ICEWIND DALE II faq and walkthrough ================= by kaichern tee teekc@yahoo.com starts oct 7 2002 finished oct 19 2002 last update oct 22 2002 version 1.1 --------------------------------------------------------------------------- If you have any question about this game, i suggest you go first to Black Isle at http://feedback.blackisle.com/forums/ or GameFAQs at http://www.gamefaqs.com because i believe that people there will better answer your question. If you want to email me teekc@yahoo.com, you would need to specify "icewind dale 2" at your title since i have a bad habit of deleting unknown emails without reading them. Feel free to correct my mistake. Any help from anyone regarding this faq will be credited and none of the email address will be post unless requested. This faq may be posted on any site so long as nothing is changed and you noticed me that you are posting it. You may not charge for, nor in any way profit from this faq. --------------------------------------------------------------------------- This Document is Copyright 2002 by kaichern tee ICEWIND DALE II copyright 2002 by Interplay Entertainment Corp. All Rights Reserved. The BioWare Infinity Engine copyright by 1998-2002 BioWare Corp. All Rights Reserved. Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN REALMS, DUNGEONS & DRAGONS, Wizards of the Coast are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by Interplay under license from Infogrames Interactive, Inc. Black Isle Studios are trademarks of Interplay Entertainment Corp. The BioWare Infinity Engine trademarks of BioWare Corp. All other copyrights are property of their respective owners. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Table of Contents ppgtop --------------------------------------------------------------------------- I Introduction -------------------- ppgint **Please, read this first, it wouldn't be long** II Character Creation ---------------- ppgcre II.1 Race ppgcr1 II.2 Class ppgcr2 II.2.1 Front-line tanker ppgcr3 II.2.2 Back-row caster ppgcr4 II.3 Alignment ppgcr5 III Useful Spells -------------------- ppgspe III.1 Arcane spells ppgsp1 III.2 Cleric spells ppgsp2 III.3 Druid spells ppgsp3 III.4 Spells that overlap ppgsp4 IV General Strategies -------------- ppgstg V Known Bugs That Will Hurt You ----- ppgbug VI Walkthrough --------------------- ppgwlk Prologue --------------------- ppg01 1.1 Targos Dock ppg02 1.2 Targos Town ppg03 1.3 Targos Palisade ppg04 Chapter 1 ----------------------------- ppg05 2.1 Shaegarne Fort ---------------- ppg06 2.1.1 Somewhere Before Village ppg07 2.1.2 Torak Base ppg08 2.1.3 Somewhere Before Dam ppg09 2.1.4 Dam ppg10 2.1.5 Shaegarne Bridge ppg11 2.2 Horde Fortress------------------- ppg12 2.2.1 Outside Fortress ppg13 2.2.2 Cave to Fortress 1 ppg14 2.2.3 Cave to Fortress 2 ppg15 2.2.4 Fortress ppg16 2.2.5 Inside Fortress ppg17 Chapter 2 -------------------- ppg18 3.1 Foothills ppg19 3.2 Glacier Crevice ppg20 3.3 Ice Temple Upper Level ppg21 3.4 Ice Temple Lower Level ppg22 3.4.1 Battle Square ppg23 3.5 Chapter Ends ppg24 Chapter 3 -------------------------------- ppg25 4.1 Wandering Village ---------------- ppg26 4.1.1 The Missing Children ppg27 4.1.2 The Returning Dead, or Undead ppg28 4.1.3 The Silent Ghost ppg29 4.2 Cold Marshes ppg30 4.3 River Caves ----------------------- ppg31 4.3.1 River Caves Entrance ppg32 4.3.2 River Caves ppg33 4.3.3 River Caves Exit ppg34 Chapter 4 -------------------------- ppg35 5.1 Black Raven Monastery ------- ppg36 5.1.1 Monastery Entrance ppg37 5.1.2 Monastery ppg38 5.1.3 Eight Chambers ppg39 5.1.4 Black Raven's Tomb ppg40 5.2 The Underdark --------------- ppg41 5.2.1 Driders Cave ppg42 5.2.2 Leaving the Underdark ppg43 5.2.3 Z'hinda Citadel ppg44 Chapter 5 ------------------------------- ppg45 6.1 Kuldahar ------------------------- ppg46 6.1.1 Kuldahar Pass ppg47 6.1.2 Kuldahar ppg48 6.1.3 Chult and Yuan-Ti Temple ppg49 6.1.4 Slaying the Guardian and Protecting Kuldahar ppg50 6.2 Dragon's Eye --------------------- ppg51 6.2.1 Dragon's Eye Entrance and Level 1 ppg52 6.2.2 Dragon's Eye Level 2 ppg53 6.2.3 Dragon's Eye Level 3 ppg54 6.2.4 Finishing Dragon's Eye ppg55 6.3 Holy Avenger --------------------- ppg56 6.4 Dragon's Eye Exit ppg57 6.5 Ice temple Revist ppg58 6.6 Fields of Slaughter ppg59 6.7 Saablic Tan ---------------------- ppg60 chapter 6 -------------------- ppg61 7.1 The Plam ppg62 7.2 The Fingers ppg63 7.3 Finishing the Game ---- ppg64 VII Version History ---------------------- ppgver VIII Credits and Acknowlegment ------------ ppgthk --------------------------------------------------------------------------- I introduction ppgint --------------------------------------------------------------------------- Well, This is the first faq i write. i am a bit old now, and most of the time, i'll wait for an faq to release to buy the game and play according to the faq. However this time, i amazingly played iwd2 without any faq. Sure, i do stuck in somewhere along the course, but i have help from the good and friendly people who visited www.gamefaqs.com IWD2 forum. As time went on, the itch of writting this faq enlarged and i cannot resist it. so there you have it. For your information, i am more a pc gamer then a pnp-er (pen and paper). So, my knowledge about 3ed is very limited. Basic stuff only i know, technical knowledge limited i am. You will notice that for important title in the table of contents, it will be follow by ppgXXX. i did this for the purpose of simple navigation. You can now just look at the table, using "find" function in your wordpad to find ppgXXX and jump to the correspond content. For example, search for "ppgtop' will bring you to the table of contents. In case, ppg means 'Powerpuff Girls'. don't you just adore them? As you go through the walkthrough, you'll notice that my style and basis of writting change. There are two main reasons behind this. 1st, the game has developed into such a state that i cannot continue with my previous style. 2nd, my mood changed. Since you can use 'alt' key to highlight interact-able containers, i guess there is no need for me to indicate each containers in the game. Just press the key often to highlight containers and on ground items so you wouldn't miss a thing. Also, traps are expected everywhere. De-trap wouldn't yield xp like in BG. Plus, i haven't enounter a deadly trap that cost my life, so i wouldn't mention every trap in the game. As the faq goes, i'll use more and more short form. I suppose it would be easy to understand but just in case, STR = strength DEX = dexterity CON = constitution INT = intelligence WIS = wisdom CHA = charisma BGx = Baldur's Gate 1 or 2 IWDX = icewind dale 1 or 2 3ed = 3rd edition rules pnp = pen and paper BIS = Black Isle Studios hp = hit points Enjoy the game, enjoy the faq. --------------------------------------------------------------------------- II. character creation ppgcre --------------------------------------------------------------------------- There are a lot of discussion going on in several iwd2 related forums, so i would not and could not cover them all. You can always pay a visit to these forums and post your suggestion there for analysis and criticism. What i will cover is very general. --------------------------------------------------------------------------- II.1 race ppgcr1 --------------------------------------------------------------------------- Race gives you an advantage at start and influence you far into the game. There will this never ending discussion about which race is best for which class going in every iwd2 forums. Don't be discourage by the level adjusment, it will not limit your level cap, which is 30. Level adjusment simply means that a character needs more experience to level into next. If a character has level adjusment of +x, that means at level 1, that character needs xp needed for level 1+x to level into level 2. As for the 'favored class', it doesn't nessasary means that the race excel in that class. It means that the culture of that race has influenced its people in such way that they will not receive an xp penalty while multiclass into the class. Before i go into it, one thing you have to remember, It is role-playing that counts. 1 >>> Human Humans are all around people. They don't have heredity bonuses but they have the finnest educational system to make them as competitive as other races. So they might not have + on any abilities, but they can be train into any class and do a good job on it. a. Human human is very flexable and general. You get an extra feat at start and extra skill points per level. The best part of a human is the 'favored class: any' bonus that it offers. Thus, the higest class in multiclasses will the the favored class. If you have no idea which race you want to choose, human can't be wrong. b. Aasimar Aasimar has a +2 on WIS and CHA. cleric, paladin and druid will benefit from this stats. c. Tiefling Tiefling has +2 on INT and DEX. Rogue, wizard or even fighter+ wizard combination will benefit from the class bonus. 2 >>> Dwarf Dwarves are very hardcore people. They will slash rather then talk and think. Dwarves give an impression of very hard to damage and kill Generally dwarf makes good fighter for the +2 CON bonus. +2 saving throw against poison is not that crucial. However, +2 against spells is is a big plus. In addition, +2 search will also makes them a good rogue. a. Shield Dwarf Just like human (subrace) to human (race), shield dwarf is the general version of dwarf. The advantages are not to heavy and so is the disadvantage. b. Gold Dwarf It wouldn't be a good idea to make a rogue out of gold dwarf because of the -2 dex disadvantage. gold dwarf is more fighter then other dwarves. They have an +1 attack roll againist underdark creatures. But then, the underdark is just a part of the whole story. c. Gray Dwarf Gray dwarf is more rogue then other dwarves. They have +4 bonus on move silent to go with the default +2 search. So gray dwarf would serve best for a figher+rogue dwarf. 3 >>> Elf Elves are very magical and agile. They are easy to kill, physically, but they are hard to hit. Elves can be great spellcasters, especially using arcane magic (they are very arcane anyway). Elves can be excellent archers as well. you only heard the term 'elven archer' right? have you ever heard of 'orcish archer' or 'dwarven archer'? But, the game does not really promote you to be an archer. so, elves can only show their magical side but not the agile side. All elves will have a +2 DEX bonus. All elves are immune to sleep. All elves have +2 saving throw against enchantment magic (spells that screw up your mind like charm, confusion, hold person, etc). All elves have +2 search check. In addition, elves are proficient with large swords and bows (crossbows are not bows, they are simple missile weapons). Since elves are magical, their favored class will be towards spellcasters. a. Moon Elf general version of elves. receives -2 con. b. Drow +2 DEX, +2 INT and +2 CHA, you want more? how about 11+lvl spell resistance? Drow does a great job in a lot of classes and multiclasses. To make the game interesting, mixing a rogue and wizard would certainly be fun. the downside is -2 CON so they can't be fighters that take a lot of damage. Also, whenever under bright light, a drow receives -1 on everything. c. Wild Elf just like moon elf, but the penalty is -2 int. 4 >>> Gnome Gnomes are suppose to be very scientific and rational people (rational doesn't mean serious). Ironically, their favored class is illusionist. Generally gnomes are weak at physical fighting. a. Rock Gnome Seriously, i don't know what to do with rock gnome. Because their bonus +2 CON conflicted with their penalty -2 STR. if -2 STR makes you no good at melee, then what's the +2 CON for? b. Deep Gnome +2 DEX and WIS with 11+lvl spell resistance. It doesn't not end here. +2 to all saving throw, +2 to search and hide. Now this is much better then the rock gnome. Combination of fighter+illusionist or rogue+illusionist will work fine. Don't worry about the -2 str penalty. Or if you want, For the fun of it, deep gnome can be good druid and cleric. Not many race has +2 WIS. 5 >>> Half-elf i wish i have better things to say about half-elf but there isn't much. Personally, i like half-elf for the sake of role playing. In 2e rules, half-elf offers the widest range of multiclassing. Now in 3e rules, since everyone can multiclass, half-elf loses its most important advantage. Furthermore, 'favored class: any' might seem useful, but human also offer this with 1 bonus feats and more bonus skill points. so which would you rather choose? Ok, the limited advantages of a half-elf. Half-elves are immune to sleep and have a +2 save aganist enchantment magic. This bonus is best apply to a fighter since saving throw against enchantment magic is a fighter weakness. So, to some extend, half-elf fighter is better than a human fighter. 6 >>> Half-orc Most people don't accept half-orc and treat them as babaric half-breed. Most half-orc are either abandoned children or raise by their human single mother without acceptance of the society. (Come to think of it, have you ever come across a half-orc of orcish mother and human father?) Half-orc makes the best hardcore fighter with their +2 str, the only race with + str. Who cares about int and cha when being a fighter? 7 >>> Halfling Halfling are, in simple term, sneaky. They just like to play around. The thought of heroic deeds will never come across their minds. Generally, halfling people are almost equal to rogues. Because of their sneakiness nature, they have +2 DEX, +2 move silently and +1 to hit with thrown weapon. Because they are all small, they receive -2 str penalty. One special note is that these people are fearless, +2 morale saving throw against fear. They are not that easy to suffer a morale failure to fear. a. Lightfoot Halfling The key of lightfoot halfling is the +1 to all saving throws. b. Strongheart Halfling The key of strongheart halfling is the extra feat available at start. *p.s. So it's really up to you for choosing between a lightfoot or strongheart. You want +1 saving throws or +1 feat? Personally, i prefer +1 saving throws because its benefit is more long term. c. Ghostwise Halfling Favored class is barbarian. Gains extra ability of setting natural snares. Natural snares work just like entangle, nothing fancy. ==CONCLUSION== Remember what i mention earlier? It is role-playing that counts. Of course, half-orc makes the best fighter. But for the sake of role-playing, pure fun and not following prototypes, why not try half-orc paladin, halfling druid, dwarf cleric? If you have a band of six, the 'not so wise choice' of race and class would not give you much trouble. In fact you can later tell everyone that you finished the game with some most freakish combination. --------------------------------------------------------------------------- II.2 class ppgcr2 --------------------------------------------------------------------------- Because of the freedom that 3rd edition rule gives, most of the time, people would not stay in one class and become a fulltimer. So, as i discuss about each class, i will include a little conclusion at the end of each type of class. --------------------------------------------------------------------------- II.2.1 front-line tanker ppgcr3 --------------------------------------------------------------------------- As the name suggest, these people are there to take damage and protect your spellcaster. 1 >>> Fighter Fighter is all about feats. You'll get a lot of extra feats so you can pretty much learn every skill that is available to you. The crucial thing is in the early of the game. You only have a few feats, so you'll need to plan well on what to learn first, and what's next. While deciding what should a fighter's abilities be, generally speaking, minimize charisma, and wisdom. Strength, dexterity and constitution are equally important. Of course, if you want to pull down DEX a little to push INT, you are welcome. Because most likely a fighter will wear the heaviest armor in the game which might negates the benefits of having a high DEX. But beware, some feats require high dex, like 'Dirty Fighting', so don't let your DEX drop below 15. You have feats, so use them well. At early of the game, you might want to choose 'Snakeblood' if you have a choice, Since this only available in first level. 'Dirty Fighting'is a must have feat later on. Distribute your weapon feats so that you can attack effectively with slashing damage as well as bludgeoning damage. Some monsters have high resistance to a damage type. However, those are open to piercing damage usually cannot resist slashing as well. p.s. Holy Avenger is a long sword. There is an axe that slay construct in HoF mode. 'Club of Disruption' is a club that destroy undead. 2 >>> Paladin In the name of law, you smite evil. First, paladin will have divine spellcasting ability starting from 4th lvl, which are based on wisdom. so if you want to cast a x level spell, you'll need 10+x wisdom. Second, paladin has 'lay on hand' in 1st lvl. it's a healing spell which determine by charisma. Also, by default, you are immune to disease. At 2nd lvl, you gain 'smite evil' which is also charisma based. It gives you extra damage to evil foes. Also in 2nd lvl, you gain 'aura of courage'. It makes you immune to fear and gives allies +4 saving throws aganist fear. In 3rd lvl, you'll get 'turn undead' which is charisma and lvl based. Also in 3rd lvl is 'remove disease' which can be useful. So basically, you are immune to disease and fear at lvl 3. Third, you have restriction on multiclassing. if you don't multiclass to your order's favored class, you cannot lvl up in your paladin class ever. So, if you want to play a full time paladin, you'll need to distribute your abilities wisely. Well, since i never play a full time paladin before, so i wouldn't give me unwise suggestion here. 3 >>> Barbarian Barbarian is strong but unpolished fighter. By default, a barbarian walks faster then others. Barbarian gains most hit points per level. A barbarian has 'Rage' ability at start. Once cast, it grants you some useful bonuses for fighting. As it wears off, it makes you fatigue and lower your abilities. As you lvl up, your 'Rage' becomes better and at lvl 20, it will become 'Tireless Rage'. At 2nd and 5th lvl, you'll gain 'uncanny dodge'. Respectively, while attacked by invisible foe you apply your dex bonous to armor class, you cannot be sneak attack by rogues unless the rouges is 4 lvl highier than you. At 11th lvl, you'll gain damage reduction and resistance to all sorts physical damage. STR, DEX, CON max them out. wis, cha minimize, whatever left is in INT. 4 >>> Rogue Rogue is about sneak attack. A rogue damage may not be as high as others, but as soon as they are sneak attacking, They deal out extra damage according to 1d6 per 2 lvl. Rogue gains 'uncanny dodge' just like barbarian but in lvl 3, 6. in lvl 2, rogue has 'Evasion' to evade area effetive spells. sucessful reflex save to evade all damage and uncessful reflex save to take half damage. The show starts at 10th lvl. Now the rogue will have access to some rogue-only skills. Since these are strictly availavle to rouge, you might want to pick them as soon as possible, because these skills are very useful, like 'Crippling Strike', 'Improved Evasion', 'Slippery Mind'. Simply put, DEX max. CON, STR, INT are up to you. WIS and CHA, min. Your dex is going to be highier than you str, so it would be useful if you pick up 'Weapon Finesse'. Most people will dual wield a rogue so you might want to pick up 'Two-weapon Fighting' and 'Ambidexerity' as well. but there is a better solution to this. please see the conslusion of this part. p.s. 'Hamstring' is also a must pick feat. 5 >>> Ranger Ranger sucks. i know i'll get flamed about this comment. But sadly, it's true. i like ranger also, i started my D&D adventure as an half-elf ranger. and now it turned out that half-elf is the most useless race and ranger is the most useless class. Though it sucks, ranger has one minor advantage, automatically gain 'two-weapon fighting' and 'ambidexerity' while wearing light or no armor. Now keep this in mind. 6 >>> Monk They might be useful If you want to be a monk, be a full time monk. Monk has a long list of bonuses while leveling, so i wouldn't list them here. Multiclass a monk will utterly spoil their unarmed damage ability. In simple words, a 20lvl monks will have much much higher base attack then a 20monk/2fighter. The reason that they 'might be useful' is that, IWD2 don't count unarmed attack as a weapon which they should. Furthermore, in IWD2 unarmed attack will evoke 'Attack of Opportunity' which further de-grade the real power of a monk. Monk abilities are just as complicated as paladin. If would be a good idea if you seek wisdom from iwd2 forums rather from here as i never touched monk before. ==CONCLUSION== Except for monk, you might want to multiclass your tanker into at least one other class, simply because you don't really need a fulltimer in any of the above classes. By multiclassing, you'll have bonuses that other class provide which would be really useful. for example, A rogue are bounded to wear light armor. in addition, they are not proficient in shield. So what the hack, multiclass to a lvl 1 ranger to gain 'Two-weapon Fighting' and 'Ambidexerity' by default. In addition, you can further multiclass rogue into fighter for some extra feats. A fulltime paladin would not bring you far also. what people usually do is set a low wis and cha paladin and stop leveling up after 3rd level, after gaining all the bonuses. Continue to level up in fighter, rogue or barbarian. Doing so, the character not only has some nice bonuses but also the luxury to use 'Holy Avenger' one of the best weapon in the game, well almost every other game. Further multiclassing rogue into fighter would benefit much also. A lvl 20rogue/10fighter is just slightly worse than a lvl 30 fighter in face-to-face fighting. By multiclassing into fighter, a rogue gain more feats to fully acquire all the needed abilities. All these are just multiclassing a tanker class to another tanker class. Because i see that unless you are not playing a band of 6, there is not need to multiclass a tanker into a spellcaster simply because their abilities don't overlaps. If however, you are doing trio, duet or solo, you might need to do so and this would be above my limited knowledge. --------------------------------------------------------------------------- II.2.2 back-row caster ppgcr4 --------------------------------------------------------------------------- They provide support to frontline as well as main fire power to damage monsters. In general, you would want to pick up 'Combat Casting' and max 'Spell Penetration' as soon as possible. Although i would not mention, but 'Dispel' is equally useful and important for all spellcaster and should pick up as soon as possible. Throughout the discussion, arcane refers to wizard, sorcerer, bard and it's spells; divine refers to druid, cleric and it's spells. 1 >>> Brad Jack of all, master of none. Brads do have something they are specialize in. A brad provides brad song that will boost everyone's ability, as they gain level, they gain new songs which have different uses according to different occassion. Note that a bard casting ability is based on CHA, so to cast lvl x arcane spell, you need 10+x CHA. my information on bard is very limited since i never touched this class as well as monk. 2 >>> Cleric Heal Yes heal. Of all the spells that a cleric has, heal is the single most important spell you have. It provides instant and full hit point to any character and its casting duration is very short. Other seriously important cleric spell are 'Animated Undead' and 'Tremor'. 'Animated Undead' is the best and the only useful summoning spell. It upgrades as you lvl up. 'Tremor' will instantly damage all enemies and might knock them unconscious. Different domain affects cleric's domain spell. each lvl of domain spell has 1 additional spell over a choice of two. What god you want to worship is totally up to you. I like Demarch of Mask just because of its invisibility spells and 'Executioner's Eyes'. Max WIS for cleric. Max CHA if you want but it is not that crucial. CHA controls your undead turning ability. Have some points in INT and that's it. Simply put, cleric strength allies, weaken enemies. 3 >>> Druid Nature's servant awaits - Jaheira from Baldur's Gate A druid do not support that much as cleric, but heal is still available to druid at a highier level. Generally speaking, druid has druid spells which deals some amount of damage and cannot be learn by cleric nor arcane spellcasters. Some might use druid as a support to main tanker(s) but i just use druid as pure spellcaster. Shapeshifting might work but sadly, it looses its usefulness because enemies get stronger faster. 4 >>> Sorcerer Keep'em coming The thing about socerer is that they have more ammo to dispose for a particular spell. Therefore, a sorcerer can cast a chain lightning, another chain lightning, another chain lightning and again and again. The hard part is, what spell should they learn, in what order? Different with Neverwinter Nights version, you cannot unlearn learnt spells. so you really need to consider which spells will benefit in a long run and which cannot. As you adventuring under HoF mode, you'll notice that it is your sorcerer and wizard who do the most damage. your tankers will be shouting for medic every few hits by enemies. But sorcerer and wizard, they never need to heal. If they die, you can bring them back to life and they can jump into fight without pick back their stuff. Considering a sorcerer abilities is an easy task. First of all, max CHA. then, max INT. adjust other abilities as you like, it is not that crucial. The reason you want a high INT is that it gives you extra skill points to upgrade your skills. 5 >>> Wizard Level 1 summon? Yes i can do that. Different to sorcerer, a wizard offers you versatility and flexibility. You can almost learn any spell under the sun (specialized wizard has restrictions), and you are not afraid of doing so. You wouldn't give a sorcerer to learn 'Summon Creature lvl 1', but you can do that for a wizard. Summon Creature lvl x is always useful until you have animate undead. Furthermore, there are these i called 'one time spell', like 'Mass Haste'. You only need it once (twice at most), before or during a fight. there is no need for you to keep casting mass haste right? so why let a sorcerer to learn 'Mass Haste' which she/he will only use it once before the next rest. For me there is no need to take specialization because my sorcerer is already specialized enough. i'll need a person who can cast every spells rather a person who can cast a kind of spell more times. Distributing a wizard abilities is even simpler. max INT, which is the prime abilities and gives you tons of extra skill points. Then you can distribute other abilities points to anywhere you want. Generally, high CON and DEX. ==CONCLUSION== Keeping a fulltime spellcaster might just be a good idea simply because the highier the level, the more spell slots available. But remember, the game sets the level cap at 30 (which is a lot). by the time a spellcaster reaches level 20 ~ 25, there will be enough spell ammo for any fight. So, starting from level 20 ~ 25, a spellcaster can multiclass to another class for example fighter (for feats), barbarian (for hp), rogue (for evasion). a special case is, monk benefits their armor class from their WIS. you can start your cleric as a monk, then multiclass to cleric after level 1 monk. Druid cannot do so due to aglinment restriction. A druid and a cleric will have similiar ablilities. As i played the game, i found out that during many fights, my cleric was just standing and waiting for anyone who call for medic. By multiclassing and druid to a cleric or vice versa according to 20major/10minor, you'll have a druid that can bring back your fallen members into life and a cleric that can call down lightning to strike enemies. Of course there is this ever popular fighter and wizard combination. Fighter+wizard don't have to worry about armor since a lot of spell will balance off the disadvantage. useful spells for a fighter+wizard would be 'Mirror Image', 'Blink', 'Fire Shield', 'Tenser's Transformation', 'Antimagic Field', 'Trollish Fortitude', 'Seven Eyes', 'Aegis' and 'Black Blade of Disaster'. Abilities for this multiclass would be max str and int, min wis and cha, what is left distribute to con and dex. --------------------------------------------------------------------------- II.3 alignment ppgcr5 --------------------------------------------------------------------------- Surprise to see alignment in here? Usually alignment isn't that important because ultimately, alignment is a role-playing thing. But alignment in this game has a very significant effect in a matter of life and death. Spoilers-- At the end of the game when you finally meet the bosses, one of them is able to cast 'Blasphemy', this area effective spell will instantly stuns anyone that is non-evil alignment for 1 turn, which is very long. So, you must have some members as evil alignment, if not all. I would suggest that at least your spellcasters be evil alignment. --------------------------------------------------------------------------- III useful spells ppgspe --------------------------------------------------------------------------- Some spells overlap, meaning both a wizard and cleric cast it. These spells will be place under section. i will not list every spells since you can get this from other faq available in www.gamefaqs.com. spells covered here will be the spells that i use frequently and have success with. --------------------------------------------------------------------------- III.1 arcane spells ppgsp1 --------------------------------------------------------------------------- Magic missile (lvl 1, evocation) This is a very all around spell. First of all it gets better as you lvl up. Furthermore it is magic based damage. So at the end, you can do some damage (5 x 1d4+1) on every enemies you encounter. Choromatic orb (lvl 1, evocation) It does do a some damage but this is not what it is used for. The key is its effect. The effect of the orb changes as you lvl up. At the end, this little orb can paralyzes an enemy for 13 rounds if the reflex saving throw is failed. Mage armor (lvl 1, conjuration) It gives +4 to your armor bonus. Might be useful in the early of the game. Of course there are other type of magical armor but they come later and the usefulness is not there since monster are getting stronger faster. Charm person (lvl 1, enchantment) If your fighter being charmed, this will be the spell that gets her/him back. Melf's acid arrow (lvl 2, conjuration) If you intended to use this spell to do damage then you are wrong. Although it does damage to an enemy from time to time but time is what you don't have. Don't you want to kill an enemy in shortest time possible? So the use of this spell? To finish off trolls. Mirror image (lvl 2, illusion) It creates x (x = 2~8) mirror images. Which means, for the first x times you are being attacked, either physical or magical, it will not cause damage. Useful isn't it? One way to quickly counter this spell is magic missile. See invisibility (lvl 2, divination) Just as its name suggest. however there are only a few invisible enemies in the game and they come very late. Flame arrow (lvl 3, conjuration) Each arrow deals 4~24 fire damage with reflex save for half. It adds an arrow every 4 lvl till lvl 30. solid. Ice lance (lvl 3, evocation) It deals 5~30 frost damage. If fortitude save fail, it stun the target for 1~4 rounds. *p.s. Both flame arrow and ice lance are useful because they offer different base of damage. Some might resist to fire, some might resist to ice, so you need both. Invisibility sphere (lvl 3, illusion) it invisible everyone near by, giving you time to regroup. for more use of invisiblity spells, please refer to section, ppgstg. Mordenkaien's force missiles (lvl 4, evocation) It acts like magic missile with splash damage. And i have a feeling that it is harder to resist then magic missile, because most of the high lvl i encountered resist magic missile but not force missile. Stoneskin (lvl 4, abjuration) It absorbes 10/+5 of melee damage until a total of 10 per caster level to a maximum of 150. Malision (lvl 4, enchantment) -2 saving throws of all kinds to all enemies of an area. Improved invisibility (lvl 4, illusion) Evil, this spell is pure evil, more evil than the evilest evil demon being appoint as professor of evil in oxford university. Emotion: hope (lvl 4, enchantment) All living creatures gain +2 on saving throws, attack bonus and damage. It effects enemies as well, so use it with care. Lower resistance (lvl 5, transmution) Spell resistance of the target reduce by 1 per lvl of caster. Improved haste (lvl 6, transmution) Area effective. Eoubles the attack and movement rate of allies. Negates slow. On the other hand slow negates haste, if cast later. Chain lightning (lvl 6, evocation) It deals xd6 (x = caster lvl) of damage to its target and half of it (x/2)d6 to other enemies near by. It is the best area effective damaging spell, since it will not damage friendlies and not many enemies are resistant to lightning damage. Disintegrate (lvl 6, transmution) Target to be vanish unless sucessful fortitude saving throw and take 5d6 damage. This spell will work on undead creatures. One side note, disintegrate will disintegrate items of the target, but IWD2, at this moment seems doesn't apply this. Mordenkainen's sword (lvl 7, evocation) It creates a sword that has attack bonus of caster lvl + 4 and deals 4d6+3 slashing damage. It is considered +3 to hit. the great thing about this sword is that it is ranged. so your caster can step afar to do the damage. sure, who needs a caster to deals melee damage, but if you are out of spells that can do damage to your enemy, you still have this. my wizard used this to kill the guardian outside yuan-ti temple first time through the game. suffocate (lvl 7, transmution) Creatures that breathe take panalties of -4 armor bonus, -4 attack bonus and -6 DEX, half movement rate. In addition, they take 4d8 damage per round if they remain in the area of effect. Works best if combined with undead summons. mass invisibility (lvl 7, illusion) Please refer to section, ppgstg, for more information. Horrid Wilting (lvl 8, necromancy) It sucks out water from creatures dealing 1d8 magic damage per level caster to a total of 25d8. Fortitude save for half. Imagine this, you summon undead, send them to fight, everyone steps back, keep throwing horrid wilting, fun? Undead, construct and any creature that don't have water in them are not effected. Water based creatures has a -2 saving throw aganist it. Executioner's Eyes (lvl 9, divination) +4 attack bonus and +4 critical hits on all allies. +4 critical hits means that if you have critical on roll 20, now you'll have critical on roll 16~20. Wail of Banshee (lvl 9, necromancy) Centered around the caster, anyone who hears the cry will die. Number of dying creatures is equal to caster lvl. Friendlies are suppose to be effect by this but so far, none of my members die under this spell, strange. Needless to say, construct, undead and deafed creatures are immune to this. --------------------------------------------------------------------------- III.2 cleric spells ppgsp2 --------------------------------------------------------------------------- Bless (lvl 1, conjuration) +1 attack bonus to allies, counter bane. Bane (lvl 1, enchantment) -1 attack to enemies, conter bless. p.s. Bless and bane are very useful at the start, at least before cleric learns 'prayer'. Remove fear (lvl 1, abjuration) Area effective. It removes fear, panic and allies are immune to fear for the duration. The key of it is the casting duration is so short, it is almost instant. Invisibility purge (lvl 3, divination) Dispel invisibility. Miscast magic (lvl 3, enchantment) Target will have a 50% to fail while casting a spell. Will saving throw will negates it, so it work best on arcane spellcasters. Prayer (lvl 3, conjuration) It has a large radius and it moves with the caster. Under the area of effect, allies receive +1 to attack, damage and saving throws while enemies get -1. Recitation (lvl 4, conjuration) Allies gain +2 on attack and saving throws while eneimes take -2 penalty. Restoration (lvl 4, conjuration) The main fuction of this spell in the game is to restore energy drained cause by certain undead. Chaotic commands (lvl 5, enchantment) The constitution of enchantment spells. Target is immune to charm, dominate, sleep, confusion, and symbol of anything. Raise dead (lvl 5, necromancy) It raise a dead member with only 1 hp. Resurrection (lvl 7, conjuration) To raise a dead member. This is the ultimate reason why a team should have a cleric with them. Only cleric offers resurrection. Resurrection offers a second chance with full hp. The strange thing is, it says the raised character will lose one lvl but this never happens to me. Believe me, my members die on a regular basis. If this penalty applies, then raise dead will replace the usefulness of this spell. Greater shield of Lathander (lvl 7, conjuration) It gives the receiver +40 spell resistance and 30/- damage reduction. The downside are, long casting duration, short lasting duration. Holy Aura (lvl 8, abjuration) It has 4 effect on receivers on the area a. Receiver gains +4 deflection bonus to armor class and +4 saving throws b. Receiver gains +25 spell resistance c. Receiver immune to charm and domination d. Evil creatures who strike the receiver must make fortitude save or to be blinded for 3 rounds. --------------------------------------------------------------------------- III.3 druid spells ppgsp3 --------------------------------------------------------------------------- Rainstorm (lvl 2, evocation) Can be cast only outdoor. Deals 2d3 magic damage per round in addition with 50% chance per round to be struck by lightning damage of 2d6. Charm person or animal (lvl 2, enchantment) Its main use is to counter your charmed party members. Call lightning (lvl 3, transmution) Cast only outdoor. It calls down a lightning every 10 rounds and deals damage to a random enemy of 1d10 per caster lvl to a maximum of 10d10. Tortoise shell (lvl 3, abjuration) Before you have heal, this spell grants you additional 100 hit points. It also makes the receiver uninteractable. Static charge (lvl 5, transmution) Cast indoor or outdoor. It deals 1d8 electrical damage per caster lvl (max 16d8) to a random enemies every turn for max 10 turns. Smashing Wave (lvl 5, evocation) The wave travels from caster to its destination. Any creature in the path takes 1d8 bludgeoning damage per caster lvl (max 15d8). In addition, 25% to stun for 2 rounds and 5% chance to knock unconscious. Reflex save negates the side effect and halve the damage. Aura of vitality (lvl 7, transmution) Allies in the area gains +4 str, dex and con for 1 turn per caster level. Shambler (lvl 9, conjuration) Summons a 11 hit dice shambling mount that deals bludgeoning damage and might entangle enemy it is attacking. --------------------------------------------------------------------------- III.4 spells that overlap ppgsp4 --------------------------------------------------------------------------- >>> Spells that both clerics and druids can cast, only Flame Strike (cleric lvl 5, druid lvl 4, evocation) small area effective, fire damge of 1d6 per caster lvl unless a reflex saving throw for half. Cleric don't have many damaging spells, this is one the few, the very few. Heal (cleric lvl 6, druid lvl 7, conjuration) This spell is extremely important. It restore the receiver to max hp. the casting duration is instant, makes it a real life saver. Sol's searing orb (cleric lvl 6, druid lvl 6, evocation) It deals 6d12 damage and blinds the target unless a fortitute saving throw for half the damage and no blind. It deals double damage to undead. For a cleric, lvl 6 is dedicated to 'Heal' so a cleric might not want to cast searing orb. But a druid has lvl 6 all open to this spell. Tremor (cleric lvl 8, druid lvl 9, transmution) Enemies within sight of caster takes 4d10+2 of buldgeoning damage and must make a reflex saving throw or to be knock unconscious for 3 rounds. Don't look down on the 3 rounds duration, It is very long. The casting duration is also very long. Usually, i will start casting it when i see enemies rushing towards my fighters. Mass heal (cleric lvl 8, druid lvl 9, conjuration) It works just like heal but area effective to several allies. Sometimes your fighter is surrounded by several enemies and cannot be reach, this spell can do some help. ----------------------------------------------------------------- >>> Spells that arcane spellcasters and divine spellcasters can cast Bull's strength (lvl 2, transmution) =cleric lvl 2= Your spellcaster will have low str right? So this spell can help them to carry extra things and wear heavy armor. Magic circle aganist evil (arcane lvl 3, cleric lvl 3, abjuration) Instantly gives everyone protection from evil. 99% enemies you encountered will be evil. This spell gives immunity to all control based spells by evil creatures, tell me that this is not soild gold? On top of all, how about saving throws against attack from evil enemies. The initial use of this spell is as a preparation before summoning demons and elementals. Without protection from evil, demons and elementals you summoned will attack you. However there is no need for summon demons and elementals right now, because we have undead. Dispel magic (arcane lvl 3, cleric lvl 3, druid lvl 4, abjuration) It removes every magical effects (good or bad) on everyone (enemy or ally) in an area. This spell is the counter of all spells. It is like the constitution of spells, every other spells that are inconsistent with dispel magic shall be void. It even dispel 'protection from magic'. Beware however, it dispel the good magic on your allies. Generally, to counter spells, dispel works.Mmy suggestion of counter spell is under the premise not to dispel the protective spells on allies. Animate undead (arcane lvl 5, cleric lvl 3, necromancy) This spell is solid gold. The undead it creates is the best summon you can find in the game. Furthermore, they are undead. So they are immune to all kinds of enchantment. At high lvl (lvl 17 onwards, i think), the undead summon will be one of these - Apocalyptic boneguard Deals slashing damage and fire damage. Highly resistant to slashing and piercing. Weak aganist bludgeoning damage. - Festering drowned dead Deals bludgeoning damage. Has an aura that kills, weaken, sleep anyone that comes near it, including ally, so beware. This aura also makes you unable to rest. So if you want to rest, you have to either banish it or kill it. Dismissal (arcane lvl 6, cleric lvl 4, abjuration) Dismiss a summoned creature. Creature hit dice adds to the saving throw while caster lvl minus the saving throw. Remember, it only effect one summon. So it wouldn't vanish your summons in the process. Finger of death (arcane lvl 7, druid lvl 8, necromancy) Fortitude save to take 3d6 + caster lvl of damage or die, die, die. So you see, wizards, sorcerers, pure cleric are particularly weak aganist this spell since their constitution are so low. To kill izbelah in time, this is the spell. Banishment (arcane lvl 7, cleric lvl 6, abjuration) Just like dismissal it is area effective. Use this to banish a horde of summons including your own summons. --------------------------------------------------------------------------- IV. general strategies ppgstg --------------------------------------------------------------------------- This section is dedicated to all battling strategies involved in the game, i sincerely hope that people will contribute their sucess here and help this part of the faq grows, especially alternatives to beat certain boss or scence. The use of invisibility ----------------------- Throughout the game, you'll find out that invisibility is ever useful. Now, i wouldn't touch on improve invisibility here since it makes the game ridiculously unbalance. However i think that 'invisibility sphere' and 'mass invisibility' doesn't unbalance the game but still provide some battle an easy way out. For example >>> When you go into an area and everyone attacks you have one of your caster casts area effective invisibility. Meanwhile have other casters cast summoning spells. As for your tankers, just stand still. When the invisibility kicks in, no one will sees you and will turn their attack onto your summons. Even if your summoning spells do not finish before your invisibility kicks in, you still remains invisible after summon completes. resting strategy ---------------- Before resting, cast animate undead or shambler. Summons of these spells will last long enough to protect the party while resting. If, you summoned festering drown dead or zombie lord as a result of animate undead, you'll have to dismiss, banish or kill them. Because their ever active auras will prevent you from resting. Now last thing before you sleep, invisivle everyone. As a plus, have druid cast 'Call lightning' or 'Static charge'. When interrupted during resting, just stand still and just your summons do the job. --------------------------------------------------------------------------- V. known bugs that will hurt you ppgbug --------------------------------------------------------------------------- 1. Improve invisivility The makers of the game somehow forget to do two things. a. They forget to put 'true seeing', the ultimate dis-illusion spell. b. They forget that 'Improve invisiblity' doesn't give you 100% invisiblity after the character do something. It gives 50% concealment after action. Therefore, until a patch is due, improve invisibility will remain evil, and ridculously unbalance the game. 2. Summons let's take an example. i summon 2 undead in area A. Then i leave for area B and rest at there. After i wake up, i can only summon 4 creatures and the box will say that i have reach the summon limit when i summon the 5th creature. But then when i get back to area A to check out, my previous summons weren't there. To get around this, kill all the summons before leaving an area, or, reload the game 3. Horde Fortress When inside the Horde Fortress, after the conversation between Sherincal and Guthma, the game crashes. Well, i saw this in iwd2 forum and i didn't check back so i don't know the solution. 4. River Caves ( FIXED in version 2.01) Inside river caves, Barud Barzam will ask you to clear out the area from monsters. However, sometimes, even after you've cleared everything, really everything, you still cannot finish the quest. To get around this, patch the game at least to verson 2.01. 5. Yuan-Ti temple and Chult This only happened in the first time i played the game. In Kuldahar, whenever i am in the Chult jungle and yuan-ti temple, my save files in this area will be un-useable. it loads until near the end of the bar then jumps back to the middle and stops there. To get around this, save outside the temple and Chult, in another words, save in Kuldahar. 6. Dragon's Eye prisoner In Dragon's Eye first level, one prisoner in the prison will cast 'Non-detection' and 'Improve invisibility' then starts hurting you. No matter what counter spell i casted, 'Dispel', 'See invisibility' or 'Invisibility purge' i still cannot get him to visible. Even area effective spells don't damage him. To get around this, rush into the prison, find him and kill him, on the spot, right away, on the double, fast, quick. 7. Dragon's Eye modified Mandrake root In dragon's eye, you are to find the modified Mandrake root. Mandal's spirit shows you that it is inside the ancient wyvern cave. If you enter the cave before this and killed tha wyvern inisde, you will not get this modified Mandrake root thus, not able to finish the game. To get around this, don't enter the cave in Dragon's Eye level 1 at (1712, 1950) before resting Mandal's spirit. Or, go to iwd2 configuration and enable cheat console under game settings. Restart the game, press ctrl + tab and type in the following ctrlaltdelete:createitem(61genmm) then press enter. Modified root should be on first character. --------------------------------------------------------------------------- VI. walkthrough ppgwlk --------------------------------------------------------------------------- ummm....this part is the walkthrough. i think this is the main reason you re looking at my faq for, yes? i write this druing the second time i play the game under Heart of Fury mode with the previous band that finished normal mode. therefore sometime my suggestion and analysis might not be accurate. Worse of all, you might find that i mixed up normal mode with HoF mode. The suggestions and analysis made will be base on normal mode. so, yeah, most of them are from my memeories not current experience. In case you are concern, my party is --teekc paladin 3 / fighter all the way half-elf --raven barbarian x / rogue x (x = x) ghostwise halfling --viconia cleric, demarch of mask drow --edwin sorcerer aasimar --bob wizard rock gnome --joan druid half-orc Obviously you can see that i am not good at all in making names. teekc is my own name, raven is my other 'internet' name. viconia and edwin are from bg2. bob is just bob. joan is from Joan of Arc. --------------------------------------------------------------------------- 1. prologue ppg01 --------------------------------------------------------------------------- ==OVERVIEW== You arrive at Tragos and discovered that the city is under seige. Obviously, you'll be the company that save the city. --------------------------------------------------------------------------- 1.1 targos dock ppg02 --------------------------------------------------------------------------- This is your first location arrived. Hedron Kerdos is the skipper that takes you with his ship, Wicked Wench, to here. Through conversation you found our that Wicked Wench refers to his mother who still lives in Targos. Overall, you'll need to report to the lord of the city, Ulbrec Dinnsmore. However there are much to do here in the town. Goblins will be running wild in the town so beware. Also, there are tons of items laying everywhere, so be sure to pick them up and if you have no need of them, sell them. You cannot just rest on the street as goblins are attacking the city. However, as long as you are inside a building, you can rest, except salty dog tarven. House at (855,939) can provide you an early resting place, after you dealt with 2 goblins inside. At southeastern tip of the map, near the lighthouse is a small boat with treasure, don't miss it. quest - helping reig -------------------- As soon as you arrive in dock, you'll meet with two soilders Reig and Jon. you can ask for equipment from them and their dead partner. Reig is injured, you can use your healer to heal him for some xp. But this will not do, you'll need to find healing potion for him from dock master Magdar who is in a warehouse not far north (974,580). The door is lokced, pick it or bash it as you like. To pick it, send someone with 'thieving' skill. To bash it, simply pick your strongest one, click on the her/his weapon, so that the cursor become a sword, then apply it onto the door. As soon as you are in the warehouse, you'll be approach by Magdar. After conversation, the warehouse is yours. When dealing with kegs, simply attack them to reveal any treasure in it. To easier uncover kegs, press pause, that those with yellow circle are 'killable'. Beware that goblins will rush in through the entrance, so be prepare and move your delicate members away from it. i wouldn't go into detail as you can just use 'alt' key to uncover anything that are 'open-able' and 'pickup-able'. Healing potions should be at (1172,460). Rest if you need, then return healing potion to Reig for xp. quest - looting journ's treasure -------------------------------- You'll meet Jorun Tamewater at (643,1439). When asking about a place to rest, he will suggest his house at (271,1732) which is a stone throw away to southwest. To search for traps, use the 'search' skill to uncover any traps. Any trap will be reveal in red, use 'thieving' to detrap. quest - s.d.t. -------------- The Salty Dog Tarven is at (910,1835) with some not so friendly folks inside. Guthewulfe is a trader who you can trade with everything you picked up earlier nearby. You might notice that Guthewulfe has a siver charm which you can win from him after you clear all the goblins in the town. Just send someone with high constitution to drink with him. Do not forget also to buy a flask of Braehg from him as it has use later. There is a band of mercenary called Iron Collar. Talk to them with any possible way to uncover their origins and their previous mates, Koluhm and Phean. quest - wicked wench -------------------- As soon as you learn that the dock is attacked by goblins, you can return to Hedron to inform him the news. He will then ask you to check if his mother is okey. You can of course skip this part and directly goto her house at (793,2262), just south of Salty Dog Tarven. Just be good to her altough she is not that nice to you. When you clear everything in the dock, you can comeback to hear and listen to her stories. Of course, report back to Hedron when you know that his mother is alright. quest - downunder ----------------- North-east (1859,473) is Brogan who are waiting for the help of Iron Collar. You can play a runner and ask the band to report to Brogan which you know they wouldn't, then you take the task instead. Or you can just convince Brogan that there is no time to lose and you can do the job equally good. Go inside and be welcome by goblins. loot everything. Note that there is a dead cat at (793,403). Keep that, because it is consider good luck to keep a dead cat in the north. No, seriously, keep the cat, we have use later. Proceed through the door at (611,226). Once you are down, go slowly towards west as you'll be greeted by more and more goblins. Just kill everything you can inside. At the middle of the tunnel, you will discover a collapsed tunnel. At the end of the tunnel, western tip, you will confront with more goblins and their head. You'll get a scroll from his dead body. Identify the scroll and keep it, you'll need it later. If somehow you cannot identify the scroll for free now, you can keep it until your wizard (not sorcerer) learn identify. It is an 'expended teleport scroll' which you can later present it to Ulbrec's wife. When you get the scroll, main things here in targos dock is done. Return to Salty Dog Tarven to win the silver charm from Guthewulf, with someone that has high CON. Listen to and copy down Hedron's mother's story about Icewind Dale, just don't mention the dead cat thing to her yet. When you are done proceed to northwestern tip (186,59) to enter Targos town. --------------------------------------------------------------------------- 1.2 targos town ppg03 --------------------------------------------------------------------------- The town is still safe. When you arrive, loot the whole place first. Talk to anyone you can. At the north-eastern part, there is a torn down building with minor treasure in it (745,347). Use 'alt' to help you highlight. At (1226,1654) is Lumbar Grundwall who seem to have problem with his crane. Talk to him to find out more and we can deal this later. At (2046,668) is Oswald Fiddlebender (appeared in iwd1 at kuldahar) and his ariship. You can 'bluff' him for potions. Talk to him to know that his niece is maralie, who is the person telling the story at the start of the game. Inside house (415,931) is a freak named Koluhm. You can get the Weeping Widow quest from him as well as getting some information about Phean, who you'll deal later. The second time you talk to him, you can ask him about the body of a townsman. He will tell you everything, and as a payment of silencing your mouth, he tells you a minor treasure can be found in a ruined building in targos, which, i think, is at (745,347) (1256,566) is the temple pavillion. You might want to take a look at what the priest inside sells. 'Ring of Wise' might be useful at this point. (1549,1764) is the gallaway trade depot. It has some nice item. One of which is a long sword with your name on it. It might not be that useful in normal mode, but in HoF mode, it provides some really excellent properties like 'haste' once equiped. There is another axe which slays keg in normal mode and slays construct in HoF mode. If your have fighter using great sword, the great sword here is the only magical greatsword until chapter 2. (HoF mode refers to the heart of fury, insane diffuclty) Overall, you'll need reach Ulbrec and he will assign you to Shawford Crale for further instruction. By the way, Ulbrec's wife sells a dagger that slay goblins. Since you will encounter a lot of goblins until the end of chapter one, you might want to invest on it. quest - weeping widow --------------------- You learn about this quest from Koluhm if you visit him at house (415,931). Or else, you can get it directly from the boss of Weeping Widow inside building (819,1674), i suppose. Also, don't forget to mention about Koluhm's payment made to the boss. You'll get a potion from him, identify it with an 'alchemist', it has use later. You can only see the weeping widow at night. Veira, weeping widow, is a ghost. So you can only find her at night in second floor. Learn that she is actually waiting for her husband, Donovan, in the inn. The inn boss reveals that Gohar can help you with her husband. so off we go to Salty Dog Tarven. At the mean time, you can present the identified potion, Ghost-touched bottle, to Ulbrec's wife, Elytharra, to learn that this potion has potential when it contains a ghost tear. Also, you can go back to koluhm and 'bluff' him to reveal the potential of he potion and some xp. From the boss of Salty Dog, you get a ship prow. Present it to Veira and ask her to shed a tear into the ghost-touched bottle, then she rests. Report back to inn boss for award. Also, you can informed him about the identified ghost-touched bottle and further squeeze him for more reward. With the tear contained in bottle, go back to Elytharra, she'll offer you a choice between a enchanted dagger or money. You can bargain for more money. The dagger isn't any good. for normal level, take the money, for insane level, take to dagger instead. quest - phean ------------- Present the 'Expended teleport scroll' to Elytharra in Ulbrec's house to learn more about the scroll. The traitor is actually Phean inside building (2276,995). Confront him with your scroll. He will summon goblins and cast sleep on you. Kill him, Loot his treasure and report back to Elytharra. quest - diviner --------------- When ask about the troubles that Elytharra has, she'll ask you to help her illed diviner Valin inside temper pavillion (1237,577). Valin is the green dress guy at northwest. when talk to him, he will say 'braehg'. You can also pick pocket him to get a note he kept for pick-pocketer. Don't worry about it, a failed pick pocket would not turn anyone hostile, so just pick and pick until he is empty. You can buy braehg from Guthewulfe in Salty Dog Tarven. When you cured him, he tells you your fortune and you report back to Elytharra for real fortune. quest - doppleganger -------------------- Inside the temper pavillion, resting in south-west is grey dressed Garradun. he will ask you to deliver a love letter to captain Mariner. Present the letter to Denham inside the pavillion. Denham will tell you the secret behind Garradun and replace the letter. you now can go back to Garradun to expose him as well as kill him. As for the letter, you need to keep it until chapter 2. When everything is done, off to palisade to find your mission. Remember to bring with you a warhammer, you'll need it later. Magical hammer wouldn't work, you'll need an ordinary hammer. --------------------------------------------------------------------------- 1.3 targos palisade ppg04 --------------------------------------------------------------------------- Your are to report to Shawford who is inside (2712, 2509) and to aid him whatever you can. Four boring fetch quests will be given. As soon as the forth one finishes the first major battle comes in, so be prepare. But first we have things do to. quest - got hammer? ------------------- South-weatern part of palisade, stood Caulder who has problem with his catapult. Lend him a hammer to help him finish the job. quest - training the troops --------------------------- You'll come across two teams of soilders headed by a sergeant. Pick either team and talk to the sergeant to help him train the troop. Once you entered palisade, move a bit north, you'll come across some guys attacking a keg. Destroy the keg and teach those people a thing or two. quest - got wine? ----------------- South-eastern part (3274, 2293) stood Niles. He needs some wine. you can of course give him. However, if you clear his mind that this is a war that Targos is fighting, you'll gain more xp and his valuable help later. quest - what are you looking at? -------------------------------- Western part (3285, 1667) stood Tabard who blocks the path to take a useful shield. 'Bluff' him that he is needed somewhere and he'll just go away. quest - good luck cat --------------------- No far north from Tabard (3213, 1337) is a band of 3, Tarran, Anson and Illigmar. Talk with them to get some stories about them. Before you leave, you can ask about how they clear all the rats in the warehouse in targos dock. you can show the cat which you kept from targos dock to them. After this, return to targos dock and inform Hedron's mother about her missing cat. quest - shoot it ---------------- Further north from Tarran band are Gable and Kadance (3126, 976) who are having a competition of shooting a keg. You can bet with Gable. simply kill the keg and you win it. You have a choice to ask for a normal bow, 50gp or nothing. You must use a character equipped with bow, crossbow or sling to initiate the bet. main quest - fetch ------------------ The three assignments that Shawford gives you are boring and simple. While running back and forth, you can ask the help of Swift Thomas for quick navigation. First - Report to Olap at (2573, 526) to find out that the wood he demanded haven't arrive. Lumbar Grundwall at targos town (1226,1654) is having trouble with his crane. Olap's father at targos dock can fix the problem. Bring the part to place in crane, report to Olap then Shawford. Second - Isherwood (646,2093) need arrows. Go to Gallaway Trade Depot in Targos town, convince that boss that if targos lost, everything is lost, so that she will deliver that arrows with haste. Report back to isherwood and shawford. Third - Shawford needs information from Koluhm in targos town (421, 939). Send the highest 'knowledge (arcana)' to talk with Koluhm so that the goblins tongue can be translated. Forth - The Iron Collar band are needed in palisade. You are to convince them. Since you already found out about phean, who travelled together with them to Targos, you can use this to make them report back to palisade. Note that once you report the forth fetch to shawford, you'll engage with 3 waves of goblins fight. So be prepare. main quest - saving targos -------------------------- Once 4th fetch quest is done and reported to Shawford. Goblins will attack palisade in 3 waves. Anything from this point untill you finish the whole thing, you cannot rest. So conserve your spells. You can heal for free inside Shawford building with the help of the cleric. For first wave, you can use your spellcasters wtih range attack. Second wave is harder, you can choose to use 1 summon spell there. 3rd wave is the hardest. Leads by Caballus, a sorcerer. Dish out everything you can, summon anything you can. ==CONCLUSION== When all these finishes, you emerged as goblins slayer and saved the town from the attack. Report to Ulbrec for xp, new mission, gp. Once you exit through north-western tip of palisade and enter the world map, you'll be able to choose Shaengarne Ford, that starts chapter 1. --------------------------------------------------------------------------- 2. chapter 1 ppg05 --------------------------------------------------------------------------- ==OVERVIEW== It's time to strike back. There are two main missions in this chapter. Once complete, threat to Targos will temporaily slove. The first mission is to save Shaegarne Bridge. the second one is to strike at Horde Fortress so that the main threat could be eliminate. Enemies are everywhere and i would not mention every band, just keep your sword sharp everywhere you go. --------------------------------------------------------------------------- 2.1 shaegarne fort ppg06 --------------------------------------------------------------------------- Simply save Shaegarne Bridge. Of course, along the way, you would meet with some troubles. --------------------------------------------------------------------------- 2.1.1 somewhere before village ppg07 --------------------------------------------------------------------------- As soon as you arrive at the first area, you'll be greet by Torak. Beyond the kegs wall are several orcs. All the orc band will be accompanied by at least one shamamn which works as a cleric but more agressive. You throw some summons inside the wall and let those orcs get busy with them first. Work your way till a junction where you meet Torak for the second time. To north is the main path, to east is a house. Clear the orc near the house first then north. Now here is a new toy called 'keg of blasting'. It will brust into area effective fire whenever it is attacked by fire damage. Orcs use these to piss you off, so beware and be prepare to back off when you see any keg starts to count down. Usually there will be a runner who place the keg where he sees fit, Then a firestarter will shoot a fire arrow at it. Killing orcs along the way untill you reach a campside up north where you meet with Dereth Springsong. He needs you to clear the orcs outside his house, which you did just now. Then he wants you to save his wife. He will open a blocked path to you and then teleport away. You can always goto his house (2371, 1625) and ask him to let you rest there. Also near the campside are woods that block your exit. You'll need to destroy both side so that you can get through. The first side would be here. the second side would be later. Return back to where you started this area at (870, 2503). Run along the forest path till an opening and a junction. To north is the main path, to west which blocked by a blasting keg is Dereth's wife, Sabrina. Work your way to save her. She will mention an ambush, and open another blocked path for you at north-east. Be sure to propose escort which yields extra xp. Now that Sabrina is saved, she can offer some spell scrolls for you wizard's need. Of course report back to Dereth for reward. Off to the ambush we go. Keep on going till the end. Off the edge you can see a line of blasting keg. Ignite one to set off a chain reaction. Take a long run back to the juntion where you saved Sabrina. Continue north and meet Torak for the 3rd time. Destory the second side of the roadjam. Move north and meet with Torak the 4th time and watch him run away. Of course kill everyone and then follow his path and leave the place. --------------------------------------------------------------------------- 2.1.2 torak base ppg08 --------------------------------------------------------------------------- As soon as you enter, you meet Torak again and a big fight also. The situation is, Emma Moonblade joins in, troll steal her moonblade. She helps you during the big fight and ask for your help to recover the moonblade. If unfortunately you damaged her during the fight. she still fights with you. but when the fight is over and you talk to her, she will teleport away. Later in other area, she will ambush you with her gang. I would suggest not to damage her anyhow since this is not healthy for your xp. Plus, moonblade is not an excellent weapon to keep for yourself. sometimes, you damaged her and she will still offer the quest but after the conversation she teleports away. That would not do, as long as she teleports away, you'll have to reload from autosave and start from previous area. Move east and Kaitlin Silvertongue will cut in to ask for help. The situation is, villagers are being held as hostage inside town, door to town is locked, a device to open door is in Torak base, once you enter his base his gang will kill all hostage far away. During the conversation, you can also ask about a dam that she mentioned to gather some information. So you need a rogue to do the job. If your rogue is very bad at hiding, wait until night to try again. If you don't have a rogue, there is an invisible potion at (2196, 1414) a ruin north of where Kaitlin stands. Move your invisible member along the ruins and enter the base. Turn immediate west to uncover a roller (2203, 1109) which once used will open the door to village. Backtrack, move into the village at (1920, 1200) and save the village people. Once the villager are saved, report back to kaitlin for reward. A new guy, Arte, appeared to offer trading service. He sells a 'sure striking short sword' which would be useful later on. Besides, you can also buy gem bag, potion bag and scroll case which can collect all your miscellaneous stuff. Since the village crisis is sloved, feel free to move into the base and finish Torak for good. Together with torak is a key which opens the gate out of the village up north west. Moving up to the ramp inside Torak base, you arrive at a cave entrance. This would be the place where you recover the moonblade. Inside the cave you will encounter slime and slime zombie. i believe that slime is resistance to slashing damage and slime zombie is resistance to bludgeoning damage. Eventually you'll run into not-hostile orcs guarding sort of an entrance (3120, 1600). Vrel Vileclaw is inside at the end. it would be best if you just send a tanker inside to initiate the conversation. After which a fight will break out and the guards will turn hostile. A troll would not die just by any type of damage. When it is almost die, it will lay down, at this point it is immune to every damage. You'll need to use a fire or acid damage for the finishing touch, through spell, melee or range. Emma did give you a flaming oil when she offer this quest didn't she? Return the moonblade to Emma and you can leave this area to the next area via the ramp beyond village gate up north. --------------------------------------------------------------------------- 2.1.3 somewhere before dam ppg09 --------------------------------------------------------------------------- Nothing here, just beat everyone and go through. Straight north to where you started is a house guarded by gaints, the house has some minor treasure. As you turn at the junction at (1852, 948) you'll encounter Gaernat Sharptooth. He is the one who runs this pass. Just proceed where ever you can and kill everyone along the way. If you don't get along well with Emma in previous area and she teleports away. She will be waiting you here at south-western tip with her gang. --------------------------------------------------------------------------- 2.1.4 dam ppg10 --------------------------------------------------------------------------- As soon as you enter the area you'll be attack by priests (they all looked and functioned like driuds to me). They are accompanied by their pets and they cast 'entangle' to annoy you. Just at the entrance (2453, 497) is first of three 'support beams'. You'll have to destroy them all in order to destroy the dam. Pass through the camp you'll reach a broken bridge which need repair. go the other way and you'll reach a small bridge beyond it is a ramp and the 2nd 'support beam' at (1127, 369) which can be only reach by range attack or magic attack. Pass the ramp to the west end is the 3rd 'support beam' (130, 580) which you don't need to destroy but rather just 'take it' and leave. You get xp for destroying the dam. take the 3rd 'support beam' and place it one the broken bridge to get pass this area into your final destination. Remember to cast every protective spell before you enter the next area. --------------------------------------------------------------------------- 2.1.5 shaengarne bridge ppg11 --------------------------------------------------------------------------- This is why you are being sent for, to recover the bridge. The situation is, Xuki is defending the bridge along with tons of minions, Two ogre are destroying the bridge at the far end, you want to save the bridge. i failed once to prevent the bridge from being destroy but that does not end the game. i suppose that just yields less xp. Simple stuff, just join in the party and kill everyone you meet. You can save and rest anytime you want, and i don't think that resting would jeopardize your mission as while you rest, orge rest also. Do not work towards the western part yet, you should instead move towards the bridge at east. As you draws near the end of the bridge you'll meet Xuki. She'll talk with you and offer you something. DO NOT bargain with her, directly end the conversation and kill everyone. If you go into that conversation, you are falling into Xuki's trap as she is just only trying to buy some time for the orge. As soon as the conversation ends, the bridge is destroy. so don't ever go into that. Over Xuki's body you'll find 'bag of holding' which can carry everything. i place it under my sorcerer so that everytime he identifies an item, i can just place it into the bag. --------------------------------------------------------------------------- 2.2 horde fortress ppg12 --------------------------------------------------------------------------- ==GENERAL== This time we strike at the Horde Fortress. Ulbrec has sent two scouts to uncover the fortress. You'll need to meet with them and and aid them to destroy the fortress or rather, destroy the fortress yourself. --------------------------------------------------------------------------- 2.2.1 outside fortress ppg13 --------------------------------------------------------------------------- You meet Ennelia at the entrance, get every piece of information available from her. Remember to offer help to find her partner Braston as well. at the end of conversation remember to offer her healing potion for some xp. The fortress entrance is top north and it is heavily guarded. Once you touch the gate, worg raiders will teleport out of nowhere beside your weakest members. We don't want to risk for that. There is an alternative. A cave entrance at west will lead you inside the fortress as well but you'll need a key to open the gate blocking the cave entrance. Throughout the area are 3 major outpost with war drum. Once any of these outpost discover you, someone, usually a shaman, will beat the war drum and worg raiders will keep on teleporting beside you. If you rest anywhere, you'll likely be interrupt by half-goblins, goblins archers or ice trolls. Half-goblins and ice trolls are hard to beat but yield some amount of xp. If you want to avoid the trouble, consider talking to Ennelia to rest there. Now to deal with the 3 war drums first. First is to the west of your starting position beyond a bridge. The bridge is trapped. and a shamann stands at the end of the bridge. As soon as he sees you, He will move north to beat the drum. So you need to kill him first. What i did under normal mode is just rush in with tanker infront of course, ignore the traps because it wouldn't kill me. So soon as i see the shaman talking something about beating the drum, i send my spellcasters (sorcerer, wizard and druid) casting 2 magic missile and sunscroch on him. Then continue casting another 2 magic missile and sunscroch again. Before the shaman is out of sight, he should be taken care off. If so unfortunate that he is out of your sight. i suggest you reload. Second outpost is at (1173, 631). Beyond a camp guarded by winter wolves and a trapped bridge. Start from the main path where you started the area and follow it north till the end. The third outpost is a bit tricky. There are two ways to approach it. Beyond first outpost, follow the path to the north, pass the trapped bridge. Alternatively, from second outpost, go east, pass the fortress front gate. i think that while passing the the front gate you might trigger teleported worg raiders. Furthermore, going this way you will encounter large amount of worg raiders and the drum beater is way back and out of your sight. Talking the bridge path, you'll have a better sight of the drum beater, a witch doctor. While clearing the third outpost, careful not to go too west into an encampment. If so, you'll have a difficult battle. The camp west to the third war drum lives Trugnuk. He is the one who is holding the key to the alternative path inside fortress. He is accompanied by ice trolls, shaman, and orc archers. The most annoying thing about him is he will cast 'entangle' and 'call lightning'. 'entangle' will limit your members' movement. 'call lightning' will still strike you from time to time even after he dies and you linger around his body. Over his dead body you could find the key to the cave entrance. Now you get the key, follow the path beyond second outpost to south then west, pass locked gate, into the cave. --------------------------------------------------------------------------- 2.2.2 cave to fortress 1 ppg14 --------------------------------------------------------------------------- To the north is a locked door that needs password. To the south is a whole company of strong goblins. You definitely need summons to help you out. West from here you'll reach a junction where turn south again you'll meet a company of strong orcs. Here you'll get the first of many to come 'dart that returns to user'. Continue from here short west to another junction. To west is another company of goblins, to north is a goblin called Pondmuk. Make a deal with him in order to know the password. Move north from the goblins company to reach a door. Beyond that is a few sipders occupying a vast area. One of these is a queen spider at north end. Offer Pondmuk normal and big spiders for xp plus a password to the locked door, "chimera". If you ask his help to rest there, you'll be attack by his gang during your rest. Now you have a choice. Use the password and go in from front door or through the sipders lair and go in from back door. Both way works, but front door is a better choice for the drum beater is at the front door. Once inside, kill the blue orc first since he is the drumer. Move around to discover an orc chief in north, and trolls in north-west, and the war drum to the west. From war drum move south to speak with Vunarg. You can convince him to bring his people back home for 700xp by selecting second conversation option all the way or just kill him and his horde for more xp. i think you need 'diplomacy' to convince him. Further east from Vunarg you'll meet a troll called Yquog. He needs you to fetch a message from Kruntur and he gives you a password 'xvim'. Now, before you are totally done with this quest, you cannot kill anyone, not Yquog, not his minions blocking Kruntur, not Kruntur. Any of these dies, the quest cannot be complete. So you are done in this level, move north, de-trap, enter to next level. --------------------------------------------------------------------------- 2.2.3 cave to fortress 2 ppg15 --------------------------------------------------------------------------- Deal with the welcome party. Move north is a band of sleeping orc. One of them is a drumer. If your rogue uses 'hamstring' you can slow him down from running to the drum at west. Rhe drum is guarded by 2 trolls. Ignore the bug prison first, go through the door, near the drum. To west is a band of mixed enemies, to the east is another war drum. After taking care of the enemies and war drum, you'll have plenty time to deal with the bugs inside prison. From the second war drum, follow the path to a farm(?) and a band of orcs. Among the their dead bodies, you'll find a 'Iron Ward Stone' keep it for later use. Move futher west can you'll meet Yquog's minions asking for password, 'xvim'. Move into the camp to find Kruntur (739, 1017). He will ask for you to fetch for him his brother's bracer from Yquog. move west from here and take a turn south to meet Yquog's minions again. No password needed. Follow the path to find companies of orcs. Like the previous one, you'll find 'Black Ward Stone' for later use. Right now you have should have taken a big turn back to the entrance. Now you can perform the usual fetch stuff. After all is done, kill everyone for extra xp and treasure. Exit to this area is at the north east tip. In case you are wondering, The ward stones that you kept are to enable you to exit this area here. By the way, the fortress will have a lot of items to loot, so you might want to go all the way back to targos empty your load at this point. --------------------------------------------------------------------------- 2.2.4 fortress ppg16 --------------------------------------------------------------------------- Not much story here, just hordes of orcs and goblins. Kill and loot everything you can, if you need to rest, it is safer to rest inside cave. Obviously, door at (825, 1071) is the one that leads into the fortress and gate at (869, 1613) is that one that leads back to outside fortress. --------------------------------------------------------------------------- 2.2.5 inside fortress ppg17 --------------------------------------------------------------------------- *please have a look at section (ppgbug) i start to wonder why does Black Isle design so many 'as soon as you enter, you will be attack by xxx' scenario. So, as soon as you enter, bugbears attack you. When bugbears die, the entrance will pop out an old orc who holds the key to the locked door. Note that you cannot rest inside fortress. open the door to find Sherincal and Guthma. After the conversation, proceed to kill everything inside. After a big tough fight, remember to save. Guthma's position is from entrance walk straight, first junction turn right, first room to the north. They have a lot of sorcerer and shaman and they are not shy to use 'web' which limits your movement and disrupts your spell casting. Don't stick your caster too close to your tanker. After all is clear, Braston is at the south-eastern tip which setting looks like prision or some sort. After conversation, he will follow the talker. Through the entrance, through the fortress gate and bring Braston to Ennelia. There was once that i lost Braston when entering the 'outside fortress area'. Loading the autosave will slove the problem. ==CONCLUSION== Simply put, you saved Targos. You have also discovered that behind the goblins attack is Guthma, behind Guthma is Sherincal. The next thing you need to do is to find Sherincal. Report back to Shawford and Ulbrec for reward and next mission. Now that targos is saved, Ulbrec wants you to meet with the reinforcement from Neverwinter which is long overdue. He wants to tell inform them of Targos situation and aid the other ten-towns (or nine towns). To do so, you'll need to travel in Oswald's airship. Shop for whatever needed as you will not come back to targos anymore. --------------------------------------------------------------------------- 3. chapter 2 ppg18 --------------------------------------------------------------------------- ==OVERVIEW== You travel in Oswald's airship and the ship crashed due to some unnatural ice storm. In here you will discover the real boss (or bosses) behind everything. But first you'll need to repair the crashed ship and investigate what's going on here. --------------------------------------------------------------------------- 3.1 foothills ppg19 --------------------------------------------------------------------------- Everyone is unconscious and boring beetles comes to attack you. actually, it is not unconscious, everyone is sleeping. so if you have half-elf or elf, they wouldn't be sleeping and can react fast to the threat. When this taken care of, shout at Oswald to wake him up. Now that the airship is broken, you'll need to help Oswald to repair it and find out what's behind the glacier that caused the crash. Recipe for repairing airship is in the table. As for the boring beetles shell, Oswald can make it into light weight heavy armor. Go for the fullplate, forget the other two. This could prove useful for your fighter, cleric and druid. You can only make one item at a time, so you'll need to come back several times to get more fullplates . Beside that, later when you encounter yeti or winter wolf, Oswald can make their pelts into several items. Go for the winter wolf item instead. A winter wolf item will provide the same cold resistance as yeti item in addition with +1 CHA. Now back to the recipe, you'll need spider slik, Thrym extract, belladonna, iron, 2 diamonds and woods, all 7 items. Inside oswald ship, you should able to find Thrym extract and 1 diamonds (2/7). Put them into the table and go to search for more. You cannot rest in here until the elimination of the boring beetles threat. The foothills area is heavily trapped, so plan your footsteps carefully. There are woods laying in the middle of the road which are trapped. These woods would be what oswald need (3/7). Sometimes, you'll see cultists running around. They are actually werewolves and some might suddenly attack you. The boring beetles nest is to the north (507, 1870). You'll need to kill the pool like nest. After destroying it, you can loot it for tons of potions. We will follow the path north beyond the beetles nest. Keep sticking to the side and head north. Till you arrive at a junction where a damage wagon is visible. To the east is a yeti band, to the north is werewolves base. Finsih off the yeti first. The locked box at (925, 1035) among the yetis has a quest item called 'Periapt of wound closure'. You can equip it if you want. In fact, i used it till the very end of normal mode on my fighter. Now head to the werewolves base and you'll meet Beodaewn, the werewolves head. He sells stuff so you might want to look at it first before killling him. There are at least 2 ways to expose him. open the trapped den behind him or use a paladin to sense his evilness. Beodaewn is not alone. He has followers. First time through the game i saw his gang of followers with him. Second time, he this alone. Third time, he is alone but after i rested near by, his followers re-appeared. As you approach the middle of the map, you'll encounter captain Yurst (1929, 1908). First you'll need to eliminate his attackers at south-western tip. Spiders should be coming out of no where while you approach the direct south juntion where yurst lies and is turing to east. Killing these spiders yields spider sliks (4/7). Move east and you meet gaints that throw rocks(?) at you. These are the one that you need to kill. When this is done, return to Yurst and provide further aid. Give him the periapt to cure his wounds, then squeeze every bit of information outta him before he dies. Over his dead body, you'll get back the periapt as well as some broken armor which serves as iron (5/7). From the gaints ambush to the north is a druids village. You will not be welcomed. Sent someone with high 'intimidate' over to initate the talk, detrap along the way. Odea, a panther, will talk with you. Ask about her, about Illium, ask her to show you to him. Then you'll be brought to meet Illium Ar'ghrenoir. Ask who gives him the right to deny passage, then further intimidate him and he will let you through. As a result, Sherincal jumps in, kills Odea and kicks you off hill. Anyway, you still granted passage. Follow the village path till the end, enter the stairs at (3440, 531) to go to a upper level. You don't want to miss the items that the panther dropped, don't you? After you enter, to west is the loot, to east is more loot. Detrap the bridge first, if not, it will trigger driuds near by to attack you, but the whole village wouldn't not attack you because this. Inside the house with several holes you'll find another diamond (6/7). Alternatively, you can 'pickpocket' Illium for belladonna. exit to the next area through north-east. --------------------------------------------------------------------------- 3.2 glacier crevice ppg20 --------------------------------------------------------------------------- Remember that this is still outdoor so your druid can use 'Call lightning'. All the doors here are locked, you'll need to find a symbol some sort to be able to open all doors. All the small pots here are actually shrine to Auril. If you want to take the items inside, you'll have to suffer some little damage. Go north, you'll see a note at the junction which left by Zack asking for help. Further north will have another note, left by Oria which pointed out that crystal golems are weak against bludgeoning weapons. Continue the path north as it leads, you'll meet the first crystal golem on the way. At the end of the path as it turns south, you'll see several pristress guarding 3 rocks(?). Activate the rocks and it will break the opposite ice, which gives you a medallion that enables you to open door. Now work your way to get the medallion. As you take the medallion 'Aurilite Holy Symbol', constructs in this area which used to be neutral will start to attack the symbol holder. Every door that you open, you will be attack by unavoidable 'ice lance'. The room at (563, 1268) has a spider with several deer. They are all friendly so don't attack them. The spider is Zack's pet. The door which Master of Locks escaped leads to a dead end, and you can hear Zack shouting for help at the other side. take the door above this one, at the end you'll meet the Remorhaz queen with priestresses. As the queen dies, the snow block behind will brust into fire and damage everything in a large area so beware. Beyond the snow block is lord Rengar. this guy can cast 'fire ball' and 'ice storm'. Beyond the snow block, to north is entrance to ice temple and a big fight. To west we go first. You'll see some necromancers here. Once you talk with them, they will attack you, at the same time, crystal golem will run from the door further west to aid them, so plan your position before engaging them. The door which golem rushed in leads to a hole. You'll need a small member (gnome, dwarf, halfling) to go inside and enlarge the hole for all members. It doesn't really matter if you don't have small one to perform the task. This hole leads inside a den in ice temple. There is a quest there which i'll cover it in 'ice temple upper level' since you can enter this place through ice temple. To the south are trolls and at the end you'll meet Zack, inside of a Remorhaz. Zack will ask for his pet spider which you already found. Then he will ask for any information abou this ice palace which you'll get later. Don't forget to ask for belladonna from him as this will complete our ship repair recipe (7/7). In addition, Zack sell stuff. Back to Oswald ship, place the last piece into table and report to Oswald. As you are leaving the ship, Oswald will suggest you to investigate the western pass. Backtrack all the way to where met lord Rengar. Summon and prepare everything. As you move to north, you will finally meet Sherincal. Keep asking her questions to discover who is the boss behind her. Depends on situation, Sherincal sometime retreats to the ice temple entrance. To climb the stairs you'll need to activate a device at the other end of the stairs. The device will be highlight in yellow circle if you pause the game. Shoot it with arrow once and the stair will open. Shoot it again and it will close. Sometimes, the priestresses will counter you and close the stairs. Enter the ice temple when everything is done. --------------------------------------------------------------------------- 3.3 ice temple upper level ppg21 --------------------------------------------------------------------------- Left and right of the hallway are two rooms with treasure. The right room will have a secret door that you need to uncover. We can deal with these later as there are prisoners dying and you need to rescue them. Proceed into next hallway, we will mark this as room A. You'll find two closed doors, between them is an opened door. Go to the north-west. You will need to lockpick the door. If you have problem lockpicking the door, then you'll have to go to the opened door and kill the high priestress inside to get a key. Now, the door leads to another door which leads to a prison. you'll meet Nathaniel (i think he is the little boy who stood at the entrance of kuldahar back in IWD1). You'll need to free him first. Simply lockpick the prison door. other prisons will have prisoners for you to rescue for some xp per prison (that's why i suggested to come here first) and a table with an unimportant note in it. Once you freed Nathaniel, ask for more information about this place and the glacier. For now, you cannot use magic in this area. Since you cannot use magic, you might want to lure enemies back to previous area where you can use magic. You can go past the south wall in the north room past the prison. Eliminate every enemy nearby to have an easier fight later. go into the north door of the room and you'll encounter high priestress Lysara (1/3), one the three high priestresses in ice temple. Remember to squeeze every information before engage into battle. She mentioned about Lysan. Lysan is the priest that was kill in IWD1. there is a dais in this room which control several things. stand on the left side to turn the dais rotating left, stand on right side for right. -to disable the antimagic field, right east, left west. -to open a locked study room in this level, left southwest, right northwest. -to open the three locked door here, left north, right north. The three locked door leads you to an Abishai den. You can only enter it will full health member since blood smell will trigger the Abishais inside berserk. one of them, Xhaan, will approach you and offer you a quest. remember to ask about the voice he heard so that he mention the name 'Aiej-kllenzr't'. Backtrack to room A, and enter the opened door in the middle. inside is a church like area with high priestress Cathin (2/3). As you are fighting, Reinforcement will come from behind so beware. Proceed north to a hallway with three rooms. The first one will need to use the dais to unlock. The thrid one will have the information about how to defeat Aiej from ondabo, a djinni or genie like npc. The room north to this hallway is the entrance to lower level, guarded by a horde of trolls. Backtrack again to room A. Enter the south-west door, which should be open then during your fight with Cathin. Not much story here, just search and kill along the way. At the north end of this area (2962, 1300) is a magic staircase. There is a painting at its north wall which you can talk to, with different passward it will lead you to different area. you will need to use this later. Lastly, there is a long secret hallway with its ends at (250, 2771) the room south of prison and (2372, 2009) the hallway east of church. Nothing is here, just eneimes to kill. When everything is done, proceed to the lower level through the door at (2618, 775) top north. At this point you have several things at hand, find Nathaniel's equipment, free Abishai and find the last high priestress. --------------------------------------------------------------------------- 3.4 ice temple lower level ppg22 --------------------------------------------------------------------------- Level two is beyond by descrpitive ability, so i'll draw you a map. ----------------------------------------------------- | | | IN | | | | N.T | N.T | | ORIA | N.T | | | | | | | |--M----------M-------------- ------X1-------M-----| | * | | --------------X3-------- ----------------- | | | | | | | | | | AEIJ | TRE2 | X4 N.T | | | | | | | | | | |---X8---| -------- -------------- | | | | | | | | X7 SHA | PRISM | | | | | | | | | |--------|--------| |----- | | | | REST | EGR | | N.T | | | | | X5 | | | | ----------------------- ------------------ | | P |-----------------------------M-------------M-------| | MIR | | | | | | M | | | | |-------X6-------| | COF | M B.S | | TRE1 | | | | | | | | | | | ----------------------------------------------------- IN is the place that you arrived in. P is the exit to upper level that will ends up in the talking-painting-staircase. X are doors that need to use special method to open. M are just ordinary doors, either locked or not. Room N.T means rooms that has no story, you can just go in and loot everything. * is an adjustable mirror We will play with the PRISM in the middle first. To adjust the prism, pull the lower trigger (2029, 1183); to shoot the prism, pull the upper trigger (2068, 1131). If you by chance broken it, you can repair it using switches in room B.S. Adjust PRISM to face northeast to open X4. The room contains some spell scrolls. Adjust PRISM to southwest to open X5. you will find Nickademus sleeping. Touching, and JUST touching the closet beside him will wake him up. When you ask for his help, he will ask you to do a future favor for him, of course you'll have to agree. now you have a choice: 1-Asking help for defeating Aiej-kllenzr't, he will give you some magical bluff. 2-Asking about sharing wisdom, he will give you xp worth of 5000+. 3-Asking for sharing treasure, he will give you some stuff. Now, i suggest you take the xp because Aiej is simple to defeat; the stuff he gives is actually stuff that are in his closet. DON'T not try to unlock his closet at this point. Doing so will make him hostile. If you kill him, the game ends. You can take the stuff when you are about the leave the temple for good. Apart from this, you can squeeze a lot of information from him since he is the architect of this ice temple. Room COF is a room filled with coffins and shadows. One of the coffin at northwest tip is open-able. You'll have to open it of course. Room MIR is a room with two mirrors in northeast wall containing Talisman henchmen. When you touch the other two mirrors in northwest and break them, these people will be released and attack you. Now adjust the prism facing south, the light will shoot to room COF, takes a few bounce, passes opened coffin, hit mirror in room MIR and break door X6. Room TRE1 is where you find one of two nathaniel's stuff, a bag with his name. Don't return to him yet, you might miss a sub-quest. Now we will play with the talking-painting-staircase, access via stair P. Talk to the painting as talking to normal npc, you'll be given choice. Different answer will change the destination the staircase leads, below are the choices and their respective destinations. 1 - death to kuldahar = exit P 2 - lysan = room SHA 3 - auril shower me with strength = room B.S 4 - in auril's name bla bla bla = TRE2 5 - bedroom = nickademus's bedroom 6 - from the sea of moving ice bla bla bla = abishai den 7 - hmmmmm....interesting = glacier crevice entrance In room SHA via the talking-painting-staircase, send someone near door X8 to take damage so that you can open door X7. Adjust the mirror * far away near the entrance facing left. Adjust prism facing north and shoot it. The lightning will take a few bounces eventually ends up hitting X8 thus open it. Send a rogue to enter the room, the altar will talk to you, choose the answer with the name 'Aiej-kllenzr't'. The door X8 will close and the altar will attack you with 'Whirlwind' which your rogue will have no problem evading. When the door opens, enemies will come from north and south of X7 to attack you. When everything is done, report back to Xhaan for reward. In room TRE2 you will find another Nathaniel's stuff, 'Ring of Ram'. You have a choice of returning this ring to him or not. To me, the ring isn't any wonderful so i rather take the xp. When you return both item to him, he will leave. When he leaves, so as oswald, so you'll need to plan this carefully. Inside room B.S you will find a lot of triggers. The three at the southwest are, from bottom, activator, selector 1 and selector 2. Flip it stands up as on, flip it lies down as off. - 1 off, 2 off for battle square - 1 on, 2 off for matainance, repairing prism - 1 on, 2 on for nothing - 1 off, 2 on for inner sanctum, we have use later Play the Battle Square and win line of 3 squares to obtain key to Oria's room which opens X1. She is accompained with tons of winter wolves. When she was damaged enough, she will threaten to break her staff and disappear. Moments later she will come out of no where and attack you. At this point you cannot hurt her whatsoever. Rush over to nickademus and ask to him advice. Now you know that you have to do, rush to room B.S and turn on the inner sanctum mode. when she dies, remember to deactivate it. --------------------------------------------------------------------------- 3.4.1 battle square ppg23 --------------------------------------------------------------------------- 1 off, 2 off and we can play the famous battle square. The game is like this, you select a RANK via other triggers in this room. The crystal golem will inform you which rank selected. After selected the rank, you activate to play. Everyone but the activator will remain here. others will be teleported to room REST and cannot come out. See the nine squares on the floor? Click on it to call forth a monster, you defeat it in 60 seconds, you take the square. Whenever you link three squares, you win the LEVEL. Win LEVEL 1 to 5 in order to win the RANK totally. The screen will shake when you achieve RANK mastery everytime. Below are the suggested patterns of selecting square to win LEVEL 1 to 5 of any given RANK. ---------------------------------------------- | Level1 | Level2 | Level3 | level4 | level5 | ---------------------------------------------- | x - - | x - - | x - - | - x - | - x x | | x - - | x - - | x - x | x o x | x o x | | o - - | o - x | o - x | x - x | x x - | ---------------------------------------------- - are the one that you ignore, x are the one you select, o are the one you select last. Anytime during the game when you feel that things are getting out of hand, pull the activator to deactivate the game. The reason you want to play the squares is to get the key for high priestess Oria's room and to get some excellent stuff. If this is the first time your band go into the game, you'll not have the ability, or rather, the strong animate undead to complete highier ranks. One way to get around this is to export your character, adjust his/her level to 30, complete the squares, get the stuff, delete the character, import back your original one. There are several strategies or cheats to complete all rank. My strategy is simple, summon six animate undead, activate the square, and let the undead deal with everything. Sometime the crystal golem might discover my undead during a fight and teleports them to room REST. The situation gets ugly if the enemy is a demon, a four handed monster named Gelugon, and the golem teleports the undead it was fighting to the rest of your member. That demon will teleports itself to chase its enemy and all my other member suffers. Items for completing a rank (under HoF mode) - rank 1 = Warded Dragon's Belt - +3 reflex saves - 6/- cold resistance - rank 2 = Potion of Holy Transference - permanantly +2 wis, -1 dex - rank 3 = Cornugan Hide Armor - damage reduction 10/+2 - regenerate 1 hp per 10 rounds - rank 4 = Boots of Grounding - 6/- electrical resistance - rank 5 = Throwing Axe of Shocking Burst - return to user - 1d6 electrical damage, 10% chance of extra 1d10 electrical damage - +5 for hitting - rank 6 = Club of Disuption (** MUST GET **) - undead and outsiders must make fortitude save or destroy - +5 for hitting - rank 7 = Ice Spear +4 - cast ice lance 1/day - rank 8 = Composite Longbow of Empowerment - random +4 on str, dex, con, int, wis, cha for 5 rounds when damage by melee - rank 9 = Wand of dead - cast animate undead - rank 10 = Brilliant short sword +5 - attack ignore shield or armor bonous - upon completion of all ranks = Bracers of Icelandic Pearl - cast lesser planar binding : water element 1/day - cast cone of cold 1/day - cast horrid wilting 1/day --------------------------------------------------------------------------- 3.5 chapter ends ppg24 --------------------------------------------------------------------------- When everything is taken care of, return 2 of Nathaniel's stuff back to him and report that you have killed the 3 priestresses. He will now leaves the ice temple to the glacier crevice, follow him. Once out, you'll be taken to middle north of the map, Nathaniel will 'melt' the glacier and the remains of Neverwinter force will arrive leading by Ingrath Mariner and Rahm Dammel . As the conversation ends, you'll present both with letters that you kept so long ago from Targos by Denham. after you exposed Ingrath, he and his goons will change to dopplegangers and attack you. Rahm and his men will help out. Return to Oswald crash site to find that he has already left. pick up his note and potion. you can wipe out the druid village if you want, they have some nice stuff. When you are done, exit via the melted glacier, north of glacier crevice to the next chapter. If you don't have the letter, you would not expose Ingrath here. He will ask you to meet in outside a dragon's lair entrance. When dragon attacks, he and his gang will run away. When you defeated the dragon, he will come back and attack you. ==CONCLUSION== Oswald left, and you are to pass the western pass by foot. now you have names, the organization is the Legion of Chimera, the leaders are Isair and Madae, the place is Severed Hand. As the story goes on, you'll know what they want. --------------------------------------------------------------------------- chapter 3 ppg25 --------------------------------------------------------------------------- ==OVERVIEW== Frankly, i am a bit confuse about the story and the realistic purpose of chapter 3 and 4. Originally, the band was assigned to find the Neverwinter reinforcement, and the band did, at the end of chapter 2. So there is no purpose for the band to travel any more right? But, instead, they continue to travel with a clear destination, which is the Severed Hand. so my best guess would be, as the band was fighting with Sherincal in chapter 2, they already made up their mind of going to Severed Hand to end the madness. That's why they keep on travelling, through western pass and eastern pass. So now you are, passed the western pass, and going to pass eastern pass. But then you discovered that eastern pass is blocked by Legion of Chimera, So you have to shift to the Underdark. Also, in the middle of chapter 3, you will meet your final bosses, Isair and Madae. --------------------------------------------------------------------------- 4.1 wandering village ppg26 --------------------------------------------------------------------------- You want to get pass this area, the villagers here see this as an oppoturnity to ask for your service to clear the evil in this area. Due to the fact that you need to run back and forth to do all the main quests, so walkthrough in this part will be written as quest based instead of area based. Note that you cannot rest in this area unless asking a priest. As you move, you'll meet Thvara Baelm and his babaric gang as a junction. When the conversation draws to an end, you can tell the gaint that you are going to kill everyone so he better run away if he wants to live. North to the junction is a dire wolf den, we can take care of that later. South is a grave guarded by an undead named Sordirsin, this one is quest related. Don't touch his grave at the moment. West is the wandering village. Move there and you'll be approach by villager who instruct you to meet their elder, Souma. As you move into village, you'll meet the infamous Nym. back in IWD1, he single handedly caused the destruction of elves and dwarves. He will ask for your destination and suggest an alternative through the Underdark. If you have the bonus cd installed, Nym's merchant inventory has something called 'Avarine Decanter'. Use it to summon a djinni merchant. The merchant don't have any woo-ahhh things to offer. Instead you free him on the spot, you'll get real woo-ahhh items, including a +5 to armor bonus non-magical bracers. Or you can summon him 3 times and at the end of third times you'll be attacked by his band, that's gives you little amount of xp and some mostly masterwork grade stuff. Souma is at the north west in the village, you get quests from her and she sells magic scrolls also. Right to souma is Jari who needs a wolf pelt, if you don't have it now, we can get it later. Right to jari is Tahvo who sells and buys weapons and armor. South to Tahvo are Carita and Leevi. South to the couple Venla who is like the priest who sells and buys potions. --------------------------------------------------------------------------- 4.1.1 the missing children ppg27 --------------------------------------------------------------------------- First quest that Souma gives is to aid Venla. There has been quite an amount of missing children lately and Venla wants you to investigate. Off to the Fell Wood via the exit at east of village. At this point you can approach Tahvo and Venla asking them to spare some weapons and potions to you. Into the area before Fell Wood, move west and you'll encounter a horde of trolls at a junction. The road to north turn west leads to a iced dead body , we have use of that later. The road to west leads to a band of babarians who are searching for Thvara you previously kill. You can rest in this area but 80% of the time you'll be interrupted by snow trolls or dire wolves. When the area is cleared, you can now go into the spooky tent in (2404, 629). inside the tent you'll meet Limha and Agog. You can buy some stuff from Limha but don't buy any spell scroll from her even if you needed. We can get all the scrolls she posses later. Obviously you cannot get any information out of her. You can rest here if you want. So leave the tent, into Fell Wood we go, via exit at east. This Fell Wood is a maze. You take a wrong turn, you end up running circle. You can always back out by selecting the west exit and restart the maze. Sometime you might get caught by roots that damage you. These are actually traps that you can detrap. The enemies in this area are smart, they will go to your weaker members, so beware. Most of the undead here will attack my cleric first. Attack from undead might drain your energy noted by a horizontal red line in your potrait. You'll need restoration spells to cure it. as you enter Fell Wood, a ghost greets you, telling you some general information. Take the north east exit into a winter wolves den area. The pelts you collected, you can spare one to Jari for some xp. He doesn't have anything good in return so don't push him. From here go north to encounter some snow trolls for xp. Below is the path you take to seek out a dryad that will help you with the mission. From the ghost take exit northwest --> north --> east --> east You reach a small opening guarded by some undead. Kill them all to release Carynara the dryad. She'll point out that there is something fishy about Limha. As for the question about passing the wood, you'll need a high charisma person to charm her for pointing out. The route she pointed will be used later. Now back to Limha to expose her. She will run away and Agog will attack you. Don't waste much spell on Agog. as Agog dies, you rush outside only to find out that Limha had placed a small band waiting for you. Usually, she will then retreats back to the north of the junction where she can continuingly summon minions to deal with you. When these are taken care of, loot her body to find a scroll case that holds every single spells that she sells. report back to Venla and Souma for reward and next quest. --------------------------------------------------------------------------- 4.1.2 the returning dead, or undead ppg28 --------------------------------------------------------------------------- Second quest is to aid Tahvo. West of the village is a grave guarded by an undead called Sordirsin. Someone stole his drinking horn, and you need to retrieve it. once again to the fell wood. routes for recovering drinking horn, - longer route to cover every enemy from the dryad area take west exit --> spiders, southeast --> trolls, northeast --> undead, northeast --> southeast --> northwest --> southeast - shoter route from dryad area take west exit --> southeast --> northwset (where you enter) --> northeast --> southeast --> northwest --> southeast The undead in the 'undead area' will regenerate, giving you some xp to earn if you want. Take the loop from undead, northeast --> northeast Eventually you'll arrive to an area with standing stones and a dead body among them. Loot that body for drinking horn. Take the west exit, return the horn to Sordirsin, loot his grave for treasure, report back to Tahvo and Souma. As you report back to Souma, Nym will leave. Remember to shop him for items before this. If there is one thing you cannot miss, that is the antimaigc scroll that he sells, you MUST buy this. Beside that, he has a mace that deals fire damage, this could be useful aganist trolls later. --------------------------------------------------------------------------- 4.1.3 the silent ghost ppg29 --------------------------------------------------------------------------- You are to aid Kurttu as the third quest. She is at south of Souma (1897, 674). Kurttu has a stepdaughter named Carita (2402, 570) who is married to Kyosti. Kyosti is dead and his soul can't speak. Beside that, Carita seems to have something going on with Leevi (2431, 581) both Kyosti's friend and enemy. Speak with Carita and Leevi to squeeze some information then off the Fell Wood again. Ask the ghost in Fell Wood about Kyosti and he will ask you to free them by destroying the ghost lights. From the standing stones where you found drinking horn take the east exit --> undead, southeast --> northeast --> northwest --> undead, 2 bridges, northwest --> 3 bridges, northeast --> 3 bridges, fully prepare, southeast This will leads you to one of the hardest fight in the game, especially if this is the first time your band into the game. These so called will o'wisps deal electrical damage. On top of that, they teleport around, making you chasing them wildly. Now, range and magic might work well. But then they seem to have very high resistance to magical damage, i think they are immune to magic. So your casters will be busying running around to avoid them and your fighters will be busying running around to damage them. When this is done, take west exit and return to the ghost. Unfortunately, among the ghosts you freed, you can't find Kyosti. But the ghost points out that you might find Kyosti in the area before Fell Wood. At the mean time, you gain 'Fell Wood remains' which you can present it to Souma for reward. Kyosti's ghost is lingering around northwest (640, 563). As you approach the junction, you'll be ambush by dire wolves from both sides, so be prepare. Approach Kyosti to hear his story. Report back to Kurttu and Souma for reward. As you are speaking with Souma, something happens. Go through the story and fight whatever enemies come to you. Before you leave the place, remember to present 'Fell Wood remains' to Souma and make sure you buy at at least 2 ropes from Tahvo. As you enter the Fell Wood, you'll see a tree pops up, kill it for xp. Exit from northwest then north. You'll encounter more of these tree monster called Dark Treants. Finish them all and the north woods will open you an exit. --------------------------------------------------------------------------- 4.2 cold marshes ppg30 --------------------------------------------------------------------------- Spiders, trolls and babarians make up this area. If you rest in this area, chances are you'll be attack you trolls and babarians. So, if you have sleeping problem, you can always go back to fell woods. Work your way uneasily to the east and meet Hadbruki and his gang who are guarding the Gate-of-Stone. from left to right is 1 to 3, from bottom to top is A to D. my fastest way to open the gate would be, move A2 to left, B3 right, A2 right, B2 right, C1 left, A2 left, B2 left, C2 left, D3 right. Depends on how well you mess up this gate, babarians will pop up from the south of the gate to attack your band. at the south of the gate, moving across the frozen river, you will find frostrose at (3279, 2173). ==>According to [scyther36] from gamefaqs.com IWD2 forum, The healer lady, Venla?, from the wandering village is looking for one to create some potions so it's worth some EXP and a couple of potions that she gives to you for finding it. Get a full rest before you proceed to next area. --------------------------------------------------------------------------- 4.3 river caves ppg31 --------------------------------------------------------------------------- River caves have an outpost of a Duergar (grey dwarf) company. Duergar to dwarf is like drow to elf. These dwarves are do not getting along well with the Black Raven monks live on top. They will see this as an opportunity asking you to clear out the monastery. --------------------------------------------------------------------------- 4.3.1 river caves entrance ppg32 --------------------------------------------------------------------------- Prepare everything as you will be facing white dragon. If you did not expose Ingrath in the glacier crevice at the end of chapter 2, this is where you'll meet him and end his life as he tried to end yours, after you killed the dragon. As you approach the west near the entrance, white dragon will come out and some wyrms will pop up around you. It would be best if you