helpful, as are Emotion spells, Prayer, Draw Upon
Holy Might, Recitation… you should know what works by now. When
they’re down, you’re done with Dorn’s Deep. Go through the door
(x=500, y=400) to reach Wyrm’s Tooth.

Now there are four Bronze Sentries, and they pack a whallop. They are
able to quickly cut down any one of my characters… if I’m foolish
enough to attack without spell-buffs. I’m not, and you’re not.
Stoneskin really shines in this fight, as negating initial damage until
one or two of them are dead removes most of the threat from this

| Chapter 5: Wyrm’s Tooth |
| |
| Glacial Aquarium |
| |
We fought our way through Dorn’s Deep, and although we didn’t discover
the source of the evil that plagues Kuldahar, we at least have an
interesting lead. Orogs and Drow were set here to guard this location
from intrusion, and set up the Orog Krilag as the Lieutenant in charge.
There are apparently six of these ‘Lieutenants’, and what purpose they
serve, we do not yet know. However, if they’re all as wretched as
Krilag, we are dealing with some organized evil here. The next of these
lieutenants is in the Wyrm’s Tooth Glacier, some being going by the name
of Kreg Frostbeard. Since we have no other leads, we might as well
track down this character.

Wyrm’s Tooth, Glacier (AR7005)
Sequence of Events: {WLK017}
1) Trolls of Two Colds
2) The Upper Entrance
3) The Lower Entrance
4) Yeticide
5) Town Run!
6) Kerish’s Emancipation Assassination
7) Visiting Vera and Exploring the Aquarium
8) The warm Room
9) More R.A. Rip-Offs
10) A Quick Course in Dwarven Engineering
11) Kerish’s Key
12) Slaying the Slave Leader
13) Freeing the Slaves
14) Clearing the Aquarium
15) To the Frost Giant Caves

1) As soon as you appear in the Glacier you’ll be attacked by Greater
Ice Trolls and Snow Trolls. The former are like the Ice Trolls we fought
earlier, while the latter are more of the annoying bastards that can
only be killed for good with fire, acid, or poison. There’s not much
strategy involved here, just put them down with melee and missile
attacks, and in the case of the Snow Trolls, keep them down with fire,
acid, or poison. Almost everything in this place will drop gems of some
sort, if you still need money. After the Severed Hand and Dorn’s Deep,
however, I have no need of money. Seriously, I had over 200,000 gold at
this point.

Note from Lee:
The Flaming Long Sword +2 is the best possible weapon in the game for
this section. While it has been easily surpassed by better swords as
far as magic bonuses, it kills Trolls and makes them stay killed. Why
waste arrows of fire, acid, etc, if you don’t have to?
2) Continue south-east, then south, smiting Snow Trolls and Greater Ice
Trolls as you go. Eventually you’ll come to a chasm bridged by a…
bridge. When you get near the bridge you’ll get the following floating

“The bridge is in poor shape and may collapse. You cannot cross it.”

Nothing we can do here yet. Go up the stairs to the east and cross a
large, more sturdy stone bridge. Smite an Ettin and turn your gaze to
the north, where an odd building awaits (x=1900, y=1300). We’ll explore
this building shortly, but first I want to clear the rest of the
exterior and perhaps find a way back through town that doesn’t require
me to go through Dorn’s Deep again.

There will be several Ettins here in Heart of Fury mode, instead of just
3) Head across another stone bridge to the east, then head south,
disposing of Trolls as you go. Travel south-west down some stairs, and
follow the path as it turns west. You’ll find yourself under the central
platform that led to the building above, and Trolls abound. Good news!
You can reach the building from here too, through the doors at
(x=2000, y=2200), (x=2150, y=2200) and (x=2300, y=2200). Ignore these
doors, too, and backtrack up to the north.
4) From the bridge we crossed earlier, head north up a short flight of
stairs. Eventually you’ll come to some more prominent stairs heading
west. Ignore the unexplored north for now and head up the stairs to the
west, then up some more stairs to the north. Atop these stairs you
should encounter some Glacial Yetis. By now, anything that actually
stays dead when we put it down is a welcome change. Go up some more
stairs to the west and kill every overly hairy critter you find, be it
Yeti, Glacial Yeti, or Yeti Chieftain, then head back east. Now head
up to the unexplored northern passage to find an area transition at
(x=3600, y=200).

Crossroads (AR7000)
5) Good news! You’re done with Chapter 5 already! No, seriously, if you
go into the cave at (x=1100, y=600) Chapter 6 will start. But, we came
to this stupid glacier seeking some lieutenant named Kreg Frostbeard.
We know there are six of them, and we know their badges serve as some
kind of key, so let’s not bother skipping to Chapter 6 yet. We can’t
open the gate at (x=600, y=200) yet, so don’t bother. Instead, exit the
area at (x=1100, y=10) to reach the world map. Huzzah! We can sell off
all the loot we’ve accumulated. Return to Kuldahar if you wish and sell
off your goodies. Unfortunately, Orrick doesn’t have anything new for us
and there’s really not much to do here in town. We could also visit
Larrel and give him Evayne’s diary, but we’ll find more stuff to turn
in there at the end of the chapter, so let’s just wait on it. Once
you’re done, return to Wyrm’s Tooth and enter the building we ignored
so fervently (x=1900, y=1300).

Frozen Aquarium (AR7001)
6) When you enter you’ll be accosted by some Frost Salamanders. If you
say you want nothing, they’ll kick you out… but at least they didn’t
attack! Say you want to see their leader, Kerish (x=3400, y=1000) and
they’ll take you to him. This paranoid Frost Salamander seems a bit on
edge about what we can only guess is ‘oppressive executive oversight’.
He seems to think we work for Marketh (how else would we get here
unscathed?) He’ll also tell you that the old leader, Kreg Frostbeard,
has been replaced by his son, Joril. I guess one anonymous lieutenant
is just as good as another-this information doesn’t change our plans.
Finally, ask him why there are corpses strewn all over the place… you
may have noticed them when you were cleansing the glacier outside of
Trolls. Apparently some slaves managed to escape and fled to a room on
the level below-a room that became too hot for the frosty critters here
to withstand. I suppose something room temperature would be too hot for
arctic beings. In any event, the homocidal frost creatures can’t get
down there, but the slaves can’t get away, as the exit to the surface
is locked, and Trolls are patrolling the glacier (err… or rather,
they were). It occurs to Kerish that you, being a fleshy, warm-blooded,
humanoid-type creature, can get at the slaves. Or rather, their leader.
Most of the slaves can be starved out, but their leader has made Kerish
look foolish. Without their leader, the slaves are helpless and will
soon break, so Kerish wants you to find this leader and slay them. Take
it into consideration for now.

If you start any fights in this area, just keep in mind that the Frost
Salamanders now have a lot more staying power, which means a group of
them will deal a good bit of cold damage over the course of a battle.
Also be extra wary of Winter Wolves, whose frozen breath will deal more
damage now. If you have Boots of the North, now is a good time to strap
them on. 50% Cold Resistance will serve you much better than the Boots
of the Fox will… at least in this chapter. Of course, you can always
just use Resist Fire/Cold and Entropy Shield for absolute protection.
7) This is one of the rarest of occurances in this game-we actually have
a choice-two ways to resolve things, one of which we can pick! I know,
it should be a staple of RPGs, but it’s surprisingly light in most
games. You can actually find the slave leader now-and despite what
Kerish said, it’s not a ‘HE’ it’s a ‘SHE’. Vera is at (x=220, y=1250),
although she’s not too talkative right now. Why should she be? For all
she knows, we could be working for the Frost Trolls, who she admits to
be hiding from. After all, how the hell else would we make it here?
Despite her unhelpfulness, you can snatch an Amulet of Protection +1
from her, and if you talk to her and ask her to trust you, you’ll be
able to get some experience shortly. Besides wasting time talking to
Vera, there’s not much to do up here. Be careful when walking around, as
Salamanders have cold auras that will damage you if you’re too close.
Anyways, when you’re done messing around, head down the stairs at
(x=2350, y=2400).

Warm Room (AR7003)
8) This is where those pesky quasi-hairless apes fled! You can find
Gareth at (x=1420, y=300), who will tell you about their harrowing
escape from the Frost Salamanders who had enslaved them. This used to
be some odd aquarium before it froze over, and if you’re wondering who
would build an aquarium in a glacier… well, we must assume that these
tanks were once heated, right? Apparently a slave named Vera managed to
sneak into a control room and turn on some of the surviving heating
devices (she’s sneaky, see, which is why she has a Thief character
sprite.) This room was reheated, and the slaves fled here before the
Frost Salamanders could block the area off; now they’re at an impasse.
When you get the option, say “Gareth, I have seen Vera”, which you can
do since you talked to her. This will net you some experience. Anyways,
continue asking about their troubles and he’ll explain the problem: the
Frost Salamanders can’t get to them, but the slaves can’t escape, or get
food and water. The good news? They’ve found a way out, but they need a
key, which they suspect is possessed by Kerish. So we have our conflict
of interests, do we kill Kerish for his key and free the slaves, or do
we kill the leader of the slaves for Kerish?

(For telling the slaves that Vera is still alive)
EXP 60000

(x=1330, y=300) Note to Kerish

*1: Just a friendly letter from Joril to Kerish, reminding him of who
is boss. No wonder we didn’t see any Frost Salamanders outside…
9) While we decide, head to the western side of the level, where you can
find Soth (x=100, y=330). He just so happens to be from a village near
Auckney, which is, of course, another reference to an R.A. Salvatore
book. Compare this exerpt from ‘Spine of the World’…:

“Like Auckney itself, a village of two hundred people that rarely showed
up on any maps…”

…to which Soth says:

“I hail from a small village outside of Auckney… Auckney’s located at
the other end of the Spine of the World mountains. Anyway, my village is
a small place. I don’t think it’s made it on the maps yet…”

If Auckney, with 200 people, is big enough that he refers to it as a
reference for where his village is, his village must be absolutely
tiny. Anyways, it’s just shameless pandering to people who have read
Forgotten Realms books. If Elminster can be in Baldur’s Gate, why not
a dozen R.A. Salvatore tie-ins in Icewind Dale? Why make a game based
off the Forgotten Realms if you’re not going to use its locations and
characters? Then again, why make something of your own if you’re going
to marry it to somebody else’s story? Anyways, enough of that, I’ve
ranted enough.
10) Anyways, Soth fancies himself a scholar, and if you ask him what
he’s doing here, he’ll tell you that in his research he discovered that
this complex was a temple dedicated to Dugmaren Brightmantle, a somewhat
silly Dwarven god who is rightfully disdained for inspiring people to
build aquariums in glaciers. Finally, ask about the books here, and
wonder of wonders-there’s a book here that just so happens to detail
Dwarven engineering! And by Dwarven engineering, they mean ‘repairing
rope bridges that no Dwarf would be caught dead crossing.’ Ask about
learning to repair the bridge by reading the books here and you’ll gain
a juicy experience reward and an Engineering Manual, which you should
keep your hands on.

(For recieving a book on how to fix the Wyrm’s Tooth bridge)
EXP 112500
11) Head back up to the aquarium and ask Kerish for the key the slaves
need. Either option will work, he’s so paranoid about who you work for
that he apparently has no will to contest you in this matter. When you
have it, you’ll gain some experience. Now that you’ve gone this far, the
time has come to make a choice. To help Kerish or the slaves? It doesn’t
really matter, the experience rewards are the same. If get the key, kill
Vera, then try to recover the slaves you’ll get 200,000 experience. If
you get the key, kill Vera, then free the slaves anyways, you’ll get
200,000 experience. Finally, if you get the key, free the slaves, then
talk to Vera, you’ll get… 200,000 experience. The only difference?
Vera drops Leather Armor +2, a Dagger +2, and an Amulet of Protection +1
(if you didn’t steal it previously). If you free the slaves at any
point, you’ll have to (get to) fight all the critters in the aquarium,
which are collectively worth a bit of experience, and Kerish will drop
the Spear of Kerish. So do what you will, although for my money, I’d
rather kill everything in the aquarium.

(For receiving the key from Kerish)
EXP 60000
12) If you want to help Kerish, go talk to Vera and get her to admit
that she’s the leader of the slaves, then kill her. She’ll drop some
Leather Armor +2, a Dagger +2, and an Amulet of Protection +1 if you
didn’t steal it already. Return to Kerish and tell him you killed
Vera for some quest experience. Now, if you want to free the slaves-or
if you sided with Kerish and want to enslave them again, head back
down the the Warm Room (AR7003).

(For killing Vera, the leader of the slaves)
EXP 80000
13) Whether you’re helping the slaves or not, it’s time to talk to
Gareth. If you give him the key you got from Kerish (which you can do
whether you killed Vera or not, earlier) the slaves will gleefully
flee and you’ll get some quest experience and all the creatures in the
aquarium will turn hostile (again, even if you killed Vera earlier). If
you tell the slaves to get back to their life of toil and degredation,
Gareth proudly proclaims they’d rather die. Which they will facilitate
by attacking you. One way or another, there will no slaves left in this
room when you’re done.
14) Now, we’re ready to make our brave showdown with Kerish. If you’re
a pussy and sided with him… well, just walk up and tell him the slaves
are no more for some experience. Otherwise, spell-buff in the Warm Room
before heading up the stairs (x=500, y=100), where the slaughter will
begin immediately. If you boost all your Clerics will Resist Fire/Cold
you’ll reduce the damage you take from the cold the enemies will use
in various forms-either the cold aura from the Frost Salamanders, or
the breath of the Winter Wolves. Slaughter your way through the level-
once spell-buffed brute force should make clearing the level a simple
endeavor, and if you’re getting too beat up, just return to the Warm
Room, rest, rebuff, and return. You have two goals here-talk to Vera
and tell her you freed the slaves for some juicy experience, and kill
Kerish. Of course, be sure to loot Kerish for his spear*1, a Potion of
Life Transference*2, the gems most critters drop, and the Winter Wolf

(For emancipating the slaves… from life)
EXP 60000

(For giving Gareth the key to exit)
EXP 60000

(For freeing the slaves and putting Vera’s mind at ease)
EXP 80000

*1: A +3 Spear that gives the wearer +10% Fire Resistance and a 5%
chance of dealing 1d6 cold damage.

*2: This potion raises your Strength by one, at the cost of one point
of Constitution. Ten Hit Points… or the benefits of having 19
Strength? For this party, which has so many ways of buffing themselves,
drinking this potion might just be worth the trade-off.

*3: Remember that Orrick needed some of these to make some magical
trinket for us? We finally have enough pelts for the task. Head back
to town and give Orrick 3500 gold, five Winter Wolf Pelts, and three
days to work, and you’ll get the Cloak of the Winter Wolf in return.
This garment, besides looking snazzy, gives a +1 bonus to Armor Class
vs crushing attacks, +10% Cold Resistance, and immunity to Winter Wolf
breath attacks. Yeah, not really that good. It can, however, be worn
with other magical protective items, so I’m sure you can find a home
for it on somebody, and 3500 gold should be chump change by now.

Note from Lee:
You can also, of course, take the ‘kill everything’ route: kill Vera,
kill the slaves, return to Kerish for the lesser experience, and then
kill him and his minions anyway to make up the difference. Your call…
15) Well, that little problem has been resolved one way or the other.
Now it’s time to leave the aquarium and return to the rope bridge we
couldn’t cross earlier. When you get near it you’ll get an experience
reward and the bridge will be repaired:

“The bridge is in poor shape but you manage to repair it using the
engineering manual.”

That engineering manual must have contained lumber and rope, eh? Cross
the bridge and enter the cave at (x=350, y=2250).

(For repairing the bridge)
EXP 60000

| |
| Joril’s Domain |
| |
Sequence of Events: {WLK018}
1) Winter Wolf Welcome
2) White Wyrm Loot
3) Tricking Joril
4) Frost Giant Five Finger Discount
5) Delaying Davin’s Dinner Date
6) Fighting Frostbite
7) Clearing the Way
8) Kontik’s Revenge
9) Troll Trashing
10) Freeing the Slaves… Again
11) Killing Joril
12) To Lower Dorn’s Deep

Frost Giant Caves (AR7004)
9) Upon entering, you’ll be immediately set upon by some Winter Wolves.
We’ve dealt with them by now-they’re not too much of a threat. Hasting
up and casting Resist Fire/Cold is a good idea, since their breath
weapons can score some cheap damage, and there are a good number of
them here. There’s a cave to the north at (x=3400, y=2100), but we’ll
ignore it for now.

I didn’t find this area any more challenging to my Heart of Fury party
than it was to my original play-through party. The Winter Wolves can do
some cheap damage, but the Frost Giants aren’t very powerful-at least
not compared to the Bronze Sentries we fought earlier. Keep Haste on and
you’ll be fine.
2) Continue west until you come to a wider chamber. In a cubby to the
north-east you’ll find some ‘White Wyrms’. Whether these are supposed to
be adult White Dragons before Bioware/Black Isle had the balls to make a
REAL Dragon later, or whether they’re supposed to be adolscent Dragons
is anybody’s guess, although if it’s the latter, they should be called
‘Wyrmlings’. In my fantasy lexicon, a Wyrm isn’t just another word for
Dragon-a Wyrm is a very large, very old Dragon, specifically. Yes, it
matters! Anyways, one of these creatures is called ‘Frostbite’, and will
talk to you a bit-although it’s not too interesting. Don’t tell it to
stop eating people, or it’ll take offense at you. We’ll let the things
live for now, but do be sure to loot their nests for some… rather
nice loot, really. See? What Dragon would let you steal from it? A
young, stupid one, or something that’s not really a Dragon! Continue
west from their nest and loot a shrine. What a generous chamber this is!

(x=2800, y=1970) 246 gold, Fire Agate Gem x2, Skydrop Gem x1,
Iol Gem x2, Moonstone Gem x1, Star Diopside Gem x1,
Diamond x2, Pearl x1
(x=2870, y=1900) 300 gold, Gold Ring, Fire Opal Ring,
Mythril Field Plate Armor +2*1, Broken Armor,
Long Bow of Marksmanship*2, The Cittern of War*3
(x=1900, y=1950) Potion of Power, Potion of Healing x2, Red Potion,
Gauntlets of Infernal Damnation*4, Ring of Holiness*5,
Scroll of Symbol of Pain, Ninjato

*1: Holy hot damn! Another one!

*2: Doesn’t this bow seem familiar? I could swear this thing was in
Baldur’s Gate… anyways, it’s a +3 THAC0 bow that deals +2 damage.
We’ve certainly found better bows a long time ago.

*3: Another Bardic toy-it casts Emotion: Courage on the user. Couldn’t
a Bard cast that spell on their own by now?

*4 The name pretty much says it all. When worn, the wearer is engulfed
in a Shroud of Flame.

*5: This baby grants an extra spell slot from 1st-4th level. I put this
on my party leader, out of sheer favoritism. I figure if I play the
game through six times, everybody will get a shot at one of these rings,

The Ninjato is new to Icewind Dale. Why are they adding a mundane
weapon this late in the game? I don’t know… for the lulz?
3) Leave this room via a western passage along the south-western edge
of the area. This passage is blocked by two gigantic… uh… giants.
You can talk to them, but they prove unhelpful and rather easily-
provoked. Continue past them until you come across Joril-this new
lieutenant we’ve heard about. He is, like all giants easy to pick a
fight with. It’ll probably come to that eventually, but there are more
lucrative ways to interact with him. For example, you can get him to
hand over his badge if you have a Charisma of 12 or more… or, if you
pick dialogue options #1, #2, #3, #1, #1, #1. This nets you a great deal
of experience. After this you can ask him how he killed his father-
apparently Joril struck a deal with the Wyrms we met earlier, and in
return, he’s been feeding the creatures slaves. Are these slaves good
for ANYTHING save feeding the creatures in the glacier? Once you end the
conversation with Joril you’ll get ANOTHER experience reward. That’s
right, it’s a two-for, one reward for tricking him, and other for
getting the badge. Score.

Note: If you have a Paladin in your party, they will demand the release
of the slaves after Joril mentions the ‘sacrifices’. This will net you
an experience reward, but it will, obviously, expose you. Apparently
whomever Joril thinks you represent aren’t big into liberation.

(For tricking Joril)
EXP 80000

(For obtaining Joril’s badge)
EXP 80000

(For revealing yourself to Joril)
EXP 180000
4) Now, we have the badge, but there’s more we can do here-and there’s
no need to pick a fight with Joril just yet. We have the run of the
place, so why not explore? He DID mention some slaves, right? Who wants
to bet they’d rather be freed than eaten by some Wyrms? Continue west
and you’ll come to the chamber where the giants keep kip. There’s plenty
of looting to be done, and we might as well do it now since we don’t
have to fight for it. Head north through the chamber and grab everything
that’s not bolted down.

(x=150, y=1750) Potion of Healing x2, Potion of Heroism,
Scroll of Raise Dead
(x=600, y=1820) Potion of Insulation, Potion of Invisibility.
(x=300, y=1350) Potion of Fortitude, Potion of Genius,
wand of the Heavens, Scroll of Insect Plague
(x=1420, y=1250) Potion of Master Thievery, Potion of Mind Focusing
(x=300, y=900) Potion of Cold Resistance, Potion of Fire Breath,
Scroll of Spike Stones, Dagger of Venom*1
(x=400, y=650) Potion of Clarity, Potion of Cloud Giant Strength,
Cloak of Protection +2*2, Scroll of Champion’s Strength
(x=430, y=630) Potion of Absorption, Potion of Agility,
Leather Armor +2, Dagger +2: Longtooth*3
(x=1100, y=550) Oil of Speed, Elixer of Health, Blur Deck*4,
Scimitar +3: Frostbrand*5
(x=900, y=1100) Potion of Invulnerability, Potion of Magic Shielding,
Darts of Stunning x13

*1: The Dagger of Venom is a decent weapon, I just dont have any use
for it. It would have needed to have made an appearance much sooner.
It’s a +2 weapon that has a chance to poison an enemy for six points
of damage per round.

*2: I find it hard to wear this, what with all the magical armor I have.
If you really need a ring slot empty, you can replace a Ring of
Protection +2 with this cloak. Honestly, however, Mithran’s Cloak is

*3: Another decent weapon I don’t have room for. A dagger with 1d6 base
damage… Eh, Dagger of venom is still better.

*4: Can it really hurt to have another? Sure, it’ll become useless when
we all have Shimmering Sashes… or when all my Mages can cast Blur,
but it can go on one of the heavy armor wearers in the mean time.

*5: Did you really think you’d get through Icewind Dale without finding
Drizzt’s future scimitar? It’s better than the Flaming Longsword +2, at
least. It’s a +3 Scimitar that gives its wielder +50% Fire Resistance.

Note from Lee:
The Wand of the Heavens is one of my all-time favorite items, calling
a 6d8 flamestrike on a single target at a range of 120 ft (save for
half damage).
5) When you hit the northen edge of the chamber turn east. You’ll find
another tunnel to ignore at (x=1800, y=700), we’re more interested in
what lies south of here. Speaking of which, you’ll find a Frost Giant
elegantly named Gorg at (x=2150, y=1150). He’ll just tell you what you
already know-he guards the slaves, the slaves get fed to Frostbite.
More interestingly, Davin is over at (x=1670, y=1400). It’s great that
all the slaves in this game have one concise leader and no conflicting
opinions. Talk to him and assure him you don’t serve the giants and he
will gab about the giant skeleton to the east (which, if you’ve followed
this guide, you haven’t seen yet), the giants, and the cavern. Now that
I’ve covered the boring stuff, ask him what he’s doing here (just in
case he hasn’t assumed we’re complete morons yet.) He’ll tell you what
you already know-they’re slaves, and they’re being eaten-before asking
you to go kill the higher rung on the food chain.
6) Backtrack to the generous chamber where you found Frostbite and his
fellow Wyrms earlier. Talk to Frostbite and tell it that the whole
eating people thing is over… or just attack it. It’s fairly tough in
melee combat compared to most foes we’ve been fighting, but leading with
my well-protected party leader he doesn’t have a chance to do much
before he’s chopped down. Then just deal with his fellow Wyrms, which
are a good bit weaker than Frostbite.
7) Return to Davin and tell him the beast is dead for an obscenely huge
experience reward. It’s hard to be evil in video games when developers
keep giving us such incentive for helping people. Anyways, their dinner
buddies might be dead, but these slaves are still stuck in a glacier
full of Frost Giants who are none-too-friendly. Fortunately, Davin knows
of two ways out of here-through the Giant’s domain, or through some
small tunnels (the two tunnels we ignored thus far!). So, either kill
all the giants, or clear the ‘hazards’ that might be in the as-of-yet
unexplored tunnels. Since it gives us a reasonable excuse to explore
the unexplored, let’s do the latter…

(For killing Frostbite, saving Davin and the other slaves)
EXP 420000
8) Go through the tunnel at (x=1800, y=700) and kill the Yetis you’ll
find yourself in the midst of. Once they’re all dead, spell-buff as
much as you can-Prayer, Draw Upon Holy Might, Recitation, Haste,
Emotion: Hope, Emotion: Courage, Protection from Evil 10′ Radius, and
all that good stuff, then continue south until you find Kontik
(x=2630, y=1600) and the Black Ice Knights who accompany her. She’s
another nutter who worships Auril, and has come seeking revenge for
killing Lysan earlier. There are so many ways to win this fight… pelt
her with a barrage of Greater Command, or even Silence 15′ Radius. My
favorite tactic? Just rush her with your fully-buffed party and watch
her explode into a pathetic pile of gore. Her Black Ice Knights are more
of a threat than she is (although I suppose she could be more of a
threat if she actually got any spells off). Interesting note, did you
know she has an Intelligence score of 20? Why, I can’t say, it certainly
isn’t an attribute that helps in combat in 2nd Edition. When all is
still, loot her for a random gem, a Robe of the Evil Archmagi*1, a Ring
of Protection +2*2, Kontik’s Ring of Wizardry*3, Breath of Auril*4, and
a random weapon, as follows:

(1st Play: Static Short Sword +3*5)
(3rd Play: Two Handed Sword +3: Bane*6)
(6th Play: Long Sword +3: Enforcer*7)
(7th Play: Bastard Sword of Greater Phasing*8)

(x=2500, y=1550) Scroll of Chain Lightning*9, Barrel of Pure Water*10,
Scroll of Globe of Invulnerabiltiy*11
Potion of Mirrored Eyes
(x=2390, y=1650) Scroll of Otiluke’s Freezing Sphere*12,
Scroll of Fireshield (Blue)*13,
Potion of Regeneration, Potion of Stone Form,
Potion of Storm Giant Strength

Note from Lee:
I keep the party situated to the north, in the ex-Yeti area, and draw
the Black Ice Knights up to me to die 1-2 at a time. Once they’re gone,
I go after Auril, who is now alone and defenseless. Also, because I am
out of the range of enemies, I can save in between battles. Again, no
buffs are required (although Haste can’t hurt); I took almost no damage
at all in this fight…

*1: Veterans of Baldur’s Gate know of these things-they give the same
Armor Class as Chain Mail, +5% Magic Resistance, and a +1 bonus to
Saves. Unfortunately, I’m more on the good side of things, so I have
no use for these robes.

*2: Another one. We already don’t have enough room for these things.

*3: This. Is. Nice. Doubles 1st and 2nd level spells, and increases cold
damage you deal by 15%. Who cares about the cold damage, doubled spells
makes this awesome. I give this to Syrenil, since she’s been my utility
Mage throughout the game-casting Identify, Burning Hands, Mirror Image,
and Knock. Eventually my Mages will get up to seven 1st and 2nd Mage
spells, which is enough without this ring.

*4: A +3 Dagger that gives a +1 Intelligence bonus, a -1 Charisma
penalty, 100% Cold Resistance, -50% Fire Resistance, and allows the
user to cast Cone of Cold twice per day.

*5: A +3 Short Sword that always does a 1d4 electrical damage and gives
the wearer a +1 bonus to Armor Class.

*6: This sword is a +3 specimen that has a 25% chance to inflict foes
with disease and gives the wielder +10% Magic Resistance.

*7: A would-be ‘mage’ sword, obviously designed to be used by the
enterprising Fighter/Mage. It’s a +3 Long Sword with 5% Magic Resistance
and bonus 1st and 2nd spell slots. Unfortunately, I’d rather have
something like a defending weapon or an action weapon on a Fighter/Mage
(armor class and bonus attacks are always welcome) and 1st and 2nd
level spell slots aren’t exactly mind-blowing. In any event, none of
my melee Fighters can use this, and Syrenil will find better… should
she deign to use a melee weapon, anyways.

*8: A +3 Bastard Sword that has a 15% chase of phasing foes.

*9: This is a nifty-if not party friendly-6th level offensive spell.
For added shock (pun intended) you can light up groups of enemies before
wading in with your melee fighters. This goes to my Fighter/Mage/Thief.

*10: Valestis over at the Severed Hand would love to get this for the
Arboretum. Keep it handy.

*11: This spell blocks all 1st-4th level Mage spells. While not
terribly useful now, in Heart of Fury you’ll regret it every time you
let a Mage cast Magic Missile, Melf’s Acid Arrow, or Flame Arrow.

*12: A single-target direct-damage spell. It deals 3-6 points of damage
to a target per level of the caster, although it risks missing entirely
on a successful save. You’ll be fighting tons of fire critters shortly,
but this spell, like all damage-dealing spells, fails in Heart of Fury

*13: Like the red version of the spell, except this one protects
against cold damage (50% resistance) and deals 1d8+2 cold damage to
melee attackers.

Fireshield (Blue) is new to Icewind Dale.
9) We’re not done yet. Head north from Kontik’s camp, through the bones
of the quite-dead giant wyrm, and continue north, then east, and
finally south. There are gobs of Trolls (Greater Ice Trolls and Snow
Trolls), so have something firey or acidey on hand to keep the latter
down. Once all the Trolls have been smote, you can exit to the
beginning of the level at (x=3400, y=1600) or return back to the slave
camp (x=2100, y=700).
10) Return to the slave pens. You can report to Davin for a journal
update, if you wish, but it’s time to deal with Gorg. Either provoke
him in conversation, or just manually attack him. Either way, once he’s
dead talk to Gavin for another suitably huge quest reward. Now, there’s
only one bit of unfinished business left here-time to deal with Joril.

(For clearing a path for Davin and the slaves to escape)
EXP 180000
11) Bring yourself before Joril again and spell-buff to the max. Not
because he’s terribly dangerous, but there are lots of Winter Wolves
and Frost Giants around, and routing them all will be much easier with
some buffs. Talk to Joril and casually mention that you’re here to
kill his face, and a fight begins. After they’re dead, you can kill the
two guards you passed and take the others out at your leisure. When
Joril dies he’ll drop a Black Opal Gem x1, Chain Mail +2, Joril’s Axe*1,
a random weapon, which will be listed at the end of this paragraph, and,
if you already didn’t have it, his badge. Note that you will still get
an experience reward for claiming his badge, even if you didn’t trick it
off of him earlier.

Note from Lee:
Instead of returning to Joril and then backtracking, I simply head north
and continue counter-clockwise, killing giants as I go. I’ll eventually
reach Joril, but he’s just another giant as far as I’m concerned.

(1st Play: Redemption*2)
(3rd Play: Fire Flail +3*3)
(6th Play: Giant’s Sleep*4)

*1: Joril’s Axe is a +3 specimen that gives a +1 bonus to Constitution
and a -1 penalty to Dexterity. If you’re that big, I guess agility
isn’t too important.

*2: A +4 War Hammer that dispels Charm and Dire Charm effects on
creatures hit. Honest, I prefer Dispel Magic, myself.

*3: It would be absolutely wonderful if you could score this weapon
here, as it’s a +3 Flail that has a 50% chance of dealing +2d6 Fire
Damage… the best Troll-killer weapon my party can use. If not, you
won’t get a chance to get another one of these until Trials of the
Luremaster… where it’s a guaranteed drop.

*4: Despite its name, it’s just a +3 War Hammer.
12) Joril might be dead, but there’s still plenty of killing to do.
Explore the cavern to the west where the Frost Giants lurk and go on a
massive quest of giant destruction. Kill them and take their loot… and
their little dogs, too. You’re finally done in Wyrm’s Tooth. Return to
town and sell off all the goodies you’ve found (I know I’m overly
stocked on gems and Winter Wolf pelts… even though I don’t need the
money anymore.) Then head to the Severed Hand. We should finally talk to
Larrel and Valestis. The former should know about his daughter’s demise,
and the latter will want that Barrel of Pure Water we found in Wyrm’s
Tooth to restore the Arboretum. Both will result in a good bit of
experience for us. Once our party is rested, their inventories empty,
and enjoying a good bit of quest experience, it’s time to travel to
Wyrm’s Tooth on the world map, which will put us back in (AR7000). Go
into the tunnel we ignored earlier at (x=1100, y=600). Once you do,
Chapter 5 is over and Chapter 6 begins. Now, to let everybody know how
things are going, here are my party stats at the end of Chapter 5. Note
that my average Armor Class went from -2 before I fought Yxunomei to
-7 now. Nice.

(For restoring water to the Arboretum)
EXP 120000

(For giving Evayne’s diary from Dorn’s Deep to Larrel)
EXP 56000

Ilnathias ‘Icefang’
Fighter 9/Mage 10/Cleric 9
Experience: 324937/324937/324937
Hit points: 102
Armor Class: -11
Weapon: Fast Flail +2 (THAC0: 5)
Armor: Elven Chainmail of the Hand +3
Gloves: Gauntlets of Weapon Skill
Helm: Blessed Helm of Lathander
Amulet: Black Wolf Charm
Shield: Shield of the Hand
Ring: Ring of the Warrior
Boots: Boots of Speed
Belt: Shimmering Sash
Amirule Alteslay
Fighter 9/Mage 10/Cleric 9
Experience: 324921/324921/324921
Hit points: 92
Armor Class: -9
Weapon: Misery’s Herald (THAC0: 4)
Armor: Plate Mail Armor (Kresselack’s)
Helm: Dead Man’s Face
Shield: Reinforced Large Shield +2
Ring: Ring of Free Action
Cloak: Mithran’s Cloak
Boots: Boots of Speed
Fighter 9/Mage 10/Cleric 9
Experience: 324777/324777/324777
Hit points: 92
Armor Class: -7
Weapon: The Love of Black Bess +3 (THAC0: 6)
Armor: Mithril Field Plate Armor +2
Helm: Sune’s Laurel of Favor
Shield: Shield of the Hand
Ring: Ring of Free Action
Ring of Holiness
Nauzhir the Red
Fighter 9/Mage 10/Cleric 9
Experience: 324752/324752/324752
Hit points: 92
Armor Class: -8
Weapon: Fire Flail +3 (THAC0: 6)
Armor: Mithril Field Plate Armor +2
Helm: Helmet
Shield: The Red Knight’s Shield +3
Fighter 9/Mage 10/Cleric 9
Experience: 324578/324578/324578
Hit points: 92
Armor Class: -6
Weapon: Sanctified Morning Star +3 (THAC0: 6)
Armor: Shadowed Plate +3
Helm: Clear Ioun Stone
Shield: Large Shield +1, +4 vs. Missiles
Syrenil ‘Softstep’
Fighter 9/Mage 10/Thief 11
Experience: 324490/324490/324490
Hit points: 94
Armor Class: -4
Weapon: Long Bow +2: Defender (THAC0: 5)
Flaming Long Sword +2 (THAC0: 7)
Armor: Kaylessa’s Chainmail Armor
Helm: Rogue’s Cowl
Amulet: Amulet of Metaspell Influence
Ring: Kontik’s Ring of Wizardry
Ring of Shadows

| Chapter 6: Lower Dorn’s Deep |
| |
| Marketh’s Domain |
| |
We’ve claimed another badge and smote another monstrous lieutenant. But
for all that, it doesn’t really feel like we’ve made any progress, does
it? Sure, we cleared out the Wyrm’s Tooth glacier, but at the end of the
day, we still only have a few more notes and another name-‘Marketh’-to
go on. Still, we know that there are at least four more lieutenants out
there, so we’ve got our work cut out for us.

Smelter (AR8001)
Sequence of Events: {WLK019}
1) The Voice of Durdel Anatha
2) Smithing Salamander and Sentries
3) Meeting Mutilated Midgets
4) Killing Kelly & Co.
5) Smiting Seth
6) Silencing Shriekers
7) Fleezum
8) Battered Ginafae
9) Thieves and Potatoes
10) Flozum
11) Meeting Marketh

1) The lower level of Dorn’s Deep-this must be where the Dwarves
retreated after their original home was overrun by Orcs and undead.
Judging from the current residents, however, it didn’t do them much
good. As soon as you arrive in the area you’ll be bothered by an
animated suit of armor called “The Voice of Durdel Anatha,” who serves
the “Revered Brother Poquelin”. Remember that name? He was one of the
priests of Ilmater who vanished after a brief stay in Kuldahar. The
Voice also claims to be a Paladin of Torm… despite all the critters
about him and his own undead state. Question him about Poquelin, and
avoid provoking a fight to learn more about what’s going on around
here… and the Voice’s long-winded backstory (surprise, surprise,
he’s connected to the events at the Hand of the Seldarine and Dorn’s
Deep.) Simply put, he made promises he couldn’t live up to, and in
death he’s still bound to fulfill those promises. Still, he’s faithful
to his god, and since Poquelin is a priest of Ilmater, part of the
“holy triad” to which he’s bound, he’s taking orders from Poquelin.
Blindly, of course, like all religious folks. We can’t help him now,
and his blind faith forces him to fight us. He’s got staying power,
but he’s not too dangerous, offensively. Smack him around until he
collapses and move on. No sense pointlessly battering on a suit of
armor that’ll just reanimate eventually.

Note: Durdel Anatha will show up occassionally throughout Lower Dorn’s
Deep. You’ll have to put him down quite a few times.

The voice of Durdel Anatha was cut from the original Icewind Dale,
and has been restored in the Enhanced Edition.
2) As you might expect from all the lava, Salamanders abound (the good
old fire ones, not the ice freaks from before). Also you’ll be playing
with Tarnished Sentries, golems that enjoy throwing axes at you, and
aren’t fooled by stealth. Don’t worry, though. They’re nowhere near as
tough as the Bronze Sentries were, earlier. I start out the level by
buffing, adding Resist Fire/Cold to my normal slew of spells to reduce
the passive fire damage that Salamanders will do as I fight them. There
are plenty of critters to the east (before the bridges) to the west
(near the smelters) and to the north (near an elevator). Clear those
out first, head back up to the glacier and rest, then return back down
here, ready to explore… after smacking down the Voice again, of
3) If you talk to any of the Svirneblin they’ll mention Marketh.
Surprise of surprises, we seem to have ended up near his domain. From
the entrance platform head south-east until you find some mine tracks.
At a cart head north to find a tower-but don’t dally around, as archers
within will be assholes and shoot at you. They don’t need an attack roll
to do it, either-you stand near the tower, you’ll take damage. Over at
(x=3380, y=2080) you’ll find a ‘Slave Girl’ named Fengla. Talk to her
and she’ll give you the key to the tower behind us. Now that we can pay
those friendly archers a visit, let’s do so (x=2950, y=1850). You might
want to spell-buff a bit before going in, however.

Tower (AR8002)/(AR8014)
4) Inside the tower are a number of archers, whom are quite capable of
causing me harm, despite my Armor Class. A Hold Monster fixes things, as
does a Chaos spell, but it’s a little too tight for a Greater Command.
Once they’re dead, their leader, “Kelly” has Full Plate Armor +1*1,
while all of the archers have Arrows of Piercing. The slave girl who
gave you the key will show up and thank you for freeing her and you’ll
get an experience reward. Go through the door at (x=200, y=200) to find
the room where these guards slept. Kudos to you, you’ve found a safe
haven here, and can rest freely and safely.

You can expect to take more damage this time around, and the archers
within can be pretty lethal once you enter the tower, but I didn’t
require a strategy any more refined than a simple Haste spell.

(For capturing the watchtower and freeing Fengla)
EXP 80000

*1: With an Armor Class of 0, it’s just as good as Mithril Field
Plate +2, although it weighs half as much, if that’s an issue for you.
5) Exit the tower (x=450, y=400) and head east, you’ll see an innocent
little ramp running north, then north-west. Follow it until you reach a
tiled platorm. Save your game, for we’ve an opportunity to score
ourselves some loot if we use some tactics and have just a bit of luck.
Up some stairs to the north you’ll find the entrance to Marketh’s
Palace… but he’s got a little Halfling Thief named Seth guarding the
door (x=3100, y=680). If he spots you, he’ll ask you some questions
about some papers. To satsify him, you have several options. First, pick
dialogue option #1. Then, if you’re a Halfling you can play the kin
card. Most sane people, however, will have to resort to saying they
worked for the Kraken Society (not the dumb dialogue option with “the
good old “Kraken Days.”) which requires a Charisma score of thirteen or
higher (the ‘Friends’ spell can boost this). Answer three questions:
1) Purple, 2) Marketh, 3) Ilmater, and he’ll let you pass and run away.
If you mess up, he’ll summon some Thieves to attack you, and run away.

It’s that ‘run away’ bit we must avoid, and there are many ways to
do this. I’ll list a few: 1) Cast several Web spells just outside of
his sight range and kill him with missiles/spells. 2) A well-placed
backstab. 3) Cast Invisibility 10′ Radius around your entire party,
surround him, and force-attack him. When he dies he’ll drop Studded
Leather Armor +2, Small Shield +1, The Salamander’s Tongue*1, and
Gauntlets of Elven Might*2. Once he goes hostile, a host of Thieves will
attack, so be prepared for backstabs.

Note: If you don’t kill Seth here, he’ll show up again when you confront

I didn’t find these thieves to be nearly as lethal as I feared. Sure,
you can get hit for 80 damage by a sneak attack, but compared to the
Fire Giants later on… it’s not that threatening.

*1: A +3 Dagger that give +10% Fire Resistance, a +3 bonus to Saves vs.
Poison, have a 20% chance to deal +1d4 fire damage, and puts the wearer
under the effects of Non-Detection.

*2: These would almost be decent… they can only be used by dual-or-
multi-classed Fighters, and they set your Strength at 18/51 regardless
of what your real strength is. Otherwise, +1 Armor Class and saves is
good business. I did find a way around this restriction. If you equip
them on a character who is also wearing the Girdle of Stromnos-making
sure to equip the girdle second-your Strength will be set to 19. We’ll
find the Girdle of Stromnos a bit later on.

There used to be a bug with Seth-if you were too skilled at murder,
and managed to kill the little bastard before he could talk, the game
would freeze. He now always seems to get his conversation started…
and even if he doesn’t the game no longer locks up. So… kill Seth
as you wish!

Old Dorn’s Palace, Antechamber (AR8005)
6) It would seem like the natural thing to do would be to go into the
palace in front of which Seth stood. And this time, the natural thing
to do is the right thing to do. Spell-buff up and head inside
(x=3200, y=600). Dispose of The Voice of Durdel Anatha, who has followed
you here, then continue to the north-east. You’ll eventually come across
and oddly out-of-place garden, where two Gnomes toil in front of some
statue. They’re surrounded by Shriekers (big, stupid, loud mushrooms)
and Myconids (quiet, mobile, stupid mushroom-men). Practice a bit of
fungicide, then turn your attention to the Gnomes. Talk to Callard at
(x=1550, y=900) and ask him about the sculpture. He’ll make a joke and
give you a ‘Portrait of Marketh’, drawn by one of Marketh’s goons named
Flozem. Right. Once that’s done head through the doorway at
(x=1600, y=300).

It’s been a while since we’ve done this, hasn’t it? One might even
think I had forgotten. Not so! Most of the drops in the last two
walkthrough sequences were static, and when they weren’t your options
sucked. Anyways, the next area contains some of the best Morning Stars
in the game-and hence, some of the best blunt weapons in the game. Plus,
it’s a really easy run to make, if you go with a character who has a
decent Armor Class. Open the door at (x=700, y=750) and search the chest
at (x=320, y=820).

The Shriekers used to summon a variety of foes to bother you, including
Boneguard Skeletons, Blind Minotaurs, and Salamanders. It was therefore
imperative that you exterminate them quickly. Now… well, now they
just bounce around all stupid and impotent.

Old Dorn’s Palace, Level 1 (AR8006)
7) There are thieves sneaking around here, with only one goal-to
backstab your party. I send my Ilnathias first, to draw them out. The
Thieves don’t really have an answer for a -13 Armor Class. Beyond the
doors at (x=700, y=700) is Fleezum-the guy in the red armor. Talking to
him will result in a fight, which is just fine. He’s a powerful Fighter,
but he’s only one powerful Fighter against a party. When he dies, he’ll
drop 44 gold, a helmet, Bathed-In-Blood*1, a Large Shield +1 and a Long
Sword +1.

(x=320, y=820) Short Sword, Bastard Sword, Mace,
~Star-Forged War Hammer +4*2
(3rd Play: Sanctified War Hammer +3)
(4th Play: Static Star +3*3)
(6th Play: Morning Star +4: Defender*4)
(7th Play: Morning Star of the Gods*5)
(x=400, y=650) Potion of Cloud Giant Strength x2, Potion of Agility,
Oil of Speed

*1: This is one of the most protective suits of armor in the game, with
a base Armor Class of -1. I put it on Amirule, who gives Mithran’s
Cloak to Eraithul, who ditches the Ring of Protection +2.

*2: A +4 War Hammer with 10% magic resistance and +2 save versus spells.

*3: A +3 Morning Star that has a 15% chance to inflict slow and a 25%
chance to deal 2d3 electrical damage.

*4: It took a while, but here it is. A +4 Morning Star that gives +2 to
Armor Class, +15% magic resistance, and 20% Slashing and Piercing
Resistance. A highly enchanted weapon with great defensive bonuses, too?
Yes please. One of my Fighter/Mage/Clerics is set for the rest of
the game.

*5: Despite its epic name, this is a +3 Morning Star that gives a +1
bonus to Armor Class, a +1 bonus to Wisdom, and allows the user to
memorize two additional first level spells and one additional second
level spell. It’s still nice, but it’s only marginally better than
the Sanctified Morning Star +3 we found back in the Severed Hand.
8) Leave Fleezum’s room and head south-east to find the door to
Ginafae’s room (x=950, y=1100). Talk to Ginafae (x=700, y=1190) and ask
about her face. She will give you the cliche excuse given by battered
women everywhere. If you promise not to kill her boyfriend, she’ll tell
you about about Poquelin, who is apparently the ring-leader of this
whole operation. She’ll babble on about the lieutenant’s badges, an
invisible barrier in a fallen temple, and how it’s somehow not Marketh’s
fault that he does bad things… it… it’s the evil temptation that
MAKES him! She will also talk about how she came to be here-she’ll ring
out that name ‘Malavon’ again, who is apparently her brother, and some
‘Maiden Ilmadia’. She can’t leave, however, due to some spells placed on
her by her brother. If only there were some way to remove them…
Anyways, she’ll throw a tantrum if we kill her boyfriend, and there is
a quest reward for us if we help her out. We’ll take her position…
into consideration.
9) Well, that was annoying. Cross the hallway to the north to find
another door (x=1300, y=700), beyond which lies a mess hall. You can
expect some more Thieves here (they’re usually not in rooms, which is
why I note these ones). I know if I had to defend anything, it would be
the food. Seriously, that’s not a joke. Fat people are like that. Open
another door at (x=1700, y=700) to find the kitchen. Inside is a
useless cook and a table we can loot (x=1800, y=700), for a Sack of
Potatoes. Potatoes? Yes, we’ll need them for a quest in a while.

(x=1800, y=700) Sack of Potatoes*1

*1: A quest item. You know the drill, keep them on hand until somebody
just so happens to ask for them.
10) Leave the kitchen and cross the hall again, this time to the south.
Kill whatever Thieves show up and open the door at (x=1500, y=1200). In
this room you’ll find Flozum, Fleezum’s brother. He’s a bit nicer, and
there’s an obscure bit of experience you can earn here if you happen to
have a Bard in your party. In which case, talk to Fleezum, ask about the
portrait he drew, and tell him he has talent. Based upon the opinion of
a single stranger mysteriously breaking into his room in the heart of
a fortified palace full of guards displaying a portrait last in the
hands of one of his boss’s rebellious slaves, he’ll decide to give up
his position as a well-paid goon working for a power-player in an evil
organization to doodle. Makes sense to me. Most of us, however, have the
good senes to NOT bring a Bard with us, and since this option won’t come
up, we’ll have no choice but to kill Flozum. To be fair, at least Flozum
will drop all his goodies for you if you convince him to go. He’ll also
do so when you kill him. Either way, once he’s gone, loot his belongings
to score the Girdle of Stromnos*1, a Long Sword +1, a Large Shield +1, a
Helmet, and a suit of Plate Mail. once you’re done with this level, head
up the stairs at (x=2200, y=1000).

Note: If you don’t kill Fleezum and Flozum, they may arrive to assist
Marketh in the next level.

(For convincing Fleezum to become an artist)
EXP 60000

(x=1400, y=1200) Potion of Clarity x2, Potion of Insight
(x=1550, y=1300) Potion of Insulation

*1: One of the few Strength-boosting items in this game worth a damn,
since it’ll actually raise your Strength to 19. Its life-span is short
amongst my party, however, as I’ll be switching it out for Shimmering
Sashes as I complete playthroughs. In the meantime, however, combining
this girdle with the Guantlets of Elven Might is a good move in the
absence of multiple Shimmering Sashes.

Not too much in the next level… except one of the best Daggers in the
game. It’s not hard to find-you’ll need need to sneak over to the chest
in Marketh’ room (x=1260, y=200). The item you’re after? The Mage
Dagger +4, which is a great defensive weapon (oxymoron?), and gives some
bonus spells to boot. There are a few other weapons I could give my
Fighter/Mage/Thief instead, but this isn’t a terrible option. I wouldn’t
bother making the switch from ranged to melee until Heart of Fury mode,

Old Dorn’s Palace, Level 2 (AR8007)
11) THere’s only one character of interest on this level-Marketh
(x=1370, y=300)-and all the loot is in Marketh’s room. As much as I
hate to say it, this is justifiably a one-step area. There are plenty of
Thieves around waiting to backstab you, but they’re horribly weak and
not terribly capable of hitting my party. Slaughter them to taste, but
make your way to Marketh. He’ll talk to you when he spots you, and this
encounter trends towards a different outcome than we’re used to. He
realizes that he’s got no chance against us in a fair fight, and will
try to weasel out of one at all costs. Nearly everything you say will
end up with him trying to strike a deal with you, so as to save his own
hide. I normally prefer to indulge my lust for smiting people on these
games, but letting him go has a number of advantages. First, if you
fight him, he’ll summon a Kraken Society Mage to help him-not a
terribly worrisome foe, but in Heart of Fury mode… well, you read. Big
incentive to save yourself the headache and just avoid this fight on
Heart of Fury. Second, he’ll give you all his gear if the person
speaking to him is intelligent enough to ask for it (Intelligence score
of 14 or higher required), which removes any monetary incentive to kill
him. Third, if we don’t kill him here, we can complete a quest for
Ginafae for considerably more experience than Marketh or the Kraken
Society Mages will give us. The only way to really mess this up (besides
talking to Marketh with a moron) is to do so with a Paladin (same
thing?) The Paladin will not take kindly to Marketh’s story of how he
came to work for Poquelin. If you do fight him, you’ll find out that he
goes down without too much trouble. He will be joined by Fleezum,
Flozum, and Seth, if they are still alive. The Kraken Society Mage will
spell-buff a bit before making his way to the scene-giving you plenty of
time to fishing off Marketh and his other allies. Hit him with Dispel
Magic, Silence 15′ Radius, or other debuffs like Chaos or Greater
Command before cutting him down. We all know what Fleezum, Flozum, and
Seth drop-Marketh will leave behind a 201 gold, Marketh’s Badge*1, Black
Dragon Scale*2, Ring of the Gorgon*3, the scimitar Valiant +3*4 and a
Wakizashi +1. The Kraken Society Mage will drop 50 gold, a Robe of
Enfusing, a Static Dagger +1*5, and Bracers of Defense A.C. 6. The only
downside to letting Marketh go (besides the knowledge that you let him
live) is the fact that you won’t get the Kraken Society Mage’s gear, but
it’s all garbage anyways. If you let Marketh go and demand his loot
he’ll give you the Black Dragon Scale, Valiant +2, and his Wakizashi +1.
He’ll then ask to keep his ring-he’s gaming you. It’s a cursed ring
(I suppose he’s hoping you’ll put it on without identifying it?) that’ll
turn you to stone. If you make him give up his ring, he’ll also snatch
500 gold from you.

So, long story short, talk to him, let him go, but make him hand over
his gear. If you kill Marketh, Ginafae will refuse to talk to you-and
if you blame her for it, she’ll commit suicide.

There’s even more incentive to play nice with Marketh this time around.
He’ll bring in four Kraken Society Mages who are fond of dropping Horrid
Wilting on the party, and all of them come to play with Stoneskin ready.
Either play nice and let Marketh go or be ready to blast the arriving
Mages with several Dispel Magics. If you do decide to fight, I suggest
running back to the stairs after talking to Marketh, where one of the
Mages will be waiting-alone. You can jump on him and quickly cut him
down, then kill Marketh. Afterwards, just wait for the other three to
show up and hit them with Dispel Magics before training your archers on
them. Hopefully you can disrupt their spells, if not, it can quickly
become a very touchy battle, as one bad Cone of Cold can wipe out
several characters. Another option is to cast Invisibility on the rest
of the party, then have them cast Antimagic Shell on themselves. Let the
Mages blow through some of their spells on the protected party Mages,
then bring forth the rest of the party, hitting the Mage with Dispel
Magic before running in. Don’t be fooled into thinking that you can just
cut down the Kraken Society Mages with cheaply protected spellcasters-
they’ll Tenser’s after they burst through enough spells, and Antimagic
Shell will cancel out your own magical protections, including the Blur
effect of the Shimmering Sash. Another cheap, though admittedly
effective tactic is to use hit-and-run tactics from the stairs.

(For retrieving Marketh’s badge)
EXP 150000

(x=1570, y=420) Potion of Freedom
(x=1600, y=300) Potion of Explosions
(x=1550, y=250) Golem Building Book*6
(x=1250, y=240) Potion of Stone Form
(x=1260, y=200) Potion of Invulnerability,
~Studded Leather Armor of Resistance +3*7
(3rd Play: Short Sword of Health +4*8)
(7th Play: Mage Dagger +4*9)
(x=1180, y=310) Potion of Mirrored Eyes, Potion of Master Thievery

*1: Another badge-keep it in your inventory.

*2: Sleek black armor with a base Armor Class of four, +25% Acid
Resistance, and +2 Save vs. Spells. Unfotunately, it’s not Mage-
friendly, so I have no use for it.

*3: This cursed ring turns its wearer to stone. It’s just Marketh’s
parting shot for dissolving his position of power.

*4: A +2 Scimitar that gives an extra attack a round. It’s a decent
weapon for a Druid.

*5: This horribly out-dated Dagger is merely a +1 weapon with a 50%
chance to deal 1d3 electrical damage.

*6: An amazingly convenient book. If we ever happen to encounter Iron
Golems, we should be able to mess around with them. What are the odds
of that happening, though?

*6: +3 Studded Leather Armor with a slew of resistances-15% Resistance
to Piercing, Slashing, Fire, Electrical and a +2 Save vs. Spells.

*7: A +4 Short Sword with a 15% chance to heal the wielder for 1d6

*8: Honestly, it’s not a bad Dagger at all, especially not for a
dual-or-multi-class Mage. It’s a +4 Dagger that gives a bonus 1st, 2nd,
or 3rd level Mage spell, a +2 bonus to Armor Class, +3 Save vs. Spells,
and +15% Magical Resistance. Quite possibly the best Dagger in the game.

Malavon is now a proper two-weapon fighter. Too bad his off-hand is
so sucky. Also, the Golem Building Book was restored to the game by the
Enhanced Edition.

| |
| Malavon’s Sanctuary |
| |
Sequence of Events: {WLK020}
1) Malavon’s Slums
2) Pale Justice
3) Some Useful Spells…
4) Eliminating Umber Hulks
5) Simulacrum Smite
6) Murdering Malavon
7) Searching the Sanctuary
8) Gifting Ginifae
9) Norl’s Workshop

Slums (AR8009)
1) We’re done with Marketh now, one way or another, and it’s time to go
after Malavon. Go back to the antechamber-the room with the Shriekers-
and go through the door at (x=1000, y=500). Spell-buffing before you get
here isn’t a bad idea, as you’ll find this area is crawling with Blind
Minotaurs and umber Hulks, both of which are moderately mean in melee.
The latter can also cause Confusion, which makes them some of the most
threatening critters we’ve faced thus far. Again, I hate gloating
(I love it!), but having five Clerics-each with the ability to cast
Chaotic Commands-comes in handy, as this spell will nullify their
Confusion gazes. Seriously. You’re going to need protection of some
sort-the Enhanced Edition for Icewind Dale went way overboard with the
potency of Umber Hulk gazes-previously (and in Baldur’s Gate 2) they
could only target one character, and typically only did so once-the
first time they saw a target. Now it’s an ambient effect that can hit
your entire party, and will continuously recast. Might be more
faithful to the pen-and-paper rules, but… ouch. Disarm the trap ahead
(x=2050, y=2600) and smite some more baddies to the east (which is just
a dead end).

(x=2050, y=2600)
2) Now head west and smite more baddies. There’s an exit back to the
smelter level at (x=500, y=2800), which you should ignore. From this
exit, however, head north and disarm yet another chalk-eye trap on the
ground (x=1300, y=2170). If you wander near the houses to the west of
this trap, an Umber Hulk will burst through the wall and attack. Put
it down and continue north, over the chalk eye, putting down Umber
Hulks and Blind Minotaurs until you find a glass-roofed structure
running along the northern end of the level.

There used to be another Umber Hulk ambush west of Malavon’s Dome.
Inside one of the buildings you could find a corpse, which could be
looted for an unassuming Long Sword. If you looked at its stats,
however, it would be identified as Pale Justice-a Holy Avenger with
some pretty sweet stats. A Paladin-only weapon, it wasn’t the best
Long Sword in the game, but it was still pretty good. Alas, I couldn’t
get this ambush to trigger in the Enhanced Edition… perhaps you need
a Paladin in your party?
3) Head east from the ambush houses and continue smiting our drab-
pallete foes. Ignore the stairs at (x=1900, y=1100) and continue smiting
your way east. When you reach a dead-end, turn south to find another
innocent-seeming buildings. Loot some containers (x=2270, y=1750) to the
west to score some spell scrolls, then head east and… loot some more
containers (x=3060, y=1700) for more scrolls! It’s about time we started
building our 7th-level spells up. Anyways, head back to the stairs we
ignored earlier and enter Malavon’s Sanctuary.

(x=2270, y=1750) Scroll of Mordenkainen’s Sword,
Scroll of Power Word: Stun*1
(x=3060, y=1700) Scroll of Spell Turning, Scroll of Summon Monster V,
Scroll of Power Word: Silence*2

*1: This will be my description for pretty much ALL Power Word spells-
it allows no save, but has a Hit Point threshold. Any creature with 91+
Hit Points is unaffected by this spell, which means against many
critters it WILL work unfailingly. On Heart of Fury mode, however,
everything will have too many Hit Points to be effected-and when they
have few enough Hit Points, they’ll be quickly dead. For that reason,
I don’t put too much stake into Power Word spells.

*2: And… the exception to the Power Word spell rule. This spell just
works, and silences a foe for two rounds. Two rounds isn’t a long time,
but with six Mages, we can potentially daisy-chain them to continually
nerf a spell-caster.

The Scroll of Spell Turning is new to Icewind Dale.

Malavon’s Dome (AR8010)
4) You’ll be greeted by a pair of Umber Hulks as soon as you enter, so
be prepared for some immediate Confusion gazes. Another Umber Hulk can
be found if you explore to the west, along with plenty of Blind
Swirfneblins who have nothing of interest to say. In fact, this level
is just like the level upon which we found Marketh-lots of boring, save
for the boss. Head east from where you entered and park your party in
the next circular room over. Cast your longer-lasting buffs (Emotion
spells, Protection from Evil 10′ Radius, Mirror Image, Blur, Stoneskin,
etc.) Once done, head forward with your most well-protected party
member (this is, of course, Ilnathias for me).
5) Malavon is at (x=1700, y=470), and when he spots you, he’ll begin a
pleasant conversation. He’s got a bunch of Svirfneblin slaves gathered
around and a pair of Iron Golems, and he’s not afraid to let the latter
play hopscotch on the former. It should become quite apparent that
Malavon is quite nutters. If you play good, he’ll demand you drop your
weapons… after which he’ll sic his Golems on you anyways. If you don’t
capitulate, he’ll sic his Golems on you. Bottom line? He’ll sic his
Golems on you. Iron Golems use a Cloudkill effect before attacking-
which will kill most of-if not all-the Swirfneblins. Malavon is very,
very easy to defeat for one reason-his combat is incredibly scripted.
The game anticipates, almost REQUIRES, that you run into the room
Malavon is in. Of course, with Cloudkills why would any sane person
do that? When Malavon goes hostile lure the two Iron Golems and the
four Umber Hulks that attack back to the west and dismantle them there
with your party (note that the Iron Golems require +3 weapons to hit, so
have any archers shoot at the Umber Hulks, instead). Once they’re dead,
I sneak with Syrenil through the Cloudkills to a safe spot and calmly
shoot Malavon down-he’s full of weaksauce, an will only take a couple of
arrows (he only has 33 Hit Points-which is a joke.) …Or, if you swiped
the Golem Building Book from Marketh’s room, you can turn Malavon’s
Golems against him… provided your character isn’t a complete
imbecile (Intelligence matters-so initiate contact with Malavon with a
Mage). Give Malavon two words: Kalam, Stam, and the Golems will
dispatch him and his Umber Hulks. Score.

(For turning Malavon’s Golems against him)
EXP 45000

Malavon’s golem situation was cut in the original game… but the
dialogue options remained in the game files. It was restored for the
Enhanced Edition.
6) Didn’t think it was that easy, did you? You’re right. Once Malavon
dies-Malavon will appear! Right in the midst of your party in the
circular room west of where the first Malavon started. He’ll
congratulate you for knocking off his simulacrum before ranting a bit
about his awesome victory over Saablic Tan (the Umber Hulk we killed
Krilag for). After that exposition, he’ll attack. Again, Malavon counts
on you having rushed into the room to the east to tackle the Iron
Golems. He’s fond of casting Malavon’s Corrosive Fog into that room-
which of course, does nothing (my Fighter/Mage/Thief keeps her head
down and gets clear of cloud effects). He’s also fond of other area of
effect spells, like Death Fog, Cloudkill, and Web, but our fully buffed
party is just too resilient to fall for such tricks. He’ll also
Dimension Door around, meaning any area’s he’s spell-nuked won’t be the
least bit interesting for us to remain in. I suppose his tactic is
casting Web and allowing his cloud spells to damage paralyzed party
members, and if you didn’t kill his Simulacrum last, there might be
Umber Hulks and Iron Giants left to complicate things?-I wouldn’t know,
it never works. Once he appears, immediately send all your party members
to attack him. Cast a Haste if you don’t have one already and pummel
Malavon to death. Again, he’ll Dimension Door around a lot, so if you
see him vanish and sense your retarded party members might rush through
Webs and cloud spells. reign them in. You can afford to play cat-and
mouse with him. Why don’t we start out with a spell-barrage against
him? You know, Silence 15′ Radius, Greater Command, Chaos, and all those
wonderful debuffs? His Magic Resistance is 86% base, and he’s wearing
Robes of the Watcher, which gives another +10%. He is, for all intents
and purposes, immune to magic. On the plus side, he only has 60 Hit
Points, his Armor Class is crap, and his Stoneskin won’t last forever.
Attack him in the room where he appears until he flees and goes on a
tantrum-using Dimension Door to get about the level, where he’ll
unleash Web/Cloudkill combos. If he shows his face again, attack him.
If left to his own devices, he may end up in his personal chambers
south of his throne room, where he’ll summon a few monsters, then wait
for you. If you avoid chasing him, this fight is cheese. Let him drain
himself, attack him only when he comes to you, and after he’s spent
head over in force to put him down. Note that the room where we killed
simulacrum Malavon’s golems and Umber Hulks, and where we chase off
the real Malavon, is not immune to being targeted by Malavon by his
Web/cloud attack combo-but if he targets it, he’ll have to show up and
make a target of himself.

First things first, we’re smart enough NOT to run into the room with
Malavon and his Golems, right? Lure them out to you, and you can
usually destroy the golems and the Umber Hulks before even bringing
Malavon into the fight. Malavon himself isn’t even spell buffed, and his
first form dies with ease. Once the real Malavon shows up, he runs
pretty much like he did in the normal game, albeit with a lot more
Hit Points. He will have a mage named Ilair show up, as well as a host
of Invisible Stalkers, which were more annoying than threatening. I
pummeled Malavon as soon as his second form showed up, and when he
Dimension Doors away, I promptly focus all of my attacks on Ilair. Once
she dies, I focus on Invisible Stalkers and wait for Malavon to show up
again. I do not allow my party to chase him through his complex. Ilair
will drop a Ring of Free Action and Robes of the Evil Archmagi. That’s
pretty much the best strategy for this fight-stay in the room just
west of Malavon’s throne room, do not chase him around.
7) The Malavons are dead and his level is ready for some hardcore
lootin’! You get 11000 experience for killing the fake Malavon, 50000
experience for killing the real Malavon, and 337500 experience for
picking up his badge (or double that if you switch to Insane difficulty
before picking it up!) The fake Malavon drops a Robe of the Evil
Archmagi, the real Malavon drops the Robe of the Watcher*1, Malavon’s
Badge*2, Fire Kiss*3, and a Scroll of Malavon’s Rage*4. Be absolutely
sure to loot the room south of where Malavon’s Simulacrum was, as it
contains a host of useful spells (including the game-breaking Tenser’s

(For retrieving Malavon’s badge)
EXP 337500

(x=2000, y=300) Potion of Holy Transference*5
(7th Play: Ring of Aura Transfusion*6)
(7-X Play: Ring of Reckless Action*7)
(x=2100, y=700) Scroll of Simulacrum, Scroll of Death Fog,
Scroll of Death Spell*8, Scroll of Disintigrate*9,
Scroll of Shades
(x=2160, y=730) Potion of Absorption x2, Potion of Cold Resistance x2,
Potion of Defense, Scroll of Incendiary Cloud,
Scroll of Chain Contingency, Scroll of Power Word, Kill
(x=2180, y=770) Amulet of Dark Flesh*10, Scroll of Finger of Death*11,
Scroll of Mass Invisibility*12, Potion of Genius,
Potion of Firebreath x2
(x=2170, y=830) Potion of Invisibility x2, Potion of Invulnerability,
Scroll of Tenser’s Transformation*13,
Scroll of Flesh to Stone, Seeds*14,
Scroll of Absolute Immunity
(x=1900, y=830) Potion of Magic Shielding x2, Potion of Magic Shielding,
Oil of Null Effect*15, Scroll of Emotion: Hope,
Scroll of Summon Monster Summoning VII*16,
Scroll of Cacofiend

*1: Now this is better. It has a base Armor Class of three, 10% Magic
Resistance, +2 Saves vs. Spells, Non-Detection, and Immunity to Umber
Hulk Gazes. Best of all, you can wear other protection items with them
(like Rings of Protection +2.) It’s my dream to put one of these on my
entire party, since it’s the most protective armor (all other things
considered) that allows us to cast Mage spells. This could go on
anybody, but anticipating multiple playthroughs, I first try to discard
any heavy armor I still have. Anybody who already has Elven Chainmail
or the Shadowed Robes doesn’t need to upgrade yet.

*2: Another badge. We know what to do with these by now-no, I will NOT
stop reminding you.

*3: A +3 Dagger that has a 5% chance to inflict the target with Shroud
of Flame. We’ve found better by now.

*4: An area of effect spell centered on the caster that damages
everything in its path-friend or foe alike. Damage spells suck in Heart
of Fury, and party-unfriendly ones suck even more.

*5: Another stat-changing potion, this one gives a +2 bonus to Wisdom
at the cost of -1 Dexterity. We do not need to lose Armor Class to gain
a few Clerical spells.

*6: A rather interesting ring, indeed, it gives the wearer ‘Increased
Regeneration’ at the cost of -5% Magic Resistance and -2 Saves vs.
Spells. Those are harsh penalties, but they can be overcome. First,
being a triple-classer means all our saves are pretty good by default.
A high level Mage can look forward to a base Save vs. Spells of four.
The Robe of the Watcher-which all my characters will eventually wear-
entirely negates the downsides of this ring, and in full Heart of Fury
gear, even with this ring my Save vs. Spells will be two, and our Magic
Resistance will be 45%. It’s worth considering as a secondary ring. With
any spell-buffing, our saves will all be well into the negative,
anyways. Of course, you need not wear this ring all the time. Switch
it out as necessity demands with a Ring of the Warrior, a Ring of
Fire Resistance, or a Ring of Free Action.

*7: Another intresting ring, this device gives a bonus attack per round
at the cost of two points of Armor Class.

*8: This spell instantly kills a number of creatures in the area of
the spell-the weaker the critters, the more are slain. I haven’t really
found this spell to be terribly effective in this game, and I rarely
bother to use it.

*9: Another instant-death spell, but this can actually work on big foes.
Be careful using it, it can destroy items in that monsters’ inventory.
You probably want to avoid using it unless you KNOW the monster doesn’t
have any items to pick up. Since it doesn’t have a save penalty, you’re
better off using other spells.

*10: The Amulet of Dark Flesh is another cursed object that will
paralyze and disease the wearer. These lieutenants seem to be of the
persuasion that if you can’t beat ’em… leave cursed items around and
hope they put it on.

*11: Finger of Death is probably my favorite spell ever. I’m not sure
why, but I sure love it in paper and pencil play. The target saves, or
it dies, simple as that. No Hit Point maximum, no destruction of
equipment, and hey, even if they succeed, they still take 3-17 damage.

*12: Like Invisibility, but in a 30-foot radius. Even if it dispels
after attacking, it’s still a great first-strike spell, since unlike in
Baldur’s Gate 2, critters in this game are woefully incapable of
dealing with invisibility.

*13: Tenser’s Transformation is a great spell for a Mage to beef up
their combat stats. It gives the caster an extra attack per round, a +4
bonus to Armor Class, a +2 damage bonus, doubles their Hit Points, and
lower their THAC0. Those bonuses are pretty good, but if your ‘Mage’ is
a dual-or-multi-class Mage,

*14: Ginafae needs this to free herself from Malavon’s spells.

*15: More stuff that’ll help Valestis restore the Arboretum in the
Severed Hand.

*16: Probably the best monster summoning spell in the game… for a
Mage, anyways. It’ll be a while before I can even cast it, but it does
have it’s place in my spell books… mostly because 9th level spells are
pretty awful in this game.

The Scrolls of Simulacrum, Chain Contingency, Absolute Immunity, and
Cacofiend are new to Icewind Dale.
8) Let’s finally finish up Marketh’s realm by giving Ginafae the Oil of
Null Effect we just found. I will assume you remember where she is…
and if not, scroll up and get your remembering on. If you killed Marketh
she is inconsolable, and if he’s still around (you didn’t talk to him
yet) she elects to stick around and wait for him. Given the way he
talked about her… oh well, it’s her problem not ours. I find it odd
that Malavon would cast spells on his sister, but couldn’t be bothered
to put in a contingency in case he died… oh well. Give her the potion
for some quest experience.

(For setting Ginafae free)
EXP 80000

Norl’s Workshop (AR8015)
9) Two down, two to go. Now, to prove there was some method to this
madness. We killed Marketh first, then Malavon-the former to get an
item we need that’ll invite us to complete some quests in as-of-yet
unexplored areas, and the latter to get ahold of his awesome spells
and Robe… and also, you know, because he was kind of on the way. Leave
Marketh’s Palace and return to the smelter level. Head south-west
across the bridges leading away from Marketh’s palace and go north to
find… another bridge we haven’t explored yet! Cross it and crush three
Tarnished Sentries before entering a house at (x=2330, y=600). Inside
you’ll find Norl-a gem cutter in the ’employ’ of Marketh. He’ll tell
you about Marketh, and more importantly, Marketh’s master, who is
apparently some priest of Ilmater named Poquelin. What’s the point of
coming here? None, I’m just covering my bases so it doesn’t look like
I’m skipping things.

Note: In the item files of the game there’s a ‘Copy of Marketh’s Ring’,
which according to the description was created by “Norl, a hobbled gem
cutter in Dorn’s Deep”. What this ring was supposed to do is anyone’s
guess, although the ring this is a copy of is presumably his Ring of
the Gorgon. Perhaps we could have used it to trick somebody into putting
the cursed ring on? It does seem like the encounter with Marketh was a
little simple, doesn’t it? Perhaps this ring is the remnant of a much
more sophisticated story that was cut, like Malavon’s Golems and the
Voice of Durdel Anatha. Lots of cuts in this chapter…

| |
| Saving Swirfneblin from Shikata the Salamander |
| |
Sequence of Events: {WLK021}
1) Potatoes in the Pit
2) The Red Light Trail
3) Umber Hulk Ambush
4) Bothered by Beorn
5) He Who Brought Down the Hand
6) Dirty… err… Dainty Llew
7) Orrick or Nym?
8) Beorn’s Request
9) Guello’s Salamander Overseers
10) Slaying Shikata the Salamander
11) Tying Up Loose Ends

The Pit (AR8003)
1) Leave Norl’s Worshop, cross the bridge back to the south-west, and
head north-west. It’s time to head down the elevator at (x=800, y=700).
As soon as you make it to the bottom you’ll be harassed by a taciturn
Gnome named Tarnelm. Ensure him you’re not there to pick on him and
he’ll he’ll tell you about some Salamanders, a priest named Beorn, and
tell you to go make yourself useful by getting him and his buddies some
food. He’ll suggest you look in Marketh’s Palace or in Malavon’s
Sanctuary. Tell him Malavon is a deader, and he’ll offer to show you
the secret hideout of the Swirfneblin here-again, if you get some food
for them. Talk to him again and give him the potatoes we found in
Marketh’s Palace for an experience reward. See? That’s why we did that

(For giving Tarnelm the potatoes)
EXP 80000
2) Once he’s fed, he immediately shows his insolence by asking for more
help! Lazy welfare-addict socialist scum! Apparently some Umber Hulks
of Malavon’s are looking for the Swirfneblin encampment, and they’ll
find it sooner or later. Tarnelm wants you to head to the north-eastern
tunnels, where your presence will provoke the Umber Hulks. Once you’ve
smote them, you can follow some red lights in the tunnels to the
Swirfneblin Camp. If you find his story about the Umber Hulks not being
able to detect red light very well to be a bit far fetched, then you’re
probably an under-educated boob who thinks the world is less than
10,000 years old. It’s not. Some bioluminescent deep-water fish emit
red light-which naturally does not occur at such depths. Hence, many
organisms dwelling at such depths cannot see red light, nor the creature
emiting said light. The predators, on the other hand, are not so
handicapped, and this allows the predator to see the prey (especially
if the prey, too, is red, like some shrimp) without alerting the prey to
its presence. I’m not sure that such a phenomenon would occur naturally
underground-cave dwelling creatures tend to lose their eyesight
altogether, since stone and earth simply shut out light, whereas water
absorbs it in gradiations that vary by depth. More plausibly Umber Hulks
should be blind, and use echolocation, vibration detection, or smell to
find prey. I’m not going into wavelights and all that, do some reading
yourselves. You can also ask Tarnelm about Maiden Ilmadia, which will
let you bluff a Fire Giant later. Anyways, it’s time to be beetle bait!
3) Head south and you’ll encounter a Rhinoceros Beetle-now that’s one
huge freakin’ bug! It’s all looks, though. Smash it and pick up its
Rhino Beetle Shell. Unlike all the Umber Hulk Hide we’ve been ignoring,
this is actually useful. Continue east and smite another Rhinoceros
Beetle and some Umber Hulks. Go north and kill a third Rhinoceros Beetle
before turning east again. This terrain is awfully sucky, and it’s hard
to see what’s going on, but make your way to roughly (x=2000, y=800)
and wait. While you wait, consider spell-buffing, as a fair-sized horde
of Hulks will pop out of the walls to the north. Put them down, then
exit through any one of the tunnels… why not… oh… (x=2200, y=700)?

Lower Dorn’s Deep, Svirfneblin Sanctuary (AR8004)
4) When you enter this area, a Svirfneblin named Beorn will talk to
you. Throw Tarnelm’s name out and insist that you’re not here to hurt
anybody (although if I have to keep saying that…) He’ll ask you to
meet him in the temple later so you can discuss ‘something of grave
importance’. Let me guess… they’ve finally decided to stop being
useless and are going to stand up for themselves, right? If only…
5) The Drow merchant, Nym, is at (x=380, y=1240), and although he’s of
a vile race of ebon-skinned xenophobes… he sells good stuff! Ah damn,
being raised in a capitalistic society has clearly eroded my values…
Anyways, if you want to chat with him, he’ll admit he stole and sold the
artifacts made by the Elves of the Hand of the Seldarine and the Dwarves
of Dorn’s deep to the Goblins. You can get angry at him, but it’s a
better idea to shop first, as he sells all kinds of goodies. The Voice
of Durdel Anatha would love to hear this noews, however… but in the
meantime, I buy all the scrolls, Mystery of the Dead, Illian’s Hunting
Helm, Silver Bracers of Kedl, ‘A Cage of Exotic Birds*1’ and ‘A Cage of

Illian’s Hunting Helm
Not as good as the Blessed Helm of Lathander… but what is? It gives
a +2 bonus to Armor Class and protects against Critical Hits. Surely
you can find a head to put this on.

Mystery of the Dead
One of the better shields in the game, it gives a +3 bonus to Armor
Class a +1 bonus vs. Missile Weapons, and the bearer is immune to Finger
of Death and Power Word: Kill. Few characters will ever cast those
spells, so I wouldn’t worry about it. I buy this shield and give it to
Kaelinalia, who hands her Large Shield +1, +4 vs. Missile Weapons to
Nauzhir the Red.

Silver Bracers of Kedl
These were created for the original game, and were in the game files,
but they were never actually put in the game. They finally see the
light of day in the Enhanced Edition and… well, they’re the best
defensive gloves in the game. They out-compete the Armor Class of the
Robe of the Watcher, and of course, you can sneak and cast spells
unhindered with these on. Still… the Robe of the Watcher is superior,
given the bonus to Save vs. Spell and Magic Resistance that it has.
I’ve got alot of hungry, aspiring Mages, however, so these will
certainly find a home. Combined with the Robe of Enfusing (sold by
Orrick) and it’s a pretty awesome defensive combo.

Solem’s Duty +3
The best Katana we’ve found so far… and one of the better weapons
in the game. Its +3 enchantment bonus is pretty good, but it acts as a
+5 weapon versus extra planar critters… which are uncommon, but
usually pretty strong. This Katana also makes you immune to confusion
and has a 3% chance to decapitate foes when on hit. It’s also very,
very expensive, but if you use Katanas, you’ll find the gold.

Staff of Moradin’s Breath
This is a +2 Quarter Staff that can be used to cast Resurrect. I don’t
let my characters die, and +2 is quite out-dated by now.

Viol of the Hollow Men
Another Bardic device, this one summons 1d4 Shadows once per day. And
this item has an absurdly long description.

|Mage Scrolls|
5th-Minor Spell Turning
5th-Spell Shield

6th-Carrion Summons
6th-Invisible Stalker
6th-Invisible Stalker
6th-Invisible Stalker
6th-Lich Touch
6th-Lich Touch
6th-Monster Summoning IV
6th-Stone to Flesh
6th-Summon Nishruu
6th-Wyvern Call

7th-Acid Storm
7th-Delayed Blast Fireball
7th-Prismatic Spray
7th-Ruby Ray of Reversal
7th-Sphere of Chaos

8th-Monster Summoning VI
8th-Monster Summoning VI
8th-Mind Blank
8th-Mind Blank

*1: Both of these items can be given to Valestis in the Severed Hand.
We finally have all the items required to restore the Arboretum. We’re
just buying Experience Points here, folks.

Solem’s Duty, the Silver Bracers of Kedl, Illian’s Hunting Helm, and
a whole bunch of spells are new to Icewind Dale… or at least, the
Enhanced Edition.
6) At (x=1630, y=1330) you’ll find Dirty/Dainty Llew. Talk to him with
the prettiest, femaleist creature in your party, as he… well, he likes
the boobies and we’ll get a discount for it. A discount on what, you
ask? Ask him if he can make something out of those Rhinoceros Beetle
Shells we found earlier. If you talk to him with a female protagonist
with a Charisma of 16 or higher it’ll cost 5000 gold. If you talk to him
with a female protagonist with a Charisma of 15 or lower it’ll cost 9000
gold. Finally, if you talk to him with a male protagonist (no matter how
effeminate, charismatic, or Elven) it’ll cost 10000 gold. Either way,
it takes three days. You can also buy potions from him. If you want to
quickly pass the time, you can rest in the house at (x=950, y=900).
Come back after enough time has passed and he’ll give you the rather
unimpressive Rhino Beetle Shield*1. Sucks? You’re right. But we can
fix it.

Umber Hulk Plate
Simple armor, it has a base Armor Class of two and gives a +1 bonus
vs. Slashing Weapons. By now we found plenty of armor that’s better
than this.

*1: +1 Armor Class and a +1 bonus vs. Missile Weapons. It’s not a
very impressive shield at this point.
7) There are two people capable of upgrading our crappy shield, Nym and


Talk to Nym and ask if he can enchant your shield-and good news,
he can! For the low, low price of 30,000 gold. If you complain about
the price he’ll offer to throw in an enchanted dagger*1 for 33,000 gold
total (the dagger isn’t worth it). If you tell him to keep the Dagger,
he’ll lower his price for just the shield to 28,000 gold. Accept, and
in another three days you’ll have your newly enchanted shield*2.

Take the shield back to Orrick and he’ll offer to upgrade it for you.
Since you’ve found the Mythal book for him (and you certainly did if
you’ve been following this guide) he’ll knock the price down to 15,000
gold… which is presumably just materials. Wait three days and he’ll
give you a significantly improved shield*3.

*1: Nym’s Dagger is a +2 Dagger with absolutely nothing intesting
about it. Paying an extra 3,000 gold for this item is a waste.

*2: A shield with +3 Armor Class, +1 versus missiles, and 15% Fire

*3: Orrick’s shield is definitely the way to go, sporting a +4 Armor
Class and a +1 bonus vs. missile attacks. Yeah, fire resistance is
nice enough, but more critters will use physical attacks than fire.
8) When you’re done buying, selling, sleeping, and whatnot, head to
(x=1430, y=500) to talk to Beorn. He’ll ask you to save their priest
Guello, and protect them from some Umber Hulks. Agree to do it, then
leave this camp and ascend the elevator. Once back in the smelter level
head over to the south-eastern corner of the map and exit at
(x=3400, y=2400).

Mines (AR8008)
9) When you arrive you’ll be harrassed by some Salamanders. Smite them
and continue east until you find Guello-who will talk at you. He’ll
be a brainiac and inform you that the Salamanders here are hostile.
Good tip! Tell him about Beorn’s mission and note-Beorn said that Guello
was captured by Seth, while Guello says he was captured by some of
Malavon’s Umber Hulks. Oh well, let’s not pay too much attention to it.
He’ll insist you slay Shikata-the Salamander king before he can leave.
10) Fair enough, our goal now is to clear the level of Salamanders. Do
so. Back track to the west and head east along an elevated ledge along
the southern-most edge of the level. When you reach an area exit at
(x=2400, y=1050) turn north, then follow the tracks back west, smiting
Salamanders as you go. Shikata is at (x=1220, y=600), and when he spots
you he’ll have some token, pointless dialogue. Provoke him and let him
come to you. Buffing will help, but he’s not all that tough. Kerish
will drop the spear Slayer*1 when he falls.

I didn’t find this area particularly challenging-Symbols of Hopelessness
immobilized plenty of the Salamanders, after which I took them out as
I pleased.

*1: Our first +5 weapon… at least if you’re been following my guide.
There’s nothing terribly exceptional about it otherwise.
11) Talk to Guello and tell him the good news, and he’ll return to the
Swirfneblin camp at the next convenient opportunity. Return there as
well and talk to Guello to score an experience reward. Now, we’re almost
done here, believe it or not. This is a good time to head back to
Kuldahar and sell off any and all loot rotting in your inventory, buy
any spells and potions you might need, and turn in the crap you’ve
collected for Valestis’ Arboretum. We’ll soon be deprived of the
freedom to roam about as we please.

(For saving Guello and his people)
EXP 80000

(For bringing the seeds to the Arboretum)
EXP 150000

(For bringing squirrels to the Arboretum)
EXP 84000

(For bringing birds to the Arboretum)
EXP 84000

There are a number of items that can be fished for in the next area
(AR8011), including one of the best swords in the game (x=1800, y=2100)
and the best Cross Bow in the game (x=1880, y=2100).

| |
| Maiden Ilmadia and Poquelin |
| |
Sequence of Events: {WLK022}
1) Elemental Extermination
2) Fire Giant Fight
3) One… Dark… Hearted… Bitch
4) Durdel Anatha’s Long-Awaited Rest
5) Boneguard Bashing
6) Brother Perdiem’s Idle Threats
7) Iconoclasm
8) Redemption
9) Intered in the Trinity
10) Showdown with Poquelin

Fire Lake (AR8011)
1) It’s finally time to go find this Maiden Ilmadia. I have a good
feeling about her, I mean, virgins are always honorable and pure, right?
Return to Lower Dorn’s Deep and head back to where you killed Shikata
and go through the exit at (x=2020, y=900). Spell-buff before you enter,
as a fight awaits us. When you enter, a Salamander will warn you against
trying to close some portals that are letting elemental critters in.
Anything you say provokes it, and just as well. Kill Salamanders and
elementals as you head east, then south, then back west. Ignore the
passage at (x=2000, y=600).
2) A Fire Giant (x=1400, y=800) will come to chat with you. If you ask
about Maiden Ilmadia (possible if you asked Tarnelm about her earlier)
or say you’re lost you’ll avoid a fight… but there’s no real reason
to avoid one. We can bypass all the Fire Giants on the way to Maiden
Ilmadia, but we’re in a better position to kill them here. I spell-buff
to the max and take the Fire Giants on-Prayer, Draw Upon Holy Might,
Recitation, Righteous Wrath of the Faithful, Emotion: Courage, Emotion:
Hope, Protection from Evil 10′ Radius, Defensive Harmony, and Haste-all
of which can be popped out in three rounds. This decreases the Armor
Class and THAC0 of my entire party by seven-translation: turns them all
into unstoppable phenoms. If you do want to talk to Maiden Ilmadia,
however, head on down there after talking to the Fire Giant.

Note: Make sure you cast Haste BEFORE casting Righteous Wrath of the
Faithful. Haste will not stack with Righteous Wrath of the Faithful,
but Righteous Wrath of the Faithful will stack with Haste… it doesn’t
make a whole lot of sense, but it works.

Note from Lee:
Keep the party east of the bridges, somewhere around (x=2400, y=1250),
and let the Fire Giants come to you. They can only cross the bridges
one at a time, making them easier to deal with. Even so, this is an
ugly fight… Plus, everything and everyone in both this and the next
step will eventually make it’s way up to you, including Bitch Ilmadia.
3) You’ll find Maiden Ilmadia in the south-east portion of the map, at
(x=1880, y=2150). You can chit-chat with her for a bit, and listen to
her schemes, but ultimately a fight ensues. If you can take down Fire
Giants, you can kill Maiden Ilmadia (which is good, because if you’re
fighting one, you’ll shortly be fighting the other!), and there’s really
no strategy involved. Everything here is melee-oriented and living,
making them vulnerable to a whole slew of spells (or my mighty spell-
buffing tactic, above.) When Maiden Ilmadia falls, she’ll leave behind
85 gold, an Oil of Speed, Maiden Ilmadia’s Badge*1, Black Swan Armor*2,
Alamion +3*3, and The Argent Shield*4.

Let’s be honest here; Fire Giants do wretched damage, sometimes in the
range of 90 points per hit. Fully spell-buffing is mandatory… or at
least Stoneskin, Haste, and Mirror Image, to give your front-liners some
staying power. I avoid Tensers for this fight, as it’s likely I will
need to withdraw wounded characters and cast Heal and Stoneskin. Maiden
Ilmadia is no less lethal, and this time she comes with a pair of Priest
-Mages of Vhaeraun. These two typically fight very well-for Clerics-and
they come into the fight spell-buffed with Stoneskin. Fortunately they
won’t show up until after most of the fighting is done. They’ll probably
be the last two you kill, and if you’re expedient you can be ready for
them. I pick a fight as soon as I enter the level and hold my ground. As
the enemies come from the south hit them with periodic Symbols of
Hopelessness. This does take away from my front-line presence, but it’s
a necessary evil in this case. Hopefully some of the Fire Giants will be
immobilized and gum up the works, allowing you to deal with the front-
runners, while blasting any newcomers with more Symbols of Hopelessness.
For this fight I even cast Summon Monster VII near the area where I
focus my Symbols of Hopelessness (typically behind the Fire Giants I am
actively engaging). This will draw some fire from me, slow down new
enemies, and allow my monsters to attack helpless enemies. For what it’s
worth, the Priest-Mages of Vhaeraun drop Mage Robes of Cold Resistance
and Sanctified Morning Stars +3.

(For retrieving Maiden Ilmadia’s badge)
EXP 225000

(x=1800, y=2100) ~Two Handed Axe of Greater Phasing +2*5
(3rd Play: Cancerous Bastard Sword +4*6)
(4th Play: Bastard Sword +3: Defender*3*7)
(5th Play: Star Forged Halberd +3*8)
(6th Play: Two Handed Sword +4: Backbiter*9)
(7th Play: Doom Halberd +3*10)
(x=1880, y=2100) ~Repeating Heavy Cross Bow*11
(6th Play: Reinforced Heavy Crossbow*12)
(7th Play: Repeating Light Crossbow*13)
(x=1970, y=2080) Elixer of Health x2, Potion of Magic Shielding

*1: Another badge. Again, hold onto it. This makes five out of six.

*2: I don’t know why, but I just love this armor. It’s got a base
Armor Class of one, gives a +1 bonus to Charisma, and gives +10%
Resistance to Fire, Cold, Electrical, and Acid damage. Unfortunately,
it’s not Mage-friendly and you can’t use protection gear with it, so it
doesn’t make it on anybody.

*3: She really didn’t like Salamanders, for how much she otherwise
seemed fine with fiery critters. This is a +3 Long Sword that acts as a
+5 weapon vs. Salamanders, gives +10% Fire Resistance, and a -5% penalty
to Cold Resistance.

*4: This is the best shield in the game, granting a +3 bonus to Armor
Class and +25% Magic Resistance. Unfortunately, you need to be an Elf or
Half-Elf to use it… hey! My whole party is comprised of Half-Elves!
Score. I give it to Ilnathias and pass down all the sheilds,
accordingly. Now everybody has a +3 Armor Class Shield (or better),
and all my Large Shields +1, +4 vs. Missile are now gone.

*5: Well, there also has to be one shitty weapon in the bunch, and
this has to be the worst of the lot. It’s a mere +2 weapon that has a
15% chance to phase targets and a 25% chance to deal +1d4 cold damage.

*6: A +4 Bastard Sword that has a 15% chance to infect the target with
disease. It cannot be wielded by good-aligned characters. Eat me.

*7: A +3 Bastard Sword that gives a two-point bonus to Armor Class a
+10% resistance bonus to Crushing, Slashing, Piercing, and Missile
attacks, and a +1 bonus on Saving Throws. One of the best one-handed
swords in the game.

*8: One of the better Halberds in the main game, it’s a +3 weapon that
adds one point to Dexterity and gives a 5% resistance bonus to Slashing
and Piercing. Also it has a 15% chance to stun targets. Not bad.

*9: A +4 Two Handed Sword that deals an additional 1d6 piercing damage.
Unfortunately it has a 25% chance to hit the wielder for 1d4 piercing
damage, making it more of a pain in the ass than anything else. Perhaps
even literally!

*10: A +3 Halberd that has a 50% chance to deal +2d3 fire damage and a
15% chance to stun. All in all, I’d take this Halberd over the Star-
Forged Halberd +3.

*11: +5 THAC0 and damage, three attacks per round. This is the best
Cross Bow you can find.

*12: +7 Damage and +4 THAC0, but it only has two attacks per round.
It’s not as good as the Repeating Heavy Crossbow, but it’s still an
improvement over the Heavy Crossbow of Accuracy.

*13: This crossbow deals +3 damage and +5 THAC0, and has three attacks
per round. All things considered, why wouldn’t you grab the Repeating
Heavy Crossbow instead?

Temple of Ilmater (AR8012)
4) Only one place left to explore. We could have come here earlier, but
there was no real need to until now. Head to the northern part of the
level and exit at (x=2000, y=600). Once you enter this area you’ll be
beset by a horde of Boneguard Skeletons-so be prepared for a scuffle.
Nearby is Brother Harken (x=1700, y=1250), who will initiate dialogue
with you when you get within sight. After he recites the names of some
pieces of armor, he’ll reveal that he’s controlling ‘The Voice of Durdel
Anatha’. Tell him to kindly knock it off, and he’ll rant a bit before
eloquently asking you to die. Our animated armor buddy will show up
shortly and commence to initiate dialogue with you. Tell him about Nym,
and, sensing your truth (and hearing Harken’s spaz-fest) he’ll decide
that he’s free, and ask that you carry his remains back to one of the
temples of the Trinity for burial… the only one of which we have
access to is in Kuldahar.

(For freeing The Voice of Durdel Anatha)
EXP 225000
5) Now that we don’t have to worry about The Voice anymore, we might
as well mop up the deadites here before heading back to town, right?
The Boneguard Skeletons are just melee critters, but there are an awful
lot of them. Best option? Long-lasting defensive buffs and elbow grease.
Here’s how this level works-in the north-western corner of the area
you’ll find The Idol (x=920, y=580), destroying it will destroy all the
undead on the level and free all the captive priests. However, it’s a
bit of a task to rush it with a low-level party, and there’s good
experience that can be farmed if we exterminate all the undead, but this
requires some caution, as we shall see. Kill all the undead around
Brother Harken (x=1700, y=1250), Brother Adson (x=950, y=1430), Sister
Bethla (x=1660, y=700) andSister Incylia (x=460, y=1000), while trying
to avoid Brother Perdiem (x=1160, y=1000), as he’s surrounded by
Greater Mummies, and we don’t need to draw their attention while
Boneguard Skeletons are lurking around. Once they’re dead, however, it’s
time to move on.

There are just too many enemies here to bother contending with them all.
The Boneguard Skeletons may not be the direst of threats, but their
Hit Points will keep them in your way. This allows the Greater Mummies
to really tear you apart with their spells, and a character struck by
Symbol of Hopelessness can be quickly torn to shreds by the Boneguard
Skeletons. There are two solutions I have used to get through this area
in Heart of Fury mode: 1) Before entering this area Haste, and protect
your party members with Stoneskin and Greater Invisibility. Then rush
into the level, past all the enemies, and directly attack the Idol. Once
the Idol is destroyed, so are all the undead. 2) Invisosmite! Yeah, I
know, Invisosmite has really lowered the bar when it comes to strategy,
and made this guide so much cheaper… but dammit, it works!
6) Now find Brother Perdiem (x=1060, y=1000), who will iniate dialogue
with you. You’ll get some extra lines if your speaking protagonist is a
Cleric or a Paladin where you can dispute the teachings of Ilmater, but
it doesn’t make a bit of difference. He ends up threatening you. Ignore
him and note the Greater Mummies nearby. They can be a pain, as they’ll
cast Symbol of Hopelessness (the best Clerical debuff in the game),
Symbol of Pain, and Flame Strike. I hit them with two Silence 15′ Radius
spells (hopefully if one misses, the other will work). If they’re both
silenced, they’ll have no choice but to engage in melee. Once they’re
dead, it’s time to deal with The Idol.
7) The Idol (x=920, y=580) is protected by four Greater Mummies and five
Zombie Lords. Fortunately, we cleared out the rest of the level, so…
it’s not as bad as it could be. This is one instance where fishing for
extra experience just isn’t a smart idea, as allowing several Greater
Mummies pelting you with Clerical spells is a good way to get killed.
Rushing the Idol is the way to go… but it’s not helpless. It’ll cast
a number of assy spells, including Finger of Death, Sol’s Searing Orb,
Flesh to Stone, and Power Word: Kill. Another reason to focus on it-the
longer you mess around, the more chances it has to smite you with its
spells. Rush the Idol and smash it-it isn’t very hardy. Just hope it
breaks before you do.
8) Once the Idol is destroyed, you can talk to all the freed priests
here, although most of them aren’t any more interesting now than they
were before. Talk to Brother Perdiem, however, and he’ll tell you about
how he came to be here, and more importantly, about Poquelin. He’ll
also heal you, and unlike every other Cleric we’ve saved, he’ll do it
for free! Get yourself healed up, rest, and enjoy your quest experience.
When you’re done, head north-west to find the various locks that require
those badges you’ve been collecting to open. You SHOULD have all six of
them. I have been reminding you at every turn about them. Anyways, it’s
on you now if you’ve lost one. I wash my hands of it. Place all the
badges in the locks, as follows, from west to east:

|(x=750, y=450) | Marketh’s Badge |
|(x=780, y=450) | Malavon’s Badge |
|(x=830, y=450) | Maiden Ilmadia’s Badge |
|(x=800, y=450) | Krilag’s Badge |
|(x=850, y=450) | Joril’s Badge |
|(x=870, y=430) | Brother Perdiem’s Badge |

(For retrieving Brother Perdiem’s badge)
EXP 150000
9) Before you continue on, however, better make sure you’re done with
every side quest, your inventory is cleared out, and you’ve purchased
everything in Kuldahar that you want. You won’t be going back once you
move against Poquelin. Fortunately, we’ve got a dead Paladin to give us
and excuse to head back to town. Return to Kuldahar, enter the Temple
of Ilmater, talk to Sister Calliana, and hand over The Voice’s remains
for a huge experience reward.

(For intering The Voice of Durdel Anatha in the Temple of Ilmater)
EXP 630000
Item Armor of Pennance (Rangers and Thieves)
Cloak of Burdened Spirits (Bards and Druids)
Glory of Suffering (Warriors and Clerics)
Robes of Agony (Mages)

Don’t get too excited about these items, though… they all kind of
suck, in their own way.

You should also be warned that the final boss in the game is quite a
bit more challenging than he used to be. This is your last opportunity
to grind. It might be tedious, but cobbling together a few extra levels
will go a long way… especially for the triple-classers. An extra 6th
level spell slot means an extra Heal spell, or perhaps access to
Tenser’s Transformation. Consider stocking up on Antidote potions and
Mummy’s Tea potions, as well.
10) When you’re ready, ascend the stairs at (x=900, y=300). If you go up
those stairs, you wont be returning to Kuldahar this game. Make your
final preparations before you go. Upstairs is Poquelin. In typical
villianous fashion, he’ll reveal all his plans before attacking. This
silly exhibition is just the developers giggling about tying everything
together, as if their story had been complicated enough to warrant a
full disclosure. For my tastes, I find it rather silly and self-
indulgent. Why would Poquelin even mention a bit player like Accalia,
anyways? Somebody was really proud of this story… or they wanted to
make Poquelin look like a super tool (they succeeded). Anyways, once
Poquelin is done recapping the entire story unnecessarily, he’ll attack.
A number of monsters will continue to spawn to defend him (pretty much
everything you’ve fought in Lower Dorns Deep), while he casts spells.
Fortunately, he’s not all that aggressive. Keep on Poquelin, and this
fight will be quick. Frankly, he simply cannot withstand a spell-buffed
party-he lasted all of about three seconds against my party when I
rushed him, fully-buffed. Seriously, the battle transcript is below:

Ilnathias ‘Icefang’- Attacks Revered Brother Poquelin
Kaelinalia- Attacks Revered Brother Poquelin
Nauzhir the Red- Attacks Revered Brother Poquelin
Amirule Alteslay- Attacks Revered Brother Poquelin
Eraithul- Attacks Revered Brother Poquelin
Syrenil ‘Softstep’- Attacks Revered Brother Poquelin
Syrenil ‘Softstep’- Attack Roll 6 + 10 = 16 : Hit
Revered Brother Poquelin- Takes 16 missile damage from Syrenil
Syrenil ‘Softstep- Attack Roll 9 + 10 = 19 : Hit
Revered Brother Poquelin- Takes 18 missile damage from Syrenil
Revered Brother Poquelin- Spell Disrupted
Ilnathias ‘Icefang’- Attack Roll 13 + 7 = 20 : Hit
Revered Brother Poquelin- Takes 25 crushing damage from Ilnathias
Syrenil ‘Softstep’- Attack Roll 6 + 10 = 16 : Hit
Black Bear- Death
Revered Brother Poquelin- Takes 16 missile damage from Syrenil
Black Bear- Death
Cat- Death
Cat- Death
Chicken- Death
Wolf- Death
Chicken- Death
Syrenil ‘Softstep’- Attack Roll 17 + 10 = 27 : Hit
Bronze Sentry- Attacks Syrenil ‘Softstep’
Revered Brother Poquelin- Takes 16 missile damage from Syrenil
Revered Brother Poquelin- Heavenly Inferno
Ilnathias ‘Icefang’- Attack Roll 10 + 7 = 17 Hit
Revered Brother Poquelin- Takes 27 crushign damage from Ilnathias
Kaelinalia- Attack Roll 3 + 5 = 8 : Miss
Bronze Sentry- Attacks Eraithul
Revered Brother Poquelin- Takes 16 missile damage from Syrenil
Nauzhir the Red- Critical Hit
Nauzhir the Red- Attack Roll 20 + 6 = 26 : Hit
Ilnathias ‘Icefang’- Takes 5 fire damage from Revered Brother Poquelin
Ilnathias ‘Icefang’- Takes 12 fire damage from Revered Brother Poquelin
Revered Brother Poquelin- Takes 44 crushing damage from Nauzhir the Red
Eraithul- Attack Roll 5 + 5 = 10 : Hit
Eraithul- Takes 9 fire damage from Revered Brother Poquelin (1 damage
Eraithul- Takes 12 fire damage from Revered Brother Poquelin (2 damage
Revered Brother Poquelin- Takes 23 crushing damage from Eraithul
Kaelinalia- Takes 17 fire damage from Revered Brother Poquelin (3 damage
Kaelinalia- Save Vs Spell : 5
Nauzhir the Red- Save Vs Spell : 11
Amirule Alteslay- Save Vs Spell : 2
Syrenil ‘Softstep’- Evades effects from Heavenly Inferno

So… against such puny opposition, how can I even suggest a
sophisticated strategy? I can’t. It’s a buff-and-rush affair. When the
fight is over (don’t blink!), so is chapter 6.

I spell-buff to the max and treat Poquelin just like The Idol on the
level before. I turn the party AI off and rush him. He goes down
disappointingly quickly.

Note from Lee:
Well, that was disappointing… I was really expecting to have to put
up with more of a fight. What a pussy…

| |
| The Power of Crenshinibon |
| |
We’ve chased down these mysterious lieutenants that were inhabiting
Dorn’s Deep and found nothing short of an evil empire thriving in the
ruins of Lower Dorn’s Deep! Our previous failures and half-measures have
been overturned by our competence in our last several battles-taking
down several potent foes instrumental to this evil operation. Finally,
we challenged the ring-leader, a phony priest called Poquelin-who was,
in fact, a demonic rival of Yxunomei’s. Although we defeated him in
Dorn’s Deep, it seems that he’s been massing his forces around
Easthaven, of all places, the forces we crushed in Lower Dorn’s Deep
were just reserves (or rather, according to Maiden Ilmadia, rearguards
that were supposed to prevent any attacks from Dark Elves. He’s got one
last trick up his sleeve-the artifact Crenshinibon. If his boasts are to
be believed, this artifact is a weapon of greater potency than the
entire operation we dismantled in Lower Dorn’s Deep. R.A. Salvatore
readers can giggle with nerdiness, but for me, it’s just another eye

Easthaven (AR1100)
Sequence of Events: {WLK023}
1) Return to Easthaven
2) The Restored Blade of Aihonen
3) Old Jed’s Hideout
4) Saving the Citizens of Easthaven
5) Reuniting with Everard
6) Spritual Men, Always Concerned With the Material…
7) Final Rest
8) Pummeling Pompous Pomab
9) Battle Against Belhifet

1) After the chapter ends, you’ll appear in Easthaven. If you’re not too
beat up, make use of the remaining spell buffs you have by exploring
the town. The enemies you’ll face in this area? Cyclops. They’re big,
but they’re actually considerably weaker than the Fire Giants we killed
earlier, so they should pose no trouble.

I was still spell-buffed after my disturbingly short battle with
Poquelin, and it was a minor thing to run about slaying Cyclops.
2) First thing to do is head south along the road-you’ll notice most
buildings are destroyed, which simplifies things for us. I think
Easthaven looks better this way. Near the shore at (x=330, y=2530)
you’ll find Jhonen. He’ll tell you about what happened, and suggest you
find Everard, who might know a way into the crystal tower. If you gave
him the sword back at the beginning of the game, you’ll also get a
special present. Remember when I told you to do the right thing for
Jhonen? Yeah, this is why.

(For recieving the Restored Blade of Aihonen from Jhonen)
EXP 280000
ITEM Restored Blade of Aihonen*1

*1: This +1 Long Sword is +5 within ‘a dragon’s flight of Lac
Dinneshere’. So, while in chapter 6, you’ve got a +5 Long Sword that
give you +5 Hit Points and 25% fire and cold resistance. This is an
ideal weapon for Syrenil, especially on the first playthrough. Also, on
subsequent plays, the sword remains +5 throughout the game. Hey, a
dragon’s flight is apparently a good distance!

Winter’s Cradle Tavern (AR1106)
3) Head back north and when the trail turns east, follow it. Kill more
Cyclops along the way until you reach the Winter’s Cradle Tavern, where
you’ll find a Cyclops threatening somebody through the door. Kill it,
and investigate (x=2920, y=400). Once inside, head downstairs
(x=700, y=270) to find Old Jed, who-unlike those mindless sober people-
had the sense to hide himself in the cellar of the tavern. He’ll babble
a bit about the giants and captive villagers before passing out. On the
plus side, you can rest here, so if you… heh… were beat up while
fighting Poquelin… maybe you fell asleep at the keyboard?
4) Leave the tavern and continue following the trail south, smite some
Cyclops, and cross a bridge to find the townsfolk. If you talk to any
of the ‘named’ townsfolk, like Grisella, they’ll tell you to talk to
Everard, who seems to be the only competent one left. Talk to any other
anonymous ‘Townsperson’ and pick dialogue option #1 repeatedly and
they’ll tell you more about what happened. The crystal tower appeared
out of nowhere, Cyclops came and smashed everything up, Everard’s been
tortured (perhaps there’s something in the temple they want?), and
Jhonen, Old Jed, and Pomab are missing. Well… we’ve already accounted
for two of the three… As a parting gift, you’ll be given some potions
for rescuing them. Score.

(For rescuing the Easthaven villagers)
Items Elixer of Health x3
Potion of Regeneration
Potion of Storm Giant Strength
5) Now talk to Everard, who will refuse to help the villagers. Instead,
he insists that he must help you get into the tower. Apparently our old
friend is trying to break the glyphs on Jerrod’s Stone. You do remember
that the thing isn’t just a grisly ornament, the kind of death-
glorifying fetishes commonly found festering in religious institutions-
it’s a sealed portal to the hells, right? Apparently Poquelin’s ‘army’
here is as of now immaterial, he’ll need to open that portal to bring
his schemes to fruition. Everard is a little over dramatic about it
“All Faerun will be destroyed…” Sure, because if we fail here, one
demon is going to open a portal and destroy the world. Khelben, Simbul,
Elminster-they’re all chumps without us. Give me a break. Anyhow,
Everard will tell you how to get into the crystal tower-the equivilent
of ‘abra cadabra’-and you’ll get another massive experience reward.

(For learning how to enter Cryshal-Tirith)
EXP 280000

Cryshal-Tirith, Level 1 (AR1101)
6) Cleverly (and obviously) enough, Poquelin build his tower right on
top of the Temple of Tempus. If only he had been smart enough to make
it inaccessible… anyways, enter the tower at (x=700, y=600). After you
enter, Everard will come in and try to force the wards leading to
Jerrod’s Stone, leaving you to search for an alternate route. Note that
Everard can heal you… but he wont do it for free. I guess some things
are more important than saving the world. Pssh. Religious people. The
stairs up are at (x=500, y=400).

Cryshal-Tirith, Level 2 (AR1102)
7) The final resting room of the game… and nothing else special about
it. Make sure you have all your spell-buffs prepared now, distribute
potions, and all that fun stuff. When you’re ready to move on, the exit
is at (x=100, y=800).

Cryshal-Tirith, Level 3 (AR1103)
8) Here you’ll find Pomab, who is apparently in league with Poquelin.
He’ll spout off with villianous cliches like Poquelin did-it must be a
requirement in this game, but combat is inevitable. This is a rather
unconventional fight, as Pomab will split into many duplicates, and
you’ll have to deal with Crystal Sentries. Pomab will shoot Lighting
Bolts at you, and the Crystal Sentries reanimate if you kill them.
Haste your party, and send them after Pomab. If only there was a way
to find out which one was the REAL Pomab… oh wait, there is! If you
attack the wrong one, in the display window it’ll say ‘False Pomab’.
If it’s the right one, it’ll just say Pomab, as follows:

Eraithul- Attacks False Pomab
Eraithul- Attacks Pomab

Simple as pie-turn off party AI, target the right one, and hack him
down. He’ll leave behind 58 gold and a Wand of Lightning Bolt. Rest on
the level below if you need to, the ladder up is at (x=670, y=300).

Really, I didn’t find this fight any more challenging than before. A
Hasted, well-buffed party just stormed in and eventually cut down the
right Pomab.

Cryshal-Tirith, Level 4/Jerrod’s Stone Chamber (AR1104)/(AR1105)
9) In this room is the crystal shard (Crenshinibon) and a mirror you can
go through (x=200, y=230). Don’t bother spell-buffing, as you’ll be
dispelled before the final fight begins. Make sure you are fully rested,
you have whatever potions you might need in quick item slots, and in
general, that you are ready to go. Everybody must have a +3 weapon or
better in order to play. Once you’re commited, you’ll appear in front of
Poquelin again, who gleefully opens Jerrod’s Stone. You know… he just
doesn’t sound that imposing. I think it’s his lisp. Anyways, Everard
will interrupt the little ceremony, announce that he was mentally
molested by Tempus, and re-enact Jerrod’s sacrifice. Yay, he had a
crystalizing moment, and our story comes full circle. With the portal
now closed again, it’s up to us to stop Poquelin and make good on
Everard’s sacrifice. Not because we like Everard, mind you. We don’t.
But because… um… [Insert motivational speech here].

Poquelin is understandably annoyed, and will take his true form-as the
demon Belhifet. He’ll start out with a Dispel Magic, just to ensure
you weren’t cheating, and summon two Iron Golems to help him out. This
fight has been made considerably more difficult by the Enhanced Edition.
Belhifet was always pretty tought… at least, on paper, but he’s an
absolute menace now. He can inflict poison and disease on hit, and
has a fear aura, and he’s also pretty unpredictable in combat-he seems
to randomly attack party members. Sometimes he’lls doggedly pursue one,
other times he’ll switch focus for no good reason. There’s not much
margin for error with my party.

As soon as the battle starts it’s imperative that my character with
Stoneskin (Ilnathias) casts Stoneskin, as it’s the only way to slow
Belhifet down. Another Cleric casts Remove Fear, while my active Mage
(Syrenil) casts Haste. If any characters are affected by Belhifet’s
fear aura, you might as well reload. I wait until the Iron Golems
engage and release their poison breath. This is a one-off deal, they
won’t do it again in the fight. Once done, I retreat from the center
of the map to the southern edge, enduring traps as I go. I leave
Ilnathias up front, hopefully enticing Belhifet and the Iron Golems,
while the rest of my party tries to buff-Prayer, Recitation, Righteous
Wrath of the Faithful, and Entropy Shield, if possible. You really only
get one round, and you’ll be lucky to get most of those spells off.
After that, my entire party attacks one of the Iron Golems. You simply
cannot afford to have them hitting you during this battle. Fortunately
they die fairly quickly, after which we focus on Belhifet. He’s going
to take alot of punishment before he falls-retreat with injured
characters and heal as necessary (if you have the Heal spell here,
that’s a real plus, if not, injured characters can casts some buffs.)
If you get poisoned, drink an Antidote. Belhifet is fond of teleporting
away if he’s taking too much abuse. Don’t chase him-use this time to
heal and cure diseases/poison and buff. When he returns, continue
pummeling him, and he should fall. Lastly, contrary to my usually
sentiments about this matter… if a character should fall in battle,
don’t worry too much. There’s no game left after this fight, you need
only eke out a victory… it doesn’t need to be a graceful victory.

Once Belhifet falls, the main game is over. Start a new Heart of Winter
game and import your old party. My final stats for this playthrough are
listed below, and after that, the walkthrough for Heart of Winter.

Victory will be even more difficult to earn in this time. Belhifet
comes to play with two Cornuguns as well as his normal two Iron Golems.
None of the four are much of a threat compared to Belhifet, however, as
he will tear down your spell buffs with his attacks, and no single
character will last long against him. Our goal is to get as many buffs
up as possible, while staying alive. The way to do this is somewhat
simple-have one character cast Greater Shield of Lathander and attack-
hopefully drawing all the attention. Meanwhile, in the precious little
time we have, buff with Prayer, Recitation, Protection from Evil 10′
Radius, Haste, and Righteous Wrath of the Faithful, all of which can be
done in one round. If you’re feeling frisky, try to get off a quick
Stoneskin, then attack with your main party, taking the attention-
grabber back and buffing a little (at least Stoneskin, although if you
had good aim, most of the previous buffs might be working on them, too.)
Attack the Iron Golems first-don’t even bother with missile weapons, as
only the Coruguns will be injured by anything less than a +3 weapon.
Once Belhifet starts picking on a character, quickly remove them from
combat. Belhifet will give chase, and the rest of your party may merrily
continue to kill their target. Turn off party AI and focus on one enemy
at a time. Once the Iron Golems fall, focus on the Cornuguns until only
Belhifet is left. Draw away wounded party members, have them Heal
themselves, and return them to the fight once successful. Keep casting
Hastes with your Fighter/Mage/Thief as they fall away-she really has
nothing better to do. Once all of his minions were gone, Belhifet died
very quickly, indeed. Again, you’ll want to avoid Tensers for this
fight, as the need to heal and rebuff takes precedence over the combat
boosts given by Tensers. You can always provoke a second round of
buffing by applying another Greater Shield of Lathander, but it’s not
always easy to get your foes to focus on the protected character once
the fighting has begun.

Ilnathias ‘Icefang’
Fighter 10/Mage 11/Cleric 11
Experience: 716056/716056/716056
Hit points: 106
Armor Class: -13
Weapon: Morning Star +4: Defender (THAC0: 2)
Armor: Elven Chainmail of the Hand +3
Gloves: Gauntlets of Weapon Skill
Helm: Blessed Helm of Lathander
Amulet: Black Wolf Charm
Shield: The Argent shield
Ring: Ring of the Warrior
Ring of Holiness
Boots: Boots of Speed
Belt: Shimmering Sash
Amirule Alteslay
Fighter 10/Mage 11/Cleric 11
Experience: 716040/716040/716040
Hit points: 96
Armor Class: -12
Weapon: Conlan’s Hammer +1, +5 vs. Iron Golems (THAC0: 4)
Armor: Full Plate Mail
Gloves: Gauntlets of Elven Might
Helm: Dead Man’s Face
Amulet: Symbol of Corellon Larethian
Shield: Reinforced Large Shield +2
Ring: Ring of Free Action
Cloak: Mithran’s Cloak
Boots: Boots of the Fox
Belt: Girdle of Stromnos
Fighter 10/Mage 11/Cleric 11
Experience: 715856/715856/715856
Hit points: 96
Armor Class: -11
Weapon: The Love of Black Bess +3 (THAC0: 5)
Armor: Robe of Enfusing
Gloves: Silver Bracers of Kedl
Helm: Sune’s Laurel of Favor
Shield: Orrick’s Rhino Beetle Shield +3
Ring: Ring of Protection +2
Ring of Free Action
Nauzhir the Red
Fighter 10/Mage 11/Cleric 11
Experience: 715831/715831/715831
Hit points: 96
Armor Class: -9
Weapon: Fire Flail +3 (THAC0: 5)
Armor: Bathed-in-Blood
Helm: Helmet
Shield: The Red Knight’s Shield
Fighter 10/Mage 11/Cleric 11
Experience: 715624/715624/715624
Hit points: 96
Armor Class: -8
Weapon: Sanctified War Hammer +3 (THAC0: 5)
Armor: Kaylessa’s Armor +3
Helm: Illian’s Hunting Helm
Amulet: Amulet of Metaspell Influence
Shield: Myster of the Dead
Cloak: Cloak of the Winter Wolf
Syrenil ‘Softstep’
Fighter 10/Mage 11/Thief 12
Experience: 715535/715535/715535
Hit points: 98
Armor Class: -6
Weapon: Long Bow +2: Defender (THAC0: 4)
Armor: Robes of the Watcher
Helmet: Rogue’s Cowl
Amulet: Symbol of Labelas Enoreth
Ring: Ring of Shadows
Kontik’s Ring of Wizardry
Cloak: Cloak of Protection +2

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