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Walkthrough

by Haeravon

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o======================================================================o
|								       |
|				Icewind Dale			       |
|								       |
o======================================================================o
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
Icewind Dale in the title, or I'll probably end up deleting it as junk.

Table of Contents
o======================================================================o
I. Introduction 			{INT001}
	1. Email			{INT002}
	2. General Information 		{INT003}
	3. Play Throughs		{INT004}
	4. Party Roster and EXP		{INT005}
	5. Items			{INT006}
	6. Traps			{INT007}
	7. Quests			{INT008}
	8. HOW AI			{INT009}
	9. HOW Experience Cap		{INT010}
	10. HOW Conjurer		{INT011}
	11. HOF Mode			{INT012}
II.  Character Creation			{CHR001}
	1. Composition			{CHR002}
	2. Gender			{CHR003}
	3. Race				{CHR004}
	4. Alignment			{CHR005}
	5. Attributes			{CHR006}
	6. Hitpoints			{CHR007}
	7. THAC0 and Armor Class	{CHR008}
	8. Weapon Proficiencies		{CHR009}
	9. Mage Spells (Scrolls)	{CHR010}
III. My Party				{PTY001}
	1. Paladin			{PTY002}
	2. Fighter/Cleric		{PTY003}
	3. Ranger/Cleric		{PTY004}
	4. Fighter/Thief		{PTY005}	
	5. Fighter/Mage			{PTY006}
	6. Thief/Mage			{PTY007}
	7. Confessions			{PTY008}
IV. Prologue/Easthaven			{WLK001}
V. Kuldahar				{WLK002}
VI. Vale of Shadows			{WLK003}
VII. Temple of the Forgotten God	{WLK004}
VIII. Dragon's Eye			{WLK005} 
IX. Severed Hand 			{WLK006}
X. Dorn's Deep				{WLK007}
XI. Wyrm's Tooth			{WLK008}
XII. Lower Dorn's Deep			{WLK009}
XIII. Easthaven				{WLK010}
XIV. Final Stats			{FIN001}
XV. Miscellaneous			{MSC001}
	1. Experience Tables		{MSC002} (In Progress)
	2. Jester's Bag of Holding	{MSC003}	

o======================================================================o
|								       |
|			Introduction {INT001}			       |
|								       |
o======================================================================o
This is my first FAQ, so the format isn't going to be very good. I
attempt to write a lot of FAQs as I play through games.. I just never
finish them. This isn't exactly what I'd call 'finished', and I do
plan to add Heart of Winter to this FAQ, I'm just not.. playing it,
yet. My reason for writing this FAQ is simple-there simply weren't any
FAQs for IWD that suited my play style. This isn't to say there aren't
any good IWD FAQs out there, mind you. I'd like to make FAQs for the
Baldur's Gate games, but frankly, I don't think I could add anything
insightful. That game has some of the best FAQs written, without
stating specific examples. I'm working on a character creation FAQ for
Fallout 3, a Shining Force 1 & 2 FAQ, and I'm thinking of possibly
writing FAQs for Dead Space and Planescape: Torment. We'll see if I 
actually finish any of these though.

Email {INT002}
o======================================================================o
If you are emailing about alternative strategies, that's fine. I'm not
terribly interested in how you think building a different party is
better for such and such reason. Not that it's not valid, it probably
is, I just don't care. Write your own FAQ. On the other hand, if you
have insight on some of the character types I've made, then by all 
means. (For example, if you think a Druid is a super awesome class and
it should be in any IWD party, I dont care. If you have an idea on how
to improve the general build of one of the characters below, by all
means.) If you find another item than I've found, that's fine too. I'll
try and give as many alternative drops as I can, but this game isn't
going to consume my soul. I wont bother looking for the drop location of
EVERY item in the game, since many of them are random. I'll give credit
if I use the information provided in any emails I get.

General Information {INT003}
o======================================================================o
Throughout the guide I give brief descriptions of areas, the monsters
therein, the treasure to be found, and the traps. I prefer not to be too
domineering, and I wrote this guide loosely so I wouldn't be holding
anybody's hand through the game. If you want a more mindless Icewind
Dale experience, I'm sure there are more condescending guides out there.
I will talk strategy and make notes of equipment updates as I go through
the game. Depending on your party and strategy, this could be utterly
useless information. So be it. Skip it. It's especially hard when half
the equipment in the game isn't static, so it might be difficult to plan
characters around this guide. My party and play style represents one of
many ways to tackle this game, certainly not the best, if such a thing
even exists. I would suggest having at least one Mage, Cleric, and 
Thief. If you don't have these characters, it's not a problem with the
guide that you're losing, you just aren't prepared to complete a D&D
based game. The goal of this guide is to provide strategy and pertinent
information throughout the game without controlling the experience. I
word the guide in terms of what I did. I'd prefer this guide to be a
checklist with some suggestions mixed within. It is, however, a guide.
There will be spoilers.

Play Throughs {INT004}
o======================================================================o
I did a total of three play throughs of the normal game. One playthrough
I only went to Yxunomei. The second, I played through the entire game
(most of the guide is a compilation of the 1st and 2nd play through).
The reason for this is simple, I didn't have HOW until halfway through
the first play through. I decided to start over with the same party
(and gear) after installing HOW to make sure I didn't miss anything.
Up until Yxunomei on the 1st play through, I went through the game the
same way every other player did. By the 2nd play through, I had two
chances at the same loot for the first half of the game. This gave me
some specialized loot that I wouldn't have gotten in one play-but most
of this loot was inconsequential (seeing as how it's from the first half
of the game.) In the end, nothing I had by the end of the game the first
time was any better than anybody else could get in one play through. I
did a 3rd play through with my party to further fact-check and to 
provide further examples on what loot might be found. I wont pretend 
that loot I found is from one play through, but I will denote when loot
deviates from one play to the next. Bottom line, at the end of the guide
you can see what items I found and how far my characters got. This is
what you should expect from the game. Repeated plays show what you could
alternatively find. I noted alternative drops by noting (2nd play) or
(3rd play) and the items that were different. If there is not one of
those headings in parentheses, they were either found on the legitimate
play through, or the drops were the same on all three play throughs.

Party Roster and EXP {INT005}
o======================================================================o
Keep in mind, characters lower on the party roster will receive less EXP
than characters towards the top. When Icewind Dale has to round EXP, it
give the left over to the first character(s). This tends not to be an
issue later in the game, as higher, even numbers tend to round easier.
It's not much of a difference. At 200,000 EXP, the difference between
the first and last character's EXP was 603.

Items {INT006}
o======================================================================o
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). Some items in chests may be variable,
between patches items certainly change, but also different play throughs
can yield different results in the same container. Gold is always
variable, so I'll just give the gold I found, this should give a general
idea of what amount of gold you'll find, if not the exact amount. Also,
enemies drop different items in different play throughs. For example,
in one game an orc named Uligar dropped The Merry Short Horn, in another
he dropped a shield called Stoutward. The armored skeleton Therik 
dropped a Ring of the Warrior first time through, and a Phase Dagger on
the second. I'll record what I found, but you shouldn't be surprised if
you find something different. If you are not playing HOW you WILL find
different items.

Note: In HOW you can highlight interactable objects in the environment
by holding down the Alt key.

Traps {INT007}
o======================================================================o
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, I intended to disarm traps I come across, and
frankly, it's just too much of a bother determining the sort of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.

Quests {INT008}
o======================================================================o
I'll try and list when quests are recieved and concluded under the
***QUEST*** heading. Whenever that shows up, the following text relates
to the beginning or completion of a quest. It may or may not be relevant
to the text above the heading. Some quests are broken up into multiple
parts. If you're using this guide, I assume you're reading through as
you go. Some quests are resolved under one heading, others are updated
through multiple headings. If you read along, you'll complete the quests
eventually. I tend to try and warn you when a quest will not be resolved
for a while, so long as you're reading you'll be ready for this. Some
quests are resolved multiple ways, and I try to cover this all in one
heading. The rewards are usually the variable parts. I list the rewards
under the ***REWARD*** heading, these always pertain to the quest
heading immediately above them. For quests with variable solutions I'll
put variable rewards where appropriate.

HOW AI {INT009}
o======================================================================o
The HOW expansion seems to make baddies more aggressive. Some hit-n-run
tactics simply don't work well anymore, as the computer will manage to
hound you pretty effectively at times. This isn't to say the AI in this
game is flawless, hell no. Just keep in mind that you're less likely to
be chased far by non-expansion IWD monsters.

HOW Experience Cap {INT010}
o======================================================================o
HOW expands the experience cap to 8,000,000. That allows you to hit 
level 40 as a Fighter, 31 as a Mage, 46 as a Thief.. You get the idea. I
have a hard time believing those levels are necessary. In any case, 
unless you wanted to scrape a 3rd proficiency point into Bows or 
something, there's still no reason to go past 9th level as a Fighter.
Even then, 12th level will suffice, but that's a long way to go,
1,000,000 EXP means a lot of power leveling, or a long long time without
magic. Even then, after you dual-class, you'll need 1,125,000 EXP as a 
Mage to get the Fighter perks back. That's 2,125,000 EXP. Good luck.
Fighter/Thief is more plausible at 1,660,000 EXP.

HOW Conjurer {INT011}
o======================================================================o
Originally, it seemed like a good idea to specialize my Mages into
Conjurers. They get extra make-em-go-boom spells, and they lose high-end
divination. Phhbt. Unfortunately, in HOW Black Isle decides to change
a Conjurer's limitation from divination to Invocation. This takes away
a good number of the Conjurer's offensive spells, and really isn't worth
the trade off. For HOW, stick to plain Mages.

HOF Mode ***SPOILERS*** {INT012}
o======================================================================o
Heart of Fury Mode is essentially the 'ultra hard' difficulty for the
game. Monsters have massive amounts of hitpoints and they give much more
EXP (you can expect 2060 EXP from goblins in Easthaven at the beginning
of the game.) To actually make the game challenging though, Black Isle
puts in more monsters, and changes up the AI. In the first orc caves
outside of Easthaven you'll fight alot more ogres in HOF mode, at the
end of the game, Belhifet will come to fight with two iron golems and
two cornugons, and he'll actually bother to use a powerful dispel on 
you. Unfortunately, better gear is not found in HOF MOde, and I didn't
bother to play through it all the way. If you want to get more out of
IWD, play HOF Mode, but I won't be covering it in this guide.

o======================================================================o
|								       |
|			Character creation {CHR001}		       |
|								       |
o======================================================================o
Below are some simple suggestions for creating characters in Icewind
Dale. If you know how to play 2nd Edition D&D, you probably don't need
to read this.

Composition {CHR002}
o======================================================================o
You need a Thief, you need a Cleric, and you need a Fighter. In the 2nd
Edition system, dual-classing with human characters allowed you to get
multi-functional characters. You can be 'hardcore' and play with less 
than six characters (A Fighter/Mage, Fighter/Thief, and Fighter/Cleric 
dual combo would be more than sufficient.) The game is easy on the 
normal setting, it can be made even easier by using certain tactics 
(I.E. Fighter/Mage dual with Tensers, Stoneskin, Haste, Mirror Image, 
and Greater Invisibility and a Ring of Free Action can win any fight.) 
Simply put, the human race with the dual class ability is probably the 
strongest way to go.

Gender {CHR003}
o======================================================================o
Gender in no way affects the game.. except for Llew's reaction late in
the game. The biggest draw for having a mixed gender party-there are
only so many portraits to go around. Unless you import your own. Get 
your hands on some Icewind Dale 2 portraits-some of them are rather 
nice. Also, they fit with the other generic portraits better.

Race {CHR004}
o======================================================================o
Humans can dual class, nobody else can. That ends the discussion for me.
Elves and Dwarves are cool, I know, and it's tempting to make a Dwarf
just because of certain parts of the game. Besides, there's a great
voice for a male Dwarf Fighter. Half-Elves are the most versitile for
multi-classing, but keep in mind multi-classed Fighters can only get
specialization in a weapon.. unless you get a mod that changes that.

Alignment {CHR005}
o======================================================================o
Alignment largely doesn't matter in this game. Being a Paladin will 
grant some dialogue options-most of which are inconsequential. In all,
I'd suggest having variable alignments for some flavor. You'll find more
Robes of the Evil Archmagi than anything else (although Orrick has a
robe of the Neutral Archmagi, if you want to kill him for it.) In 
Clerics, different alignments open up different spells (with HOW at
least). Notable, a good cleric will get Heal (the best healing spell in
the game) and an evil cleric will get Harm (a spell that reduces a
character to between 1 to 4 hitpoints.) A good cleric will get Greater
Shield of Lathender (complete invulnerability for three rounds) and an
evil character will get Destruction (instant death, save at -4, and they
still take 8d6 if they save.) Besides equipment constraints, this is the
most noticable difference in alignment. Some dialogue options might
change, but the results of the conversation rarely do.

Attributes {CHR006}
o======================================================================o
You can reroll your attributes and modify them, why wouldn't you? Me
and my friends are perhaps a little too anal with this process, but it's
not that difficult to make a killer party if you're not vain. Charisma
is a good dump stat, you don't need more than three points for anybody
but your party leader. If you have a Paladin, problem solved (they have
a minimum Charisma of 17.) EVERYBODY should have 18 dexterity. If you
don't, you're wasting precious AC. (Dwarves can only naturally get a 17,
but with luck you might find a potion to raise it, Gloves of Dexterity,
or Kaylessa's Gloves.) EVERYBODY should have at LEAST a 16 Constitution.
If you are a Fighter (single, dual, or multi classed) you should have an
18. That's extra hitpoints. Most characters should ideally have an 18 
Strength. Unless you're making a straight Mage, or an archer, then who 
cares. This affects how much loot (in weight) you can carry. A Fighter
(single, dual, multi) or any fighting class (Paladin, Ranger) should
have exceptional Strength of at least 18(91). 18 Strength gives you +1
THAC0, and +2 damage. 18(91)-18(99) gives you +2 THAC0, +5 damage. 
That's not big, it's huge. If you are lucky enough to get 18(00)
Strength, that's +3 THAC0, +6 damage. Very desirable for a Fighter.
Intelligence only matters for Mages. If you have a Mage, they need an
18 Intelligence. Period. If not, it's a great dump stat. Wisdom is most
useful for Clerics, Druids, and Paladins, the former should have an 18,
the latter will get by with the minimum of 14. Charisma is only 
important to Bards, and even then, I have my doubts as to how crucial it
is under Icewind Dale's rules. One character should have good Charisma,
and this should be your party leader.

Hitpoints {CHR007}
o======================================================================o
You run out of hitpoints, and you die. These are important. 
Multi-classing averages your hitpoints/level across your classes. A
Fighter/Mage multi would gain 7 hitpoints a level (10+4)/2 - 5 Fighter,
2 Mage. A multi-classed character will still get bonus hitpoints for
having a Fighter class (up to 4), but a dual-class character can start
out 9 levels of Fighter, get all 9d10+36 hitpoints, and dual class into
something else. This is in every way favorable. You should get max HP
each level, and really, since I'm so anal with my attributes, I'd just
save/reload until I got it anyways (ala Baldur's Gate). Just save
yourself some time and click the button in the options menu.

THAC0 and Armor Class {CHR008}
o======================================================================o
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an AC of 0.
Statistically, each point is a 5% chance to hit AC 0, and a roll of 20
is ALWAYS a hit, and a roll of 1 is ALWAYS a miss, regardless of your
THAC0/their AC. Fighters get a lower THAC0 quicker (hence a better 
chance to hit) than other classes, and Mages have the worst THAC0
progression. A lower THAC0 and lower AC are better-which seems counter
intuitive, but that's 2nd Edition for you. (Nostalgia for a moment 
here.) Having a negative AC essentially raises the enemies' THAC0. For
instance, my Paladin has a base THAC0 of 5 (-2 with all her 
proficiencies, Strength, the bonus on the weapon, etc), and my 
Ranger/Cleric has an AC of -13. My Paladin would need an 11 on a d20 to
hit her (-2 +13 = 11). That's a 55% chance to miss-a 45% chance to hit.
So, for a general rule, lower THAC0 and lower AC are good. Unless the
enemy has them. Then it's not so good.

Weapon Proficiencies {CHR009}
o======================================================================o
Most classes-the non fighting ones, can only become proficient in a
weapon (one rank). This only means they do not take a penalty to hit
with that weapon. Fighting classes (Rangers/Paladins/Multi-classed
Fighters) can get up to two ranks in a weapon. Single classed Fighters,
however, can get up to five, granting them tremendous bonuses. This
takes until level 9 (fortunately, this is as far as you want to go for
hitpoints, too.) A character who becomes a grand master (rank 5) in a
weapon is far superior in its use than others. We're talking +3 THAC0
and three attacks a round-compared the +1 THAC0 of a two-rank character.
If you make a straight Fighter (or better, a dual classed Fighter) take
advantage of their proficiencies, and grand master. The game has many
good weapons, but Large Sword, Maces, and Great Swords are all very safe
choices.

Mage Spells (Scrolls) {CHR010}
o======================================================================o
Mages get new spells from scrolls. To use this handy function, right
click on the scroll, and select the button 'Write Magic'. If you have an
18 Intelligence, you have an 85% chance to scribe the scroll, if you
fail, the scroll is lost forever. This is a save and reload heavy event.
It's a downright wicked 15% fail rate. If you get an item that improves
your Intelligence, you don't have to worry (also mods and sliding the
difficulty slider down will make this automatic.) You do NOT want to
lose scrolls, some spells only show up one time a play through. With an
18 Intelligence, you can learn 18 spells per spell level. Again,
increasing your Intelligence removes this barrier, but for 1st-3rd
level spells, some discretion should be taken. There aren't a whole lot
more than 18 spells in a spell level, but you don't want to risk not
being able to cast something yummy like Haste. Of course, you could
always use a potion to increase your Intelligence and scribe scrolls
then. 

Also, Specialist Mages are extra focused in one spell school at the
expense of others. This means you get one extra spell per spell level
(HUGE BOON), but you cannot learn or cast spells from an opposed spell
school. Without HOW, becoming a Conjurer limits high-level divination
spells. The best divination spell in the game (there aren't very many,
either) is the 1st level Identify-which a Conjurer has access to. What,
then, do they lose? The 5th level spell Contact Other Plane. If you have
this guide, you don't need that spell anyways. After HOW, they realized
this is a tremendous advantage, and made the restricted spell school
invocation instead. Which is a much more severe penalty. At the end of
the day, if you have HOW installed, you probably just want to go normal
Mage.

o======================================================================o
|								       |
|			My Party {PTY001}			       |
|								       |
o======================================================================o
Yes, I play lots of D&D, yes, I wrote a biography for each of them. I am
aware I have no life. With that out of the way, the reason I decided to
make this party is simple. In 2nd Edition D&D, dual classing can make
some ridiculously strong characters. So much so that it's almost a waste
to have a single-classed character. Taking nine or so levels as a 
Fighter uses up 250,000 of the 1,801,000 experience you can legitimately
gain in this game. This essentiallly deprives a Fighter dual-classed
character of one class level if they had single classed. The trade off?
You get all the Fighter hitpoints (9d10), the Fighter THAC0, and the
ability to attain Grand Mastery in a weapon. Afterwards, you can become
another class, and essentially get two characters out of one. You must
be a Human to dual class, and you must have an 18 in the prime requisite
of the class you want to dual class into. I'll explain each of my
characters below.

My Characters		Classes/Levels		
Catylania Ceiriladon	Paladin(14)		
Amirule	Alteslay	Fighter(9)/Cleric(14)	
Ceyalya Ceiriladon	Ranger(9)/Cleric(14)	
Kmir Volgstaag		Fighter(9)/Thief(17)	
Eraithul		Fighter(9)/Mage(14)	
Syrenil	"Softstep"	Thief(11)/Mage(14)											

Dual-Classed Experience Calculations
Fighter/Cleric
Lv. 9 Fighter (250,000)	+ Lv. 14 Cleric (1,350,000) = 1,600,000 EXP
Ranger/Cleric
Lv. 9 Ranger (300,000)	+ Lv. 14 Cleric	(1,350,000) = 1,650,000 EXP
Fighter/Thief
Lv. 9 Fighter (250,000) + Lv. 15 Thief (1,540,000) = 1,790,000 EXP
Fighter/Mage
Lv. 9 Fighter (250,000) + Lv. 14 Mage (1,500,000) = 1,750,000 EXP
Thief/Mage
Lv. 11 Thief (220,000) 	+ Lv. 14 Mage (1,500,000) = 1,720,000 EXP			

My (legit) Starting Stats
			STR	DEX	CON	INT	WIS	CHA
Catylania Ceiriladon	18/96	18	18	10	13	18
Amirule Alteslay	18/97	18	18	10	18	10
Ceyalya Ceiriladon	18/95	18	18	10	18	10	
Kmir Volgstaag		18/99	18	18	10	10	14
Eraithul		18/98	18	18	18	10	10
Syrenil "Softstep"	18	18	16	18	10	14

Catylania Ceiriladon
Human Female Paladin {PTY002}
o======================================================================o
Despite everything I said above, Paladins are useful for every party.
Unless you like evil. Even then Icewind Dale doesn't impose much in the
way of alignment abuse. They naturally have a high Charisma, making them
ideal party leaders. Even though they can't Grand Master in a weapon,
they have other abilities that will make a Paladin indespensible to my
party (Lay on Hands). Also, there's a paladin-only sword in the game
that just begs for a Large Sword specialized Paladin. Paladins can also
gain low-end priest spells, which will let my Paladin heal a bit. I also
make sure to focus on axes as well, as there are some useful axes in
this game.

Amilrule Alteslay
Human Female Fighter/Cleric {PTY003}
o======================================================================o
My Fighter/Cleric will dispose of two of her potential Cleric levels to
gain nine Fighter levels. She'll have access to 7th level spells still,
but will also benefit from 18 more hitpoints and a better THAC0. Because
she can't use edged weapons after she dual-classes to Cleric, she'll
attain Grand Mastery in maces (there are some killer Morning Stars in
Icewind Dale.)

Ceyalya Ceiriladon
Human Female Ranger/Cleric {PTY004}
o======================================================================o
Much like the Fighter/Cleric, the Ranger/Cleric will give up a level of
potential Cleric in order to gain eight levels of Ranger. Like the 
Fighter/Cleric, she'll have better hitpoints and THAC0 than a straight
Cleric, and she'll have the ability to sneak in light armor. She can't
attain Grand Mastery, so she'll split herself between maces and hammers.

Kmir Volgstaag
Human Male Fighter/Thief {PTY005}
o======================================================================o
The Fighter/Thief is a versatile combination. He'll be able to use all
the Fighter weapons, but he'll need to stick to light armor to use his
Thief abilities. His hitpoint bonus over normal Thieves will be a 
whopping 36 points, and with fifteen levels of Thief, he'll still get
320 points to spend between his Thief skills. I'll have him Grand Master
in large swords when he needs to backstab, but I'll mostly use him as an
archer, focusing on bows. Also, since my Thief/Mage will lose her Thief
abilities temporarily, my Fighter/Thief will become a Thief just in time
to pick up the slack. His primary duties will be detecting and disarming
traps, especially during the period when the Thief/Mage is unable to do 
so. There will be a period where he may be the only character who can 
open locks (without forcing them). Be sure to get his Open Locks up to 
100% quickly. Stealth and Find Traps would be good secondary skills for
him as well, but by the time he dual-classes, you will soon have clerics
that can cast Find Traps.

Eraithul
Human Male Fighter/Mage {PTY006}
o======================================================================o
Possibly the most powerful dual or multi class in 2nd Edition, the 
Fighter/Mage can become truly awesome. Fortunately, Icewind Dale caters
to this end almost as much as Baldur's Gate. You'll get decent armor to
use, and to make him potent in melee, I'll specialize in crossbows and
grand master in great swords. This will let him have an impact without 
having to risk his neck quite as much. The best bit, you don't have to 
give up a single Mage level to fit in nine level of Fighter, doubling 
the THAC0 he'll have over the first nine levels, and giving him a 54 
hitpoint advantage over a single-classed Mage. when you throw Tenser's 
Transformation into the mix, he becomes a 250~ hitpoint juggernaught. 
Defensive spells are his forte, beefing himself up as much as possible 
before using Tensers and breaking the game.

Syrinel "Softstep" 
Human Female Thief/Mage {PTY007}
o======================================================================o
The Thief/Mage doesn't have as much going for it as the Fighter/Mage,
but another Thief will be handy. She'll be the primary Thief in the
early part of the game, and later she'll still be able to save 2nd level
spell slots she'd otherwise have to use on knock spells. Being able to
sneak and get the drop on enemies with spells will help in a big way.
She wont be as strong in combat as any of the other characters, but she
will still be able to use a short bow to aid in combat. Also, eleven
levels of Thief will let her backstab should she need to. At the very
least, there are good 'Mage Daggers' in the game that facilitate her
use of daggers. For her skills, get her Pick Pockets up to 40% to steal
items early on in the game. Otherwise, get her Find Traps and Open Locks
up to around 80%, and put the rest into Stealth.

Confessions {PTY008}
o======================================================================o
My party will be terribly weak in spell power early on, so I'll be doing
everything I can to get enough experience to reach their dual-class
level. Afterwards, they'll become strong in spells, but they'll lose a
good deal of their fighting ability. After they surpass their primary
class, they'll become mighty fighter/spell casters. The early going will
be trouble since I wont have spells to fall back on, but brute force
should be enough to get enough experience to dual-class. You can deviate
from this model, of course, but at the very least try and spread your
weapon proficiencies out to avoid competing for weapons. There are good
battle axes, great swords, long swords, bows, crossbows, morning stars, 
and hammers in the game, so you shouldn't have to really compete much at
all.

Now to come clean. I used the Dalekeeper mod for cosmetic reasons. It
fit the personality of my characters better to have the Ranger/Cleric
look like a Cleric Female Human, and it fit the Fighter Mage better for
him to look like a Mage Male Human. This mod has been extremely easy to
use and effective, and I recommend it to anybody who is interested.
Thanks to Mr. Aaron O'Neil for creating this mod, and to sorcerers.net
for hosting it.

I considered using various ease-of-use mods, especially ones that help
with inventory management. And by help, I mean 'eliminate'. Really, for
a game of this nature, constantly fiddling with stacks of arrows and
reorganizing your inventory.. it's not a fun part of the game, 'reality'
aside. If anything it slows things down and needlessly complicates the
real meat of the game-the adventure. In any case, I decided not to, so
I could avoid the problem of telling where the game ends and the mod
begins. I do suggest that players who plan to play archers use an 
ease-of-use mod to stack the arrows. Having to run back to town to get
more arrows every other fight just makes missiles a pain in the ass.

o======================================================================o
|				Prologue			       |
o======================================================================o
|								       |
|			   Easthaven {WLK001}			       |
|								       |
o======================================================================o
Winter's Cradle Tavern (AR1006)/ Cellar (AR1015)
o======================================================================o
Your adventure begins, as do all good adventures, in a tavern. Hrothgar 
will speak to the party briefly, then leave.

You can talk to Hildreth Highhammer (x=800, y=500) about the expedition
if you wish, or any of the townspersons for that matter.

***QUEST***
Talk to Grisella (x=590, y=320) and ask for some spirits. Get her to 
tell you about her beetle problem, and accept to remedy the situation.
Head down the stairs (x=900, y=300) to the cellar. When you're done,
tell Grisella about your heroic beetle massacre to resolve the quest.

***REWARD***
EXP	1200
Gold	5

After this quest is done, head out into the city of Easthaven.

Easthaven
o======================================================================o
The town of Easthaven. What a dump. I Head directly south and talk to 
the townsperson at (x=1450, y=1030).

***QUEST***
Jhonen will complain about his dreams. Head down to the south-western
corner of the map and talk to Elisia at (x140, y2630). She'll give you a
sword that belonged to one of Jhonen's ancestors and ask you to return 
it to him. Go to Jhonen. You can either lie to him and get him to give
up his worldly possession to you, or you can tell him the truth.

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

-----or-----

***REWARD*** (TRUTH)
EXP 	1200

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

***REWARD*** (LIE)
Item	Pearl (sell for 100gp)

-----or-----

***REWARD*** (TRUTH)
EXP	1200 (sell for 100gp)
Item	Pearl

Now head west to Hrothgar's house (x=2000, y=380).

Hrothgar's House (AR1004)
o======================================================================o
***QUEST***
The obvious thing to do here is, of course, talk to Hrothgar. He'll
invite you on the expedition south, and you can accept a quest to search
for an overdue caravan. You can steal a few things from Hrothgar's 
house, but be careful and save. Hrothgar going hostile ends the main
quest, so be sure not to save the game unless you succeed. You have to
talk to Pomab to continue this quest, but I've got less annoying fish
to fry first.

***ITEMS***
(x=320, y=420) Short Bow, Arrows x20
(x=370, y=550) Scribbled Note

Easthaven
o======================================================================o
There's a building west of Hrothgar's house (x=1160, y=275) that has a 
spear lying on the ground at (x=200, y=160), ripe for the taking. I go
to the Temple of Tempus (x=550, y=500) to get more story out of the way.

Temple of Tempus (AR1001)
o======================================================================o
Inside the temple you can speak to Everard about Jarrod's Stone, and 
to Accalia about Tempus in general. You can also steal two potions of
healing from Everard.

Easthaven
o======================================================================o
***QUEST***
Keep heading south and west, you'll eventually happen upon Aspel the
Scrimshander (x=770, y=1810). He'll ask you to get rid of a wolf that 
broke into his house. Head to the locked door (x=1120, y=1720) and 
either pick the lock or bash the door open. Once the wolf is dead talk 
to Aspel again to finish the quest. You could also use charm animal, if
you have a ranger or a druid. Either way it's the same reward.

***REWARD***
EXP	1200XP 
Gold	25
Item	Aspel's Dagger.

Head into the house across from Aspel's Warehouse (x=310, y=1850) and 
open the box at (x=410, y=150) for a Winter Wolf Pelt. This former puppy
sells for 250 gold. Head to the eastern side of town and enter the 
Snowdrift Inn (x=3210, y=1300).

Snowdrift Inn (AR1008)
o======================================================================o
You can chat to the enthusiastic Quimby (x=550, y=640, and rent a room 
out if you're hurt. When you're done chatting, loot, and return to
Easthaven. I hit Old Jed's house next (x=1980, y=1200).

***ITEMS*** (AR1008)
(x=720, y=230) Skydrop Gem
(x=1030, y=480) 13 gold 

Old Jed's House (AR1009)
o======================================================================o
***QUEST***
Really the only thing to do is talk to Old Jed (x=360, y=280). He'll ask
you to buy him some wine from Pomab's. Agree, and head to Pomab's
Emporium (x=3400, y=550). Return with some wine to warm Old Jeb's bones 
and this quest is done.

***REWARD***
EXP	1200
Gold	6

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

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

*1: This spell will prove very handy against the orcs and goblins you'll
fight later. Alas, my spellcasters to-be aren't anywhere near ready.

Easthaven
o======================================================================o
***QUEST***
Head south across the brigde. A scared boy (Damien) will tell you about
monsters in the town. Agree to help him get his catch back and head down
and kill the goblins. They'll drop a variety of sellable loot, and the 
goblin elite will drop a knuckehead trout. The goblin elite will also
drop something random, 1st play he gave me a suit of Scale Mail Armor,
2nd play he gave me a High Quality Morning Star, and 3rd play he gave me
a Potion of Healing. Give the fish back to the boy to complete the 
quest.. Or you could also keep the fish and sell it yourself for 25gp.

***REWARD***
EXP	1200

It's now time to search for that caravan. Exit town on the east edge,
near where you killed the goblins.

Orc Caves, Exterior (AR1200)
o======================================================================o
Head north and west. There will be some wolves to kill, and behind them
some caravan carts outside of a cave which you should enter 
(x=200, y=250). 

Orc Caves, Interior (AR1201)
o======================================================================o
You'll be accosted by some orcs upon entering. Orcs aren't tough, and
you should have no trouble wiping the floor with them. Direct archers at
any Orc Shaman you see and engage archers in melee when able. In the
room in the south-west corner of the map are several orcs, two orc 
archers, and an ogre. If you have spell casters, sleep will work well
to thin the herd, and command word: die can put the ogre down for a 
round. If you're like me, you may wish to start the fight out with a
backstab. Concentrate your fire on the ogre in any case, he's absolutely
lethal to low-level parties. On the ogre is a potion of healing and the
note you need to show the orcs here sacked the caravan. Head back to
town, sell off your booty, and go talk to Hrothgar.

***ITEMS***
(x=450, y=650) 97 gold, Silver Necklace, Ring of Lesser Resistance*1.
	       (3rd Play: Instead of a Ring of Lesser Reistance, I found
	       a Fire Dagger.)
(x=1500, y=1800) Winter Wolf Pelt, 43 gold, Scroll of Horror.
(x=2170, y=1570) Fire Agate Gem, Lynx Eye Gem, 
		 Scroll of Protection from Petrification*2.

*1: This guy gives a +2 bonus on all saves versus spells. Since my
Paladin is vulnerable to spells by virtue of her saves, because she's
always the first in, and because she doesn't have spells of her own to
protect her, she keeps this on throughout the game.
*2: Mage scrolls are handy little devices that allow you to cast the 
spell on the scroll without using spell slots. On the other hand, if you
scribe the scroll into a spellbook, that spell is added permenantly into
your repertoire, and can be cast as many times as it's memorized. Save
ALL mage scrolls you get. They're invaluable.

Easthaven
o======================================================================o
***QUEST***
Talk to Hrothgar and tell him the fate of the caravan. He sends you on
another mission-to pick up supplies for the expedition from Pomab's
Emporium. Hurray.

***REWARD***
EXP	2400
Item	Supply List

***QUEST***
Give the list to Pomab. Talk about an easy quest.
EXP	1200

Kuldahar Pass (AR2000)/Tower (AR2003)/Mill (AR2004)/Cellar (AR2005)
o======================================================================o
After a cutscene a Hermit will come speak with you. He'll point you in
the direction of Kuldahar and warn you of goblins. There are plenty of
goblins, but they're really no threat and warrant no special strategy to
beat. Clear the area and hunt for treasure. Remember to pick up loot
dropped by enemies. It may be a pain to carry it all about, but money is
good at the early going.

***QUEST*** (AR2003)
There's a tower to the north-west (x=1720, y=750). Inside is an ogre
named Ghereg (x=300, y=320) that has a headache. You can't help him 
right now, and if you wish to finish his quest, you shouldn't provoke 
him.

At the mill, there is a goblin marshal you can talk to (x=3400, y=470).
He's got much the same problem as the ogre. There is a door behind him 
at (x=3250, y=400).

Inside the mill (AR2004) an orc named Uligar will demand tribute. You
can pay him 50 gold to avoid a fight, or just kill him and his crew. By
far the easier choice is killing him. Uligar and his cronies have 
assorted loot, including a Scroll of Blur and The Merry Shorthorn. 
(Note: On the second playthrough in HOW Uligar dropped the shield 
Stoutward*1, on the fourth playthrough, he dropped a Wand of Trap
Detection*2). There are some stairs down at (x=340, y=160.)

In the cellar (AR2005) there are several goblins to kill and loot to be
had. There is a door at (x=850, y=150).

***QUEST***
Behind the door is a little boy named Jermsy (x=850, y=130). As long as 
the goblins outside are dead, you'll get experience for talking to him. 
Unless of course, you find it hilarious that his family died. Then you
get nothing. And shame on you. Getting Jermsy to leave the closet 
completes the quest.

***REWARD***
EXP	2400

There's a ladder (x=250, y=400) leading up to another part of the mill
(AR2006). Up the ladder, there are several goblins to slay. 

Before going to Kuldahar I head to the north-western part of the map and
exit to the next area (x=1500, y=100).

***ITEMS*** (AR2000)
(x=2180, y=1300) Potion of Healing
(x=3000, y=670) Potion of Healing

***ITEMS*** (AR2005)
(x=520, y=220) Throwing Axe x6
(x=290, y=150) Sunstone Gem x3
(x=375, y=125) 15 gold

*1: Stoutward gives a +2 armor class bonus, but no missile bonus.
I put this shield on my Fighter/Cleric, since she's not really meant to
take missile fire anyways.
*2: This toy could have come in handy on an early playthough. If you
dont' have a Thief-or a sketchy Find Traps score-this could be a very
handy item indeed. At the end of the day, it replicates a 2nd level
Cleric spell once a day, or a Thief skill you should already be raising.
I wouldn't rely on this drop, as I found it only one time in four runs
through this area.

Kuldahar Pass, North (AR2001)
o======================================================================o
Lots of goblins here, archers even. If you've got sleep spells, use 
them. Alas for me, it's a rough battle. Fortunately, at the end of this
fight all my characters hit level two. There's a cave north-east of
where you entered the map (x=1150, y=300).

Kuldahar Pass, Beetle Cave (AR2002)
o======================================================================o
Inside are some beetles munching on some goblins. You can easily dispose
of them peicemeal. Once you're done, search the goblin bodies 
(x=150, y=330) and (x=505, y=405) for some gold, nine Arrows +1, and a 
Jasper Gem. Now that you're done in Kuldahar pass, it's time to move 
onto the city. The exit to the city is located in (AR2000) at 
(x=3820, y=1020).

o======================================================================o
|				Chapter 1			       |
o======================================================================o
|								       |
|				Kuldahar {WLK002}		       |
|								       |
o======================================================================o
Kuldahar (AR2100)
o======================================================================o
To the east is Nate. Talk to him and he'll tell you about Arundel, and
suggest that you should talk to him. Yeah yeah, first things first, I
need to unload some of this equipment.

You can talk to one of the townsfolk and learn about the troubles of 
Kuldahar. People going missing, evil weather, that old rag. If you talk
to him with a Paladin, and ask about temples, you can champion the cause
of Ilmater for 1200 EXP. The blacksmith's shop is at (x=1480, y=400).

***QUEST***
If you travel to the far eastern side of town, a frightened townsperson 
named Mirek will approach and say he's being chased by Yetis*. Sure 
enough, two Yetis will appear that need death. After the Yetis are dead,
talk to Mirek. He'll tell you about the Vale and ask to recover a family
heirloom that his brother Silas was carrying.

*Yeti pelts is good stuff early on in the game. Refrain from selling it
until you have a full inventory, as prices go down as you dilute the
market. Selling off sixteen yeti pelts in one go will earn you more 
money.

Conlan's House (AR2103)
o======================================================================o
Conlan will whine about his son, and say some rather pessimistic things
overall. You can offer to find his son, but this is a good distance off.
In any case, sell your gear. He's got some nice equipment for sale,
particulary The Giving Star. A Morning Star +3 would suit my 
Fighter/Cleric well. But, the price tag means I'm going to be waiting
a while. If you have HOW installed, Conlan's inventory is noticably
increased, especially in the +3 or better weapon department. Of interest
is the Blade of Bael, a Bastard Sword +3 that uses the Large Sword
proficiency, Pikeman' End, a Two Handed Sword +3, and the Black Bow +3. 
It's expensive equipment though, as well it should be. If you can manage
to get into his chest, he's got a warhammer that's worth hanging onto. 
After I unburden myself, I head over to Arundel's house (x=1380 y=2150).

***ITEMS***
(x=350, y=100) 110 gold, Conlan's Hammer*1.

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

Arundel's House (AR2112)
o======================================================================o
***QUEST***
Within this tree-abode is of course, Arundel (x=300, y=250.) Chat with
him a bit to learn about the town and its troubles. Eventually he'll set
you off on a quest to investigate the Vale of Shadows.

***QUEST***
Talk to Arundel again and tell him about the ogre in the pass. He'll 
tell you of an herbal remedy that may help him. If you tell Ghereg about
the remedy, he'll thank you and leave.

***REWARD***
EXP	1200

Before I run off to the Vale, there are some items worth grabbing around
Kuldahar. The first of which is convienently in Arundel's House. If you
have a Pick Pocket score of around 40%, you can steal a Ring of Free
Action from Arundel. This ring is incredibly valuable, as it prevents 
its wearer from being held, paralyzed, stunnded, webbed, or slowed. I
put this device on one of my Clerics, since they can dispel or cure such
effects on my other party members, so long as I ensure they themselves
cannot be held. Next I head to Orrick's Tower (x=350, y=800).

Orrick's Tower, Exterior (AR2101)/Orrick's Tower, Interior (2102)
o======================================================================o
You can talk to Weenog the goblin if you wish. Orrick is through the
door at (x=380, y=300). Upstairs Orrick is at (x=360, y=180). You can
buy magical equipment from him, and this store will be indispensible for
your Mages. Of particular interest is the Girdle of Gond, which gives
a 5% bonus to Find Traps and a 10% bonus to Open Locks. It's not like
you'll find all that many belts to compete for this spell slot. Also the
Robe of Enfusing, even though it's a bit pricey. You'll find better
though, so there's no real need to buy it. It gives a +2 bonus to armor
class, and it works with other forms of magical protection, including
bracers of defense.

***QUEST***
Agree to look for information on mythals for Orrick. This quest will be
a while in the works.

None of Orrick's inventory is very useful to me right now, seeing as I'm
broke. Even if I weren't, I don't have any spellcasters yet. This 
doesn't stop me from stealing from him his Amulet of Metaspell 
Influence and a second Ring of Free Action.

Kuldahar
o======================================================================o
In the house at (x=2200, y=900), (AR2106) search the bookshelf at 
(x=300, y=100) for a Mummy's Tea. In this house I also talked to the
townsperson inside about Kresselack, and ultimately scored a Garnet Gem
out of the conversation. After looting the house, I head to the Root
Cellar Tavern (x=2030, y=850).

Root Cellar Tavern (AR2111)
o======================================================================o
There are a number of folks to chat with in here. Whitcomb will get you
liquor and Lysan will talk about the troubles of the town. Amelia is the
questy sort, however.

***QUEST***
Talk to Amelia about getting a room. She'll tell you about the
mysterious circumstances under which the new owner of The Evening Shade,
a halfling by the name of Aldwin, came to own the establishment. Since I 
can't leave well enough alone I head to the inn (x=1150, y=550).

The Evening Shade, Downstairs (AR2114)/Upstairs (AR2115)
o======================================================================o
Aldwin is at (x=370, y=300). He'll be charging three times the average
rate for rooms, and will insist that his claim to the store is 
legitimate. There's searching to be done. There are stairs at 
(x=50, y=150).

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

***QUEST***
Once you have the ring, you have some options. When you confront Aldwin,
you can force him to confess to the elders, or you can blackmail him
into giving you a free room whenever you want it. Since I dont have any
healers, a free noble room at my whim is a great alternative. Plus, you
get the same experience either way.

***REWARD*** (CONFESSION)
EXP	3225

-----or-----

***REWARD*** (BLACKMAIL)
EXP	3225
Misc	Free Noble Room

Now the only place really left in Kuldahar is Oswald's airship.
(x=3100, y=450) 

Oswald's Airship (AR2108)
o======================================================================o
Oswald (x=400, y=150) is rather strange, but he'll sell you a variety of 
potions. Of particular interest are Potions of Invisibility and Potions
of Giant Strength. If you have money burning a hole in your inventory,
you'd do well to stock up on these. Most importantly, Oswald has a good
number of items to pick pocket. These include two Oils of Fiery Burning,
a Potion of Firebreath, a Necklace of Missiles, and a Ring of 
Protection +2.

Now that I've plundered what I could from Kuldahar, recieved some 
quests, and gained access to free lodging, I head into the Vale of
Shadows.

o======================================================================o
|								       |
|			The Vale of Shadows {WLK003}		       |
|								       |
o======================================================================o
The Vale of Shadows (AR3000)
o======================================================================o
Dark, windy, snowy, fun. I head directly east and into the tomb at
(x=1800, y=200). Lesser Shadows are no big deal. If they hit you, 
they'll give you 'Bad Luck' for a few rounds.

Tomb (AR3401)
o======================================================================o
Once inside you'll be attacked by some skeletons and zombies. Neither of
which should pose much of a problem. Up to the east I encounter my first
trap. I was able to detect the trap with only a Find Traps of 30%, and
disarm it with an Open Locks of 60%. Once I've found all the items, I
head back out into the Vale. In HOW skeletons only take 1/2 damage from
peircing weapons.

***ITEMS***
(x=780, y=650) Studded Leather Armor, Antidote (Cursed)*1, 
	       Potion of Agility, Scroll of Luck.
(x=940, y=130) Shortbow, Arrows x5, Scroll of Stinking Cloud*2.

*1: You will occassionally come across potions that look different from
'normal' versions of that potion. If in the item description it says the
potion looks 'murky' or 'oddly colored' or some such, don't drink it.
It's either cursed, spoiled, or fake-either way, detrimental to your 
health.
*2: Stinking Cloud is a fairly nice spell for dehabilitating groups of 
enemies. Alas, most of your enemies are undead, and wont be affected by
it. In any case, with the Rings of Free Action I prefer Web, since I
won't be harmed by its effects.

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

The Vale of Shadows
o======================================================================o
Now I head back west and take the south path down. There will be some
Yetis waiting around for somebody to come kill them. I oblige them, and
continue on into the tomb at (x=1200, y=400).

Tomb (AR3101)
o======================================================================o
You'll be attacked by some skeletons and a ghast. Ghasts and ghouls are
rather unfriendly due to their ability to paralyze your party members.
In the Gold Box D&D games, this set you up for a coup'de'grace. 
Fortunately, you're not a one hit kill while paralyzed in Icewind Dale,
but you will be hit by every enemy attack. Being paralyzed can allow the
enemy to quickly tear a character to ribbons, and is best avoided. If
possible, characters with Rings of Free Action should draw the attention
of ghouls and ghasts to prevent their paralyzation from working.

Make sure to get the Gate Key from the golden statue. There's a trap 
that triggered at around (x=950, y=500) that I couldn't detect even 
with Find Traps at 90%. It summons some lesser shadows for you to kill, 
so it's probably worth tripping anyways. I head back out into the Vale.

***ITEMS***
(x=350, y=450) Gate Key, Scroll of Identify, Potion of Healing,
	       Scroll of Remove Fear.
(x=260, y=330) Leather Armor +1, Scroll of Cure Light Wounds.
(x=770, y=150) Potion of Healing, 21 gold, Scroll of Grease,
	       Scroll of Strength, Huge Long Bow*1, Potion of Genius.
	       (3rd Play: Instead of a Huge Long Bow, I found a 
	       Halberd of Sparks +1.)	

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

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

The Vale of Shadows
o======================================================================o
***QUEST***
Before I head back into town to restock, I make one last hit in the
Vale. The yeti chieftan that has Mirek's family heirloom. He's located 
at in front of a cave entrance at roughly (x=2020, y=1420) just south of
center on the map. He will drop his pelt, a Longsword +1, and Mirek's 
Family Heirloom. Don't worry about the cave the yeti was in front of,
you'll come back here eventually. I now enter the cave the yeti was in
front of (x=2000, y=1300).

Yeti Cave (AR3001)
o======================================================================o
Kill all the yeti in the cave and loot. This will get you some nice 
items, and enough yeti pelts to fill an inventory. Lots of Clericy stuff
here, eh? Don't worry, we'll be back here.

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

***QUEST***
When I resupply, I make sure to find Mirek, who's in front of the
potter's house (x=2090, y=1710). Give him the heirloom and he'll thank
you. More importantly, he'll reward you.

***REWARD***
EXP	2400
Item	Sling +1

Now I'm ready to head out again. I go back to the Vale, and into the
tomb at (x=2600, y=450) in the south-eastern corner of the map.

Tomb (AR3201)
o======================================================================o
You'll be accosted by a number of skeletons and a ghoul. None of which
should be able to phase you. There's another trap by the sarcophagus
that I couldn't detect. It summons a number of skeletons in the niches'
around the sarcophagus, so again, there's no real problem in triggering
it. This is not the trap ON the sarcophagus itself, mind you. Now I head
from one Tomb, to another (x=3400, y=1450).

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

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

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

Tomb (AR3301)
o======================================================================o
You'll be accosted by a skeleton warrior by the name of Therik. You can
leave peacefully (if you have the Gate Key, you'll have to give it up
to leave). Or you can kill him. Lets do that. He'll leave behind a Ring
of the Warrior*1. (On the 2nd and 3rd play through he dropped a Phase 
Dagger, on the 4th play through he dropped a Flawless Two Handed Axe.)

There are a large number of skeletons across the bridge. If you need a
strategy, bottleneck them on the bridge with two fighters and let the
rest of your characters use ranged attacks to decimate them.

After you get the Sanctum Key, and perhaps make another town run, it's
time to venture into the largest tomb at (x=3300, y=350).

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

*1: This is a tough one. All my fighters (the first five characters) have
the same strength modifier, and THAC0. I could give this to my Thief,
but fighting isn't really her thing. In the end, I give it to my
Fighter/Thief, since he gets more attacks a round with his bow than any
other character (2.5 attacks a round). Does he need it more? No. Will he
use it more? Yes. Good enough for now.
*2: The Sanctum Key opens the east (x=1600, y=1350) and west 
(x=900, y=1150) doors in Kresselack's Tomb (AR3501).

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

Kresselack's Tomb (AR3501)
o======================================================================o
Open the door at the end of the eastern passage (x=1250, y=15000).
Within you'll be accosted by a number of skeletons and tattered 
skeletons. Let them come to you, as a pair of skeleton archers and
temple guardians await further into the room.

From the central room, I head down south-west first, disarming the trap
and looting.

After looting, I head into the room west of the central room. More
baddies, including a wight. Icewind Dale takes it easy on us, wights
aren't nearly as bad as they should be. They do, however, require magic
weapons to hit. At this point, only my Paladin and Fighter/Cleric can
touch him. And touch him they shall. Hard. With death sauce.

Now I head south-east. Tired of traps yet? Too bad they don't give you
EXP for disarming them like they do in Baldur's Gate 2, eh? I kill the
obligitory bunch of useless skeleton guardians and loot. Really, why are
skeleton guardians so prevelant? Sure, they've got no upkeep, but they
woefully weak. I mean, really. Who is going to be put down by skeletons?
A peasant? Sure, so peasants wont be raiding your forbidden tomb, but is
that really worth the effort? Is that who you are REALLY trying to keep
out? No! It's adventurers, who will chew up and spit out your hordes of
poorly placed weak skeleton 'guardians'. Why not pool your money and get
ONE REALLY BADASS guardian? Or at least a door blocking the entrance
into your crypt. Sure, undead are creepy, but that's about it. Oh well.

Next I go east. You'll get into a scuffle with several ghouls. Now this
is more like it. Ghouls can mess people up. If I had an undead-ridden
tomb, I'd have it filled with ghouls. 

After I'm done looting and pollutin', I enter the large door in the
central room (x=1400, y=930). You'll be greeted by the Bone Dancer
Mytos.

***QUEST***
If you try to reason with Mytos, you'll get rewarded. Man, they're 
really pushing this "good" thing. You can lie to yourself and pretend
you are trying to weasel out of a fight, if that's your preference.

***REWARD***
EXP	3225

This fight is easy. Stay on top of Mytos, nobody needs him casting
spells. When he dies-again-he'll leave behind a Black Opal Gem, and a
War Hammer +1, an improvement for my Ranger/Cleric. 

North of this room you'll find a group of skeletons and a monster called
Myrkul's Sending. There's a trap in front of the group, so let them
come to you. Myrkul's Sending is just a big shadow that can only be hurt
by magical weapons, which you should have plenty of by now. He'll drop
you a Mage Dagger +1, and a Ring of Shadows*1.

Now I head north-west from the room Mytos was in. Eventually I'll get to
a crypt to loot. I couldn't detect the trap with 110% in Find Traps, so
I doubt it's meant to be found. Just take one party member up to the 
crypt so they all don't get put to sleep. My paladin fell asleep even
when she rolled a 20 on her save-which technically isn't possible, but
really, these skeletons aren't the brightest or toughest of enemies, a
fact which I assume this cheap trap is meant to expose.

It's the north-east's turn to feel the bitter taste of my looting.
Disarm the trap on the way down the tunnel (x=2200, y=1940). You don't 
want to make the skeleton archers' job any easier. One will drop 
Arrows +1, and another will drop Bullets +1. Near where the skeleton
archers were there is a secret door (x=1900, y=1100). Inside the secret
room is a mummy. He can only be hit by magical weapons, and if he hits
you, chances are he'll inflict you with a diease called 'mummy rot'.
This disease is lethal, and at this point in the game you probably only
have two options as far as curing it goes. You can use a Mummy's Tea, or
go to the Temple of Ilmater in town and pay for them to cast cure
disease. I have my Paladin draw the mummy's attention and hope for the
best. After the mummy, it's just a matter of killing archers, disarming
traps, looting magic arrows, and going deeper into the crypt
(x=2200, y=1320).

***ITEMS***
(x=310, y=1530) 8 gold, Necklace, Scroll of Entangle.
(x=450, y=1030) Priest's Key*2, Potion of Healing, 
		Potion of Infravision, Gauntlets of Weapon Skill*3.
(x=1570, y=1940) 5 gold, Turquiose Gem.
(x=1600, y=2000) Long Sword +1, Potion of Healing x2, Mummy's Tea x2.
(x=1800, y=1370) Potion of Strength, Ring, 5 gold, Scroll of Armor,
		 Short Bow +1.
(x=2000, y=1530) Holy Symbol of Myrkul*4, War Hammer, Splint Mail,
		 Scroll of Larloch's Minor Drain, Potion of Genius,
		 Scroll of Burning Hands*5.
(x=820, y=700) Protection from Fire Scroll, Scroll of Haste*6, 
	       Short Bow +1, 39 gold.
(x=1880, y=1040) Gold Ring, Gold Necklace, 14 gold, 
		 Scroll of Blindness*7, Scroll of Aid.
(x=1900, y=980) Mage Robe of Cold Resistance, Potion of Genius,
		Mausoleum Key, Scroll of Knock*8, Scroll of Resist Fear,
		Diseased Halberd +1. (3rd play: Instead of a 
		Diseased Halberd, I found a Giant Halberd.) (4th play:
		Instead of either Halberd, I found a Finest Cross Bow.)

*1: This is a nice ring, giving a 15% bonus to stealth and 
non-detection. For now, I'll give it to my Thief/Mage, as she's more
likely to sneak about. After I dual-class, it'll go to my Fighter/Thief
to aid in backstabbing.
*2: The Priest's Key should open the door at (x=1400, y=930).
*3: The Gauntlets of Weapon Skill are another +1 THAC0 item, I give it 
to my archer as well to further increase his bonus.
*4: I admit, I have no idea what this is for. It didn't fool Therik.
*5: The Scroll of Burning Hands will come in.. handy.. later when you're
fighting trolls.
*6: Haste is simply fantastic. From the time you can cast 3rd level 
Mage spells, you'll probably always have one prepared. If you like 
winning, that is. One of the essential pre-battle buffs.
*7: Blindness is a decent spell, if used against strong melee types, 
it can all but take them out of the fight. Of course, it is in every way
inferior to Slow, and Web or Stinking Cloud are probably better 2nd
level spells, but Blindness has no potential colateral damage.
*8: Knock is a wonderful spell, automatically opening any locked chest,
door, or whatever. Provided it can be opened without a specific item,
that is. Since my party will have good thieves, I probably wont need
this spell, but it's a handy one to have regardless.

***TRAPS***
(x=800, y=1410)
(x=310, y=1530)
(x=450, y=1030)
(x=1400, y=1580)
(x=1570, y=1940)
(x=1800, y=420)
(x=820, y=700)
(x=2200, y=850)
(x=2300, y=950)
(x=2450, y=1100)

Kresselack's Tomb, Mausoleum (AR3502)
o======================================================================o
After going through the door in front of you, you'll enter a large,
pillared room. About halfway into the room a trap will trigger and
you'll be ambushed by a number of tattered skeletons and skeleton 
archers. I let a character with stealth sneak into the room, trigger
the tattered skeletons and lure them into the first room where I can
slay them without provoking the archers. There's a titanic battle ahead 
that can be rough even for a well built party. Without any spellcasters,
my party certainly doesn't yet fit into that category. I lead with my 
three archers, advancing slowly and picking off skeletons as I see them.
As soon as I get the Skeletal Mage in sight, I concentrate my fire on 
him. If he gets off a stinking cloud, the fight could be over. Even when
he dies I let my archers creep forward until I encounter the giant 
wights, as they require magical weapons to hurt. There's plenty of 
skeletons to kill even after the Skeletal Mage goes down. The Skeletal 
Mage has a Pearl and Bracers Defense AC 8*1. 

After that titanic battle, I head into the door at (x=1300, y=700).

Once I have the Plain Key I head into the door at (x=850, y=1300). And
use the key on yet another door (x=1000, y=1800). There are a number of
traps after the door, so disarm them first before picking any fights. 

When I have the Painted Stone I head back into the main room and pull 
the lever at (x=930, y=900). The next level awaits at (x=250, y=600).

***ITEMS***
(x=650, y=830) Wand of Sleep, Scroll of Agannazar's Scorcher*2, 
	       Potion of Insight, Massive War Hammer*3, Mummy's Tea x3,
	       Scroll of Cure Moderate Wounds.
	       (2nd play: Wand of Magic Missile, Aganazzar's Scorcher,
	       Potion of Insight, Static Dagger +1, Mummy's Tea x3,
	       Scroll of Cure Moderate Wounds.)
(x=1400, y=580) Ring. 
(x=1400, y=540) 2 gold.
(x=1550, y=550) 15 gold.
(x=1550, y=520) 7 gold.
(x=1450, y=450) Plain Key, Scroll of Slow Poison.
(x=2180, y=860) Agni Mani Necklace.
(x=580, y=1730) Black Wolf Talisman*4, Scroll of Hold Person.
(x=1080, y=1450) 40 gold.
(x=1070, y=1400) Sling +1.
(x=1200, y=1600) Skull.
(x=1350, y=1550) 2 gold.
(x=1350, y=1500) Fire Agate Gem.
(x=1500, y=1520) 6 gold.
(x=1500, y=1480) 4 gold. 
(x=1750, y=1570) Blood Stone Amulet.
(x=1750, y=1530) Bracers.
(x=1200, y=180) 31 gold, Potion of Regeneration, Morning Star +1,
		Scroll of Silence 15' Radius, Wand of Armory.

*1: Bracers of Defense are useful tools for character who cannot wear
armor. Namely Mages. When I dual-class, they'll most likely be stuck
with Bracers like these.. but hopefully a little more potent.
*2: Just like Burning Hands, Agannazar's Scorcher is good for taking 
down trolls. You can also toast a couple of them in a line, if you 
position yourself well.
*3: +2 damage in exchange for -2 THAC0? No thanks. It'll sell well
though.
*4: Not only is this the key that allows you to pull the lever at
(x=930, y=900), but it's a pretty damn good defensive token as well.
With an armor class bonus and +10 to max hitpoints, this is definately
made for a fighter. Better yet, it can be worn with other magical
protections. I give it to my Paladin, since she'll soon be losing her
Ring of Protection +2.
*4: The Plain Key opens the door at (x=1000, y=1800).

***TRAPS***
(x=1100, y=350)
(x=1150, y=280)
(x=1000, y=1900)
(x=960, y=1900)
(x=940, y=1900)

Kresselack's Tomb, Court (AR3503)
o======================================================================o
Another big fight in here. Fortunately there are no spell casters. Take
it slow, and do not go into the side rooms. You've got enough on your
plate at the entrance, and the situation will only get worse if you 
provoke the entire level. Once the dust settles, there are two Morning
Stars +1 amongst the double dead, and assorted High Quality weapons,
which aren't very special anymore. (2nd play: One of the enemies dropped
a Battle Axe +1, but no Morning Stars +1, leading me to believe drops
here are random too.)

When the main room is cleared, I head to the north room first. Clear the
traps before entering. You've got a mummy and a couple of shadows to
deal with before looting.

Now head to the southern room. This fight can be rough. Not only is
there another mummy, but a pair of giant wights as well, and on top of
that, a pair of 'chosen zombies' all of which require magical weapons to
harm. If you rush on in, you'll die. Disarm the traps, lure out the pack
and defeat them peicemeal. Save your 'L' button the strain.

All that remains is the room across from where we entered. There are
plenty of spectral knights, skeleton archers, and a skeletal mage 
within. The skeletal mage has Bracers of Defense AC 8 and a Skydrop Gem.
When the fighting is over, all that's left is to enter the final door
(x=900, y=700).

***QUEST***
Inside is Kresselack himself, and the only way this conversation can
progress the story is when you agree to slay a priestess of Auril that
threatens Kresselack. Listen to the deep, richly-voiced commands of the
spirit, and return to the Vale of Shadows. R.I.P. Tony Jay. You'll want
to travel to the Yeti Cave (AR3001).

***ITEMS***
(x=2100, y=420) 32 gold, Scroll of Ghoul Touch, Scroll of Hold Person*1,
		Scroll of Silence 15' Radius.
(x=2500, y=350) Bloodstone Gem x2, 23 gold, Scroll of Shocking Grasp,
		Potion of Strength, Potion of Healing.
(x=2700, y=550) Ancient Armor, Potion of Strength, Helmet, 
		Mummy's Tea x2, Scroll of Cure Moderate Wounds.
(x=1250, y=1670) Scroll of Color Spray, Scroll of Magic Missile*2,
		 Potion of Healing x2, Scroll of Cure Light Wounds.
(x=1450, y=1850) Skydrop Gem, Jasper Gem, Andar Gem, 19 gold, 
		 Scroll of Shield, Potion of Stone Form. 
(x=1760, y=1920) Composite Long Bow, 25 gold, Scroll of Chant.

*1: Hold Person is a great cleric spell. At 2nd level, the ability to
paralyze enemies is strong indeed. Landing a successful Hold will take
that enemy out of the fight, and unless dispelled, it's pretty much a
death sentence. This spell isn't quite so good for Mages, as it simply
can't compete with the rest of their 3rd level spells.
*2: Magic Missile is a wonderful little spell. Long after the other 1st
level spells have faded into obscurity, magic missile continues on. It's
a handy little spell that-once a Mage reaches 9th level, can inflict
10-25 damage on a single foe. It's a little late in the game to recieve
such a basic spell, but better late than never.

***TRAPS***
(x=2300, y=650)
(x=2300, y=630)
(x=1600, y=1650)
(x=1600, y=1680)

Yeti Cave
o======================================================================o
***QUEST***
On the ridge where the crates lie is where you'll find you Priestess,
who happens to be none other than Lysan the barmaid. Chat with her, it
ends in a fight regardless. Nothing she says should make you want to
kill her less. Not allowing her to cast hold person is a good idea, so
is landing a pre-emptive backstab by sneaking up behind her before you
get close enough to talk. She'll get some yetis to help her, but once
Lysan is dead, they're child's play. Head back to Kresselack. Report
that you slew the Priestess, and he'll fail to uphold his end of the
bargain. Just as well, the biggest EXP reward of the game so far is good
enough compensation.

***REWARD***
EXP	13000
Misc	You get to raid Kresselack's sarcophagus.

Once that's over with, head back to Kuldahar. If you talk to whitcomb
at the Root Cellar Inn about Lysan, you can convince him to give you
her belongings. These include a Scroll of Cure Serious Wounds, a Scroll
of Cure Critical Wounds, a Protection from Fire Scroll, and The Mantle
of the Coming Storm*2. Now I go report to Arundel.

***QUEST***
After Arundel hears about the Vale and Kresselack, he'll send you on a
new errand-this time to find the Heartstone Gem. Since this seems to be
a surefire way to find where the evil is, it makes one wonder why he
didn't just send you after the Heartstone Gem in the first place. But..
I guess the Vale of Shadows DID need to be dealt with. In any case, more
EXP for everybody, and a new quest to tackle.

***REWARD***
EXP	10350

***ITEMS***
(x=350, y=510) 53 gold, Potion of Healing, Flaming Short Sword +1,
	       Kresselack's Sword, Plate Mail Armor, Helmet.*1
	       (3rd Play: Instead of the Flaming Short Sword +1, I found
	       a Fine Long Sword +1.)

*1: The Flaming Short Sword +1 goes to my Fighter/Thief, the blackened 
Plate Mail and Helmet go to my evil-aligned Fighter/Cleric, and the 
Two Handed Sword goes to my Fighter/Mage. Awesome.
*2: This cloak gives a bonus to armor class, as well as a +1 bonus on
saves versus paralyzation, and 30% resistance to fire and cold.
Unfortunately, it will not work with other magical protection. Since
my Paladin needs the save bonus more than any of my other front-liners,
I switch her Ring of Protection over to the Fighter/Cleric, and give
my Paladin the cloak.

o======================================================================o
|								       |
|		Temple of the Forgotten God {WLK004}		       |
|								       |
o======================================================================o
Temple of the Forgotten God, Exterior (AR3600)
o======================================================================o
Only thing to really do here is talk to the Verbeeg and enter the next
area (x=800, y=300). You could always pick a fight with him, too. You
know, for his shield. Not that anybody would be cheap enough to have
not bought a Large Shield for all their shield-bearing characters, of
course not.. Heh..

Temple of the Forgotten God, Level 1 (AR3601)
o======================================================================o
Upon entering you'll be accosted by an acolyte. A fight is inevitable.
Verbeeg are tough foes, and they do more damage than any creature you've
fought so far. They're sturdy foes, and for the measly 420 EXP they give
you.. Acolytes give the same EXP. Just as long as you don't let them
get off any spells, they're nothing. Of course, you could say that about
any spellcaster..

When you've searched through this level, the stairs down are at 
(x=800, y=450).

***ITEMS***
(x=480, y=1700) Scroll of Ghost Armor, Potion of Stone Form.
		(2nd play: Instead of the Scroll of Ghost Armor, I got
		a Longbow +2: Defender*1. That's a trade up, I'd say.)
		(4th play: Scroll of Protection from Fire.)
(x=500, y=1400) Amulet of Protection +1*2.
		(2nd play: Badge of the Brave.)
		(3rd play: Boots of Moander)
		(4th play: Ring of Missile Deflection.)
(x=350, y=1150) Potion of Infravision.
(x=250, y=1200) Potion of Healing.
(x=720, y=900) History of the Drow.
(x=670, y=850) History of the Drow.
(x=620, y=750) History of the North.
(x=580, y=700) History of the North.
(x=400, y=650) History of the North II. 
(x=330, y=650) Scroll of Skull Trap.
(x=200, y=700) History of the North I.
(x=2400, y=2420) Potion of Healing (cursed).

*1: +3 damage, +2 THAC0, +2 armor class, +2 Save vs. Spells. Yeah,
that's better than the Messenger of Sseth. It's good enough that I'm not
even considering shelling out gold for the Black Bow anymore.
*2: Since it's incompatible with the Paladin and the Fighter/Cleric's
current setup, it goes to the Ranger/Cleric by default.

***TRAPS***
(x=1200, y=360)

Temple of the Forgotten God, Level 2 (AR3602)
o======================================================================o
More of the same, really. The next level is at the north-east end of
the map, (x=3600, y=60).

***ITEMS***
(x=1400, y=1790) 153 gold.
(x=970, y=1810) Potion of Healing. 
(x=1900, y=1580) Potion of Strength, Charged Battle Axe +2*1.
		 (2nd play: Peasant's Reward Halberd +2.)
		 (3rd play: Bastard Sword +1.)
(x=1400, y=700) Studded Leather Armor +1.
		(3rd play: Studded Leather +1: Shadowed.)
		(4th play: Short Sword of Lesser Phasing.)

*1: Talk about an improvement. Charged weapons are great. This one has
a 50% chance to do 1d3 electrical damage, and more importantly, a 50%
chance to stun when it hits. Also, it's a +2 weapon. You never know when
you'll run into a monster that needs +2 or better weapons to hit.. It's
sooner than you'd think.. Since my Paladin is the only person with any
axe proficiency, she gets it.

***TRAPS***
(x=1175, y=1320)
(x=1400, y=1600)
(x=2000, y=1060)

Temple of the Forgotten God, Shrine of the Heartstone Gem (AR3603)
o======================================================================o
***QUEST***
Hurrah, you made it! Unfortunately, you're the second group to break
into this place. The Heartstone Gem has already been stolen. Boo. Take
the poison from the body of the Talonite and report to Arundel. He'll
use his super Druid powers to.. give you another quest. This time you
get to play around in the belly of a dormant volcano. Onward! To the
Dragon's Eye!

***REWARD***
EXP	19500

o======================================================================o
|				Chapter 2			       |
o======================================================================o
|								       |
|			Dragon's Eye {WLK005}			       |
|								       |
o======================================================================o
Dragon's Eye, Exterior (AR4000)
o======================================================================o
Barely a day away my ass. 72 hours is NOT one day. In any case, when you
arrive you'll have to deal with some ice trolls. After verbeeg, these
guys are a blessing. The entrance to the Dragon's Eye is at 
(x=500, y=200).

Dragon's Eye, Level 1 (AR4001)
o======================================================================o
Why would they throw puny lizardmen at you after fighting verbeeg? Beats
me. Shaman can hold you, so remember to target them with missile fire.
Bombardier beetles release clouds that damage you, and can stun you.
They really suck, even Rings of Free Action wont work against them. 
Wraith spiders cannot be harmed by normal weapons, they cannot poison 
you, but they can cause disease. Hardly worth the 1400 EXP they give. 
The Sword Spider can be painful, but if you attack from across the 
stream at the south-most center of the map, you can kill it with ranged 
weapons for an easy 2000 EXP. Phase spiders can be bad, as they are 
extremely poisonous, and they have a knack for phasing next to poorly 
protected party members.

The big fight of this level is in the north-eastern corner of the map.
The lizardman king and his court are indefinately easier if you soften
them with spells. Alas, I'm not quite there yet. It would be suicide to
rush in there, so again I lure them out and destroy them peicemeal. The
lizardman king hits hard, but its his two shaman that can really turn
the tide of the battle. Amongst the general loot is a magical dagger, 
Spinesheath*1.

***QUEST***
After you kill all the lizardmen, head to the south-eastern corner of
the map and continue to eradicate reptiles. When they're all dead, you
should be approached by a villager near the entrace to the next level.
The entrance to the next level is located at (x=3500, y=2300). 

***REWARD***
EXP	30000

***ITEMS***
(x=500, y=850) 85 gold, Dagger, Waterstar Gem, Antidote x15, 
	       Scroll of Protection from Normal Missiles.
(x=600, y=850) 97 gold, Oil of Speed, Bolts x20, Bullets +1 x20.
(x=1900, y=2300) Erevain's Broad Sword*2, Chain Mail, Medium Shield, 
		 Arrows x11, Long Bow, 81 gold, Erevain's Journal*3,
		 Arrows of Fire x11, Acid Arrows x9.
(x=3100, y=500) Star Diopside Gem x8, 88 gold, Scroll of Detect Evil,
		Scroll of Fireball*4, Ring of Resistance*5, Antidote x2, 
		Scroll of Summon Monster I. 
		(2nd play: Instead of the Ring of Resistance, I found a
		Robe of Enfusing.)
		(3rd play: Potion of Magical Resistance*6.)
		(4th play: Ring of Intelligence*7.)

*1: Spinesheath is a great backstabber. Although it only has a +1 to
damage, its +5 THAC0 more than makes up for it. I keep it on my
Thief/Mage for now.
*2: Erevain's Broad Sword is a +2 specimen that also grants a +2 bonus
on saves versus wands and 10% acid resistance. I give it to my 
Fighter/Thief.
*3: This is the journal of the elf at the inn in Easthaven, if you
remember. Xan, of course, is a sucky NPC you can get in Baldur's Gate.
If Erevain was anything like his cousin, we're better off without him.
Almost makes me want to play Baldur's Gate and feed Xan to a sword
spider too.. Ahh.. Irony.
*4: Fireball. Need I say more? Probably not, but I will anyways. This is
THE offensive spell for a Mage. Learn it, love it.
*5: +10% bonus to fire and slashing attacks? Put it on anybody who gets
hit alot. My Paladin is a good choice. My Clerics will get Entropy 
Shield to boost thier resistances anyways.
*6: How can you say no to 5% permanent magic resistance?
*7: +1 to Intelligence, -1 to Constitution. Eh, no thanks.

Dragon's Eye, Level 2 (AR4002)
o======================================================================o
This level is much like the previous one, but with trolls. Trolls aren't
so much a problem if you have fire to throw at them. Besides my arrows
of flame and acid, the only means I have for putting them down for good
is the Short Sword of Flame. This makes things slow going and tedious,
and I have to take care that I don't have to fight too many trolls at
once. I simply can't put them down fast enough in groups of more than
three. Using the Flaming Oil that the shaman dropped on the trolls is a
great idea, especially if you've a problem dealing fire damage. If
you're greedy like me, you'll just tough it.

***QUEST***
I'd suggest going to the west first. There is apparently a time limit
for saving the villagers, so you probably shouldn't leave the level
until you've rescued them. Conlan's son is at roughly (x=950, y=1330).
When you get back to town and talk to Sheemish, he'll give you the key
to the chest in the store. Or you could just cast knock on the chest.
Either way.

***REWARD***
EXP	24000
Item	Conlan's Key

***QUEST***
In the south-west corner are a number of talonite priests and trolls.
I kill them piecemeal. Once they're all dead, Mother Egenia of Ilmater
is at (x=1220, y=1960). Talk to her for rewards. She'll offer to stay
behind and heal (at a price) until you slay the evil. Horray. The exit 
is at (x=2900, y=2100).

If all the trolls and Talonites come at you in force, the narrow
passage you took to get into the larger room presents a natural
bottleneck. Provoke them with a character, run back to the room before
the narrow bend, and bottleneck them in there. If you can cast a web
or stinking cloud in the tunnel, you can make their trip extra
treacherous. One failed save will halt their entire advance, while you
pick them off with missiles. This was definately easier the second time
around with spells.

***REWARD***
EXP	36000

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

*1: A +2 Battle Axe with a two point bonus to armor class, the armor
bonus stacks with other protections as well. As long as my Paladin
wields this, her Armor Class is -5. Not bad.
*2: Instead of stunning enemies, you confuse them. I hand this off to
my Fighter/Thief.

Dragon's Eye, Level 3 (AR4003)
o======================================================================o
Good riddance trolls, hello undead. You'll find skeleton archers here,
as well as an undead lieutenant who will bug you from time to time as
progress through the level. Blast skeletons explode when you kill them,
cold wights need magical weapons to hit. Shoot blast skeletons before
they close to avoid taking damage. I'm nearing some potentially 
difficult battles ahead, and the time has come for me to dual-class.
Cold wights are easy and plentiful, and they give 1400 or 1500 EXP per
kill. Now I just rest and spawn baddies until I'm leveled enough to
continue on. I level until I have roughly 500,000 EXP total, which is
enough to dual-class all the characters that are going to dual-class,
and it allows my Fighter/Thief and my Fighter/Mage to resume their 
Fighter class.

Now that I have spell casters, it may be worth talking about spell
strategy, which I will be happily employing. 

Clerics:
Bane: Like bless, but it gives all enemies a -1 penalty on attack rolls.

Bless: A simple defensive spell that adds +1 to attack rolls. Useful in
any skirmish.

Command Word: Die is a good offensive 1st level spell that 
renders an enemy unconscious for one round. Used on a strong melee 
character, it can put them out of the fight and allow your Fighters to 
quickly take advantage of the targets' vulnerability.

Defensive Harmony: +4 armor class in a 10' radius. This spell is great,
but it's duration means you'll need to save it until just before the
fighting commences.

Dispel Magic: Unfortunately, from time to time enemies will get their
spells off. Dispel magic can help reverse a bad spell on your party.
Nobody wins fights with half their party held or confused. This can
remedy the situation.

Hold Person: A good 2nd level Cleric spell, if this hits, it'll pretty
much take any enemy out of the fight.

Prayer: Like bless, except it gives a +1 bonus to attacks, saves, and
damage, and penalizes enemies by the same amount. Always have one ready.

Protection from Evil 10' Radius: +2 armor class and +2 saves, what more
do you need?

Recitation: Like prayer, it gives a +2 bonus to saves and attacks, and
penalizes the enemies likewise. Use this in large fights in tandem with
bless and prayer.

Silence 15' Radius: When you spot out an enemy spell caster (or a group
of them) sneaking up and getting a pre-emptive silence off can render
enemy spell casters impotent. Good stuff.

Mage:
Blindness: Good to use on a strong melee enemy. -4 attack and armor
class will severely reduce their effectiveness.

Blur: A useful spell that gives the caster a +1 bonus on all saves, and
all attacks against him strike at -3. Another great defensive 2nd level
spell.

Confusion: An area effect spell that makes enemies act randomly. It
doesn't render them completely harmless, but they're as likely to attack
each other as you, and as likely to do nothing at all than take any
actions. Also, enemies save at -2, making this a potent little spell. 

Haste: An area effect that will increase the parties' speed. Doubles the
speed and attack rate of friendly creatures. You should use this before
ALL major confrontations. So what if you're fatigued afterwards? You
should have won by the time this spell wears off.

Fireball: The first-response spell of choice for any mage. Even more
useful in conjunction with web or stinking cloud, or while sneaking.

Invisibility: If you cant sneak, invisibility is another way to get the
drop on enemies. Even if you can sneak, invisibility mixed with 
non-detection is a great way to disarm traps that are near enemies.

Mirror Image: This spell creates a number of illusory doubles. Enemies
attacking will be more likely to strike a double than to hit the real
character. A must-have defensive spell.

Slow: The opposite of haste, this is an area effect spell that not only
slows creatures to 1/2 their speed, but it imposes a -4 penalty on
THAC0 and armor class. Just in case the spell wasn't broken already,
enemies save at -4.

Web/Stinking Cloud: Both offensive, dehabilitating area effect spells.
Web 'freezes' enemies in a web, allowing you to pummel them with ranged
attacks or melee attacks if you are yourself immune. Stinking cloud
causes nausea, but it is useful for making enemies vulnerable to missile
fire. Either one can be cast at a group of enemies, follwed by archer
fire and/or spell attacks. After getting a telling first strike, you can
then retreat. Only the few creatures unaffected by the spell can 
respond. I prefer web personally, because the Rings of Free Action play
into the tactic, and it works on undead.

I go through the level, killing and disarming as needed. In the 
south-eastern corner I'll get my first chance to use my new spells.
Inside a round structure is a Mage named Presio, some poison zombies,
and giant wights. I prepare with Bless and Haste, and use my
Fighter/Thief to scope out the enemies. I start out with a Fireball, and
leave the majority of my party outside the structure. After dropping the
Fireball, I regroup and let the enemies come to me. Casting an Animate
Dead in front of the party to distract the baddies is a good idea. when 
Presio falls, she'll leave behind 226 gold, a Hammer Flail +2, Presio's 
Dagger, and a Necromancer's Robe.*1 Before you go crazy looting, there 
are several traps that need to be disarmed.

The door to the next level is at (x=3400, y=350).

***ITEMS***
(x=3170, y=1900) Skull x3, Oil of Speed (cursed), Potion of Absorption,
		 Heavy Crossbow of Speed +2*2.
		 (2nd play: Heavy Crossbow of Defense +2 this time.)
		 (3rd play: Arrow of Translocation x1.)
(x=3350, y=1920) 428 gold, Aquarmarine Gem x3, Silver Ring, 
		 Presio's War Journal, Scroll of Haste*3.
(x=3390, y=2000) Bottle of Wine, Scroll of Skull Trap,
		 Scroll of Vampiric Touch, Scroll of Confusion,
	 	 Potion of Agility.

*1: I need to spread out any +2 Weapons I possibly can. I give this
flail to my Ranger/Cleric, and I give the Necromancer's Robe to the
Fighter/Mage. It wont lower his armor class due to his bracers, but it
will make him look cool.
*2: +4 THAC0 and +4 damage, and two attacks a round. Yes.
*3: Now both my Mages have haste. Huzzah.

***TRAPS***
(x=1190, y=1440)
(x=900, y=1540)
(x=700, y=1270)
(x=1380, y=2100)
(x=2500, y=2250)
(x=3300, y=2000)
(x=3150, y=2000)
(x=3170, y=1900)
(x=3350, y=1920)
(x=3000, y=1700)
(x=3000, y=1250)
(x=3100, y=960)
(x=2900, y=720)
(x=3100, y=750)
(x=3200, y=650)
(x=3100, y=570)
(x=3400, y=400)

Dragon's Eye, Level 4 (AR4004)
o======================================================================o
You'll be greeted by a priest named Albion. Unfortunately, my paladin
will see through the charade and things will get ugly. Albion will 
mention Sseth and Yxunomei, names you've likely seen by now. Albion and
his allies will drop Albion's Key*1 and Bracers of Defense AC 6. It's
possible to accept the charade, but you're going to end up fighting the
cultists eventually anyways.

***QUEST***
For exposing the snake-cultists, you get a reward. Another fun quest you
can do without ever realizing it.

***REWARD***
EXP	24000

In the eastern side of the map you'll find the High Summoner, behind the
door at (x=2920, y=1800). He enjoys summoning groups of enemies to 
harass you. Make your life easier and get rid of him first. He's 
accompanied by two Yuan-Ti Priests, but a simple Confusion spell ends 
this fight for me. 

North of center on the map is the High Ritualist. He has friends, but
ultimately, casting Summon Monster I to lure them and hitting them with 
a Confusion makes this fight a breeze. 

Behind the door at (x=1650, y=500) waits a foursome of adventurers.
They'll watch over you while you sleep, but the real perk is their gear.
There's Marchon of Waterdeep, Cristiana Knight, Reise Coppersky, and
Iholikan Quinval. If you decide to kill them, you'll have access to the
following: Marchon of Waterdeep drops 121 gold, Plate Mail Armor, a
Large Shield, and a Flaming Long Sword +2*2, Cristiana Knight drops 
78 gold, Plate Mail Armor, a Potion of Extra Healing, a Medium Shield 
and a Morning Star +1, Iholikan Quinval drops 54 gold, a Long Bow, 
Arrows of Fire x16, a Long Sword +1, Arrows +2 x20, Arrows x40 and 
Reise Coppersky drops 102 gold, Mage Dagger +2*1. The trade off for all
this fantastic loot? You'll have to rest on the next level up if you
need to sleep.

The stairs to the next level are at (x=3400, y=2400).

***ITEMS***
(x=2850, y-1000) Potion of Stone Giant Strength, Potion of Strength.
(x=3330, y=850) 119 gold, Oil of Fiery Burning, Antidote (cursed),
		Blur Deck*3.
(x-2650, y=800) Studded Leather +2: Shadowed*4, Corrosive Hammer +2,*5
		Potion of Mind Focusing, Potion of Stone Form,
		Arrows +1 x20.
		(2nd play: Mace of Weal and Woe, Mage Dagger +2.)
		(3rd play: Selune's Promise, Fire Dagger +2.)
		(4th play: Ol'Withery, Corrosive Hammer +2.
(x=2420, y=450) Oil of the Serpent's Scales, 252 gold, 
		Potion of Hill Giant Strength.
(x=1100, y=200) Animals Are Your Friend, On Non-Violence.
(x=1000, y=350) History of the North I, History of the North II,
		History of the North III.
(x=1000, y=1230) The Folly of Fury.
(x=850, y=1100) Great Pottery of Lurien, Tending Ivy.
(x=1200, y=1110) Fish on the Sea of Fallen Stars. 
(x=650, y=1000) Secret Societies, Scroll of Summon Monster I, 
		Scroll of Flame Arrow, Potion of Mind Focusing,
		Potion of Perception.
(x=1600, y=1800) Philosophy of Kara-tur.

*1: An improvement over the Mage Dagger +1.
*2: This is a +2 Long Sword that deals 1d3 fire damage with every hit.
No 50% crap. Very nice.
*3: The Blur Deck lets you cast blur on yourself. Obviously this boon
would be wasted on characters who can already cast the spell. I give it
to my Paladin, seeing as how she's always in the middle of the fight.
*4: +2 Studded Leather with improved stealth is just what my
Fighter/Thief has been waiting for.
*5: Nothing overly special about this hammer. It's alright, but mostly,
it's +2. It goes on my Fighter/Cleric for when she needs it.

Dragon's Eye, Level 5 (AR4005)
o======================================================================o
You'll be greeted by an odd little girl. She'll be doing this
throughout the level, get used to it. Your enemies in this level will
be Yuan-ti. Archers fire Arrows +1 at you, so be sure to get to them to
preserve some of that fine ammo.

In the room located at (x=1100, y=2250) there is a Yuan-ti elite with a 
magic bow called Messenger of Sseth*1 and Arrows +2. He's not alone, 
however.

In the area behind the door located at (x=1950, y=2200) you'll find a 
switch at (x=3420, y=2000). Pushing that switch will open a secret door 
in the tunnel behind you. Inside is the High Torturer. When he's dead, 
he'll drop a Ring of Pain Amplification. Yuck.

There's a merry band of Yuan-ti outsider the door located at 
(x=2800, y=750). They're standing on traps, so rushing up there isn't
suggested. A confusion, slow, and web were enough to make this battle
easy, even comical. After dealing with them, I disarm the traps and
ready myself for the coming fight. Make sure everybody has a +2 or
better weapon. Everybody that needs to be attacking, anyways. For your
archers, time to ready some of those Arrows +2. If you use a crossbow..
tough. Here are my stats going into this fight:
	
		HP	AC:	THAC0:	Weapon
Paladin		136	-9	12 (7)	Battle Axe +2: Defender	
Fighter/Cleric	126	-4	16 (11)	The Giving Star +3
Ranger/Cleric	126	-2	16 (12)	Hammer Flail +2	
Fighter/Thief	138	1	10 (5)	Messenger of Sseth +2, Arrows +2
Fighter/Mage	132	-1	12 (5)	Heavy Crossbow of Speed +2
Thief/Mage	84	3	17 (14) Mage Dagger +2

Obviously my Fighter/Mage and Thief/Mage will have more important things
to do than make physical attacks. A good first step would be to have an
invisible character go in and disarm all the traps that they find.
Inside is the odd little girl, who will reveal herself to be a Marilith
by the name of.. Yxunomei.

***QUEST***
I know I could lure her out and kill her (and that's the easiest way to
do this) but I want to heroicly charge in, stand my ground, and defeat
Yxunomei in pitched battle. Preparation is everything. I go in with
Bless, Prayer, Recitation, Haste, Protection From Evil 10' Radius, and
Defensive Harmony cast on everybody. My Mages also use Mirror Image and
my Fighter/Mage uses Blur. I lead with undead summoned via Animate Dead.
I only engage Yxunomei with my Paladin at first, and hopefully her 
dispel will target my undead. She'll also use Cloudkill, but it isn't
terribly strong. My Mages harass the Yuan-ti with Slow and Confusion,
while my clerics try to work in a couple of Silence 15' Radius's. After
the first round of spell casting, my Fighter/Cleric joins the melee
against Yxunomei, while my Mages and Ranger/Cleric recast any spells
buff that have fallen or, failing that, continue to attack Yuan-ti with
slow and confusion. There's little chance of any of my spells affecting
Yxunomei, but if I can work her into an area affect, it's worth a shot.
The entire time my Fighter/Thief shoots at Yxunomei with Arrows +2. His
improved THAC0 and my Paladin's great armor class work together well to
stunt Yxunomei, and it wont be long before she falls. After that, it's
just a matter of cleaning up Yuan-ti and looting. Yxunomei drops the
Heartstone Gem when she falls, and she's worth a whopping 46000 EXP. 
Time to head back to Kuldahar.

***REWARD***
EXP	13000
Item	The Heartstone Gem

***ITEMS***
(x=750, y=2300) 569 gold, Arrows +1 x35.
(x=900, y=2450) 239 gold, Arrows +2 x18.
(x=1000, y=2600) 320 gold, Potions of Extra Healing x8.
(x=300, y=200) Black Opal x2, Scroll of Non-Detection, 124 gold.
(x=450, y=200) Tchazar Gem x5, Potion of Fire Resistance.
	       (2nd play: In addition to the previous, I found the
	       Short Sword 'Spell Diver'.)
	       (3rd play: Instead of 'Spell Diver' I found a
	       Bastard Sword of Action +1.)
	       (4th play: The Sword of Days*2.)
(x=500, y=400) Potion of Healing x3, Pearl Necklace, 303 gold.
(x=2900, y=2200) Scroll of Ghost Shield.
(x=3250, y=2000) Scroll of Dimension Door, Potion of Genius.
(x=3100, y=2500) 520 gold, Oil of the Serpent's Scales x2,
		 Moonstone Gem, Throwing Axe +2*3, 
		 Scroll of Mirror Image*4,
(x=1200, y=850) Pearl Necklace, Studded Leather Armor +2.
(x=1350, y=400) 76 gold, Potion of Freedom, The Red Knight's Shield*5.
		(3rd play: Instead of The Red Knight's Shield I found
		The Bitch Queen's Envoy*6.)
(x=1050, y=250) Potion of Healing x3, Baleful Mail.
(x=1000, y=300) Potion of Fortitude, 110 gold.
(x=2830, y=500) 2467 gold, Emeralds x2.
(x=2850, y=450) Skull x5.
(x=2850, y=400) Jasper Gem x3, Iol Gem x1, Shandon Gem x2, Garnet x1.
(x=2950, y=300) Dead Man's Face*7.
(x=3050, y=300) Translocation Arrows x5, Hammer Arrows +1 x20, 
		Confusion Arrows +3 x20. 
(x=3200, y=250) 625 gold.
(x=3300, y=250) Potion of Heroism x3, Potion of Hill Giant Strength,
		Star Diopside Gem.

***TRAPS***
(x=500, y=1200)
(x=300, y=200)
(x=450, y=200)
(x=1020, y=1840)
(x=1340, y=2100)
(x=1520, y=2080)
(x=1520, y=2150)
(x=2000, y=1880)
(x=2100, y=1350)
(x=2000, y=1320)
(x=1920, y=1020)
(x=2020, y=900)
(x=470, y=700)
(x=2500, y=800)
(x=2530, y=700)
(x=2600, y=900)
(x=2700, y=800)
(x=2680, y=700)
(x=3000, y=600)
(x=3200, y=650)
(x=3200, y=800)
(x=2830, y=500)
(x=2850, y=400)
(x=3050, y=300)
(x=3300, y=250)

*1: This bow gives +1 damage and +2 THAC0, so it's not much of an
improvement over any old Composite Long Bow. Oh, and it's "extremely
fast", which means its speed factor is lower. Still, better than 
nothing.
*2: A Short Sword +3 that gives immunity to haste and slow, and has a
25% chance to slow the target. Haste is essential to my battle plan, and
few enemies cast slow. I don't bother.
*3: A returning throwing axe. A good reason to specialize in axes, I
think. Now my Paladin has a ranged attack.
*4: Both my Mages now have the essential defensive spell, Mirror Image.
*5: This goes to the Paladin. I know I'm stacking her up quite a bit
(she has a -9 AC right now) but that just makes her all the more useful
for leading the charge. Besides, it'll work great with some armor later
in the game. For aesthetic purposes, you see.
*6: This shield is inferior to the Red Knights' Shield. You'll fight a
handful of water elementals in the game. If you get this shield on your
playthrough, it's worth using at this stage in the game, but by the time
I found it, I had outgrown it.
*7: This goes on my Fighter/Cleric. She doesn't need to be pretty
anyhow. Plus, keeping her protected from fear effects means she is safe
to dispel any such effects on others.

Kuldahar
o======================================================================o
When you get back, you'll notice things are amiss. Maybe it's the air.
Maybe it's the giant orogs all over the place. Probably the orogs. Kill
them on your way to Arundel's. Story unfolds, and you are given the
quest to find Larrel in the Severed Hand. He'll leave behind his Staff
of Nature's Wrath, which sells pretty good, if nothing else.

While I'm back in town I make sure to purchase any spells I might need.
For HOW players, Orrick has two very nice items for sale. The Shimmering
Sash*1 and the Rogue's Cowl*2. When I'm done shopping, there's
little else to do but head to the Severed Hand.

*1: The Shimmering Sash is a belt that grants the wearer with the effect
of the blur spell while equipped. That's -3 AC and +1 Saves. I put that
on my Ranger/Cleric. You need to be good aligned to wear it, so the only
other character that could even use it would be my Paladin. She already
has the blur deck, and she'll be getting another belt later.
*2: A hood that gives -2 AC and 10% stealth. I put it on my 
Fighter/Thief for now. I may switch it to my Thief/Mage when she gets
her Thief abilities back, especially since my Fighter/Thief gets into
combat more. For now, the lack of critical protection doesn't worry me
much.

o======================================================================o
|				Chapter 3			       |
o======================================================================o
|								       |
|			The Severed Hand {WLK006}		       |
|								       |
o======================================================================o
The Severed Hand, Exterior (AR5000)
o======================================================================o
Five days and one chapter introduction later and here we are. Larrel
makes an appearance, and there's not much else to do but enter the 
Severed Hand (x=300, y=200).

The Severed Hand, Level 1 (West) (AR5001)
o======================================================================o
Shadowed orcs, goblins, shaman, and so forth. Just like the normal ones
but undead and tougher. Still, these guys are nothing after the Yuan-ti.
Still, they call for a change of pace, as mind-affecting spells will not
work on them. You'll have to do away with command word: die and 
confusion.

Near the treasure at (x=450, y=1550) you'll be ambushed by a duo of
shaman, some orcs, archers, and two shadowed ogres. I won this fight
rather ungracefully-concentrate your fire on the two shaman, after they
go down the threat is mostly over.

There are two ways to get to the next level, there's a ramp at 
(x=1200, y=500) and stairs at (x=1650, y=2000). I take the ramp first.

***ITEMS***
(x=800, y=650) Scroll of Emotion: Hopelessness.
(x=620, y=950) 67 gold, Potion of Healing.
(x=450, y=1550)	Two Handed Sword +2: Hammering*1.
(x=800, y=1600) 69 gold.
(x=920, y=2050) Potion of Extra Healing, Waterstar Gem, 
		Elixer of Health.
(x=1250, y=1820) Chyrosberyl Gem, Potion of Heroism.

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

***TRAPS***
(x=1300, y=1730)
(x=1300, y=1690)
(x=1250, y=1670)

The Severed Hand, Level 2 (West) (AR5002)
o======================================================================o
South of the ramp up from level 1 you'll be ambushed by goblins and
worgs. The Shadowed Goblin Trainer will drop the Jester's Bag of 
Holding*1.

To the east near the lootable furniture at (x=1550, y=400) you'll get
ambushed, this time two shaman and a bunch of goblins. Again, when the
shaman fall and the threat of hold person ends, you've pretty much won.

The stairs up from level 1 are located at (x=1650, y=2150).

Once again, you've got two ways to go. A ramp at (x=500, y=900) or a
central staircase at (x=1400, y=1300). There are a number of goblin
archers near the central spire on the next level. If you want to meet
them in melee, go up the stairs. If you wish to shoot it out with them,
go up the ramp. I go up the ramp.

***ITEMS***
(x=1550, y=400) Sanctified Morning Star +3*2.
		(3rd play: Morning Star of Lesser Phasing.)
(x=1830, y=400) 119 gold, Potion of Agility, Potion of Stone Form, 
		Scroll of Animate Dead,
(x=900, y=1760) Potion of Healing, Potion of Genius,
		Scroll of Emotion: Courage*3.

*1: A minorly useful accessory that produces various items. Mostly junk,
but sometimes you can get magical arrows and whatnot.
*2: The Giving Star +3 works fine on my Fighter/Cleric, but this is a
great new weapon for my Ranger/Cleric, replacing her hold Hammer 
Flail +2.
*3: This spell gives a bonus of +1 THAC0, +3 damage, and +5 temporary
hitpoints. Better yet, it has a range of 10 feet and lasts 5 turns. That
is certainly long enough to last any encounter. Keeping one on hand at
all times for the big fights is a good idea.

The Severed Hand, Level 3 (AR5003)
o======================================================================o
I make sure to use my archer task-force to clear the center of goblins.
This includes my Paladin with her returning axe, my Fighter/Thief, and
my Fighter/Mage.

When approaching the treasure at (x=700, y=980) you'll be ambushed by
two shaman, a host of orcs, and two ogres. One will drop the axe
Guktok's Chopper. Once I have looted the dwarf-bane and elf-bane weapons
I head back down to level 2, and up the central stair case.

In the central area of level 3, you'll be attacked by a number of
armored skeletons and a burning skeleton, which like to throw fireballs
at you. Throughout the level there are also bladed skeletons, which
look creepy, if nothing else. You'll also find a handful of shattered
souls that attack by casting Larloch's Minor Drain and are immune to
nonmagical weapons. They also can heal other undead via Larloch's Minor
Drain. One bladed skeleton will drop the Bone Talisman. (4th play
through I found a Bone Marrow Belt*1 instead of the Bone Talisman.)

There are stairs going up (x=1300, y=1600) and an elevator at
(x=2000, y=1400). I take the elevator first.

***ITEMS***
(x=700, y=980) Misery's Herald.
(x=600, y=1250) Great Shield +3*1
		(4th play: Shield of the Hand*2.)

*1: +1 AC, -2 Charisma, 50% slashing resistance, -15% crushing
resistance. This belt definately can come in handy. I didn't find one
until my 4th play through, but if I had found one earlier, it would
have gone on my Fighter/Mage.
*2: This is a +4 AC shield with a number of 15% resistances. 
Unfortunately it imposes a -2 THAC0 penalty. I could put it on my
Fighter/Cleric, since she's got enough THAC0 to lose two points and
still be equal with my Paladin. It would take her to -9 AC, too.
*3: A +3 AC shield with +1 AC versus missile. Too bad it took four plays
to find it.

***TRAPS***
(x=1050, y=1510)
(x=980, y=1490)
(x=930, y=1450)
(x=1930, y=1360)
(x=1900, y=1390)
(x=1900, y=1430)

The Severed Hand, Level 2 (East) (AR5002)
o======================================================================o
Once you enter the level you'll be attacked by armored skeletons and
shattered skeletons. There are stairs down at (x=1850, y=1300).

***ITEMS***
(x=2650, y=1850) Some Lesser God's Promise.
		 (3rd play: Short Sword of Action +2.)

The Severed Hand, Level 1 (East) (AR5001)
o======================================================================o
This time you'll be fighting bladed skeletons and shattered souls. One
of the shattered souls will drop you a shadowed cloak*1. (3rd play I got
shadowed Plate Mail Armor*4). (Alternatively, you could also find
a Shadowed Robe or Shadowed Boots.) After I get the Piece of Broken 
Machinery, I head back up to level 3, and take the stairs to level 4.

***ITEMS***
(x=2650, y=1150) Heavy Cross Bow of Accuracy*2.
(x=2500, y=850) Piece of Broken Machinery*3.

*1: This cloak gives you stealth +10%. I give this to my Fighter/Thief
by default, since it can only be used by Thieves and my Thief/Mage isn't
able to use her Thief abilities yet.
*2: This bow gives +2 damage and +7 THAC0. Normally, I'm crazy about the
THAC0, but I already have a +4 damage +4 THAC0 bow. The bottom line is
the old bow gives an extra attack around. I'd say another attack gives
me an extra chance to hit each round, and that's just fine.
*3: You'll need this.
*4: Too bad I didn't get this armor in one of the first play throughs.
If you are lucky enough to get your hands on this armor.. it's better
than the Mythril Field Plate +2 you'll find later.

The Severed Hand, Level 4 (AR5004)
o======================================================================o
You'll find an elven merchant named Lehland at (x=630, y=780). He is 
completely unaware that the Hand has been sacked, that he's dead, and 
that most of his wares are ruined. He will tell you about the towers of
the Hand, however, and you can buy arrows from him, and sell off some
loot.

Lethias is at (x=1280, y=800). He'll tell you about the fall of the Hand
and Larrel.

The bard Telanis is at (x=380, y=1500). He'll sing about Larrel and the
Elven-Dwarven history of the Hand.

Sehriya is in the room at (x=2050, y=950). If you try to tell her 
anything, she'll say you're joking. You can get her to let you rest in 
here, though.

There are numerous towers you can go into, as follows:
Labelas Tower (AR5101) is located at (x=300, y=1200).
Corellon Tower (AR5301) is located at (x=2000, y=400).
Sheverash Tower (AR5401) is located at (x=2600, y=1200).
Solonor Tower (AR5201) is located at (x=1500, y=2000).

***ITEMS***
(x=1300, y=380) Scroll of Emotion: Hope*1, Potion of Clarity,
		Berduskan Black Brew, Potion of Strength.
(x=2220, y=950) 110 gold, Scroll of Cone of Cold*2, Potion of Healing,
		Potion of Cold Resistance.
(x=700, y=1300) Potion of Healing, Potion of Clarity.
(x=920, y=1500) Potion of Insight, Potion of Insulation.
(x=1300, y=1670) Potion of Absorption, Potion of Mind Focusing.

*1: Another nice emotion spels, this one gives +2 THAC0, damage, and
saves. I'd suggest keeping this spell handy for big fights as well.
*2: A fair offensive spell, you probably don't have anything better to
fill up your 5th level spell slots with. Like with Fireball, you have to
be careful of friendly fire. Friendly ice. It's a cone effect, so I
prefer to use it on my Fighter/Mage, who is more likely to get into
melee combat.

Labelas Tower, Level 1 (AR5101)
o======================================================================o
You'll get to see Larrel talking to himself. This tower is impassible.

Solonor Tower, Level 1 (AR5201)
o======================================================================o
***QUEST***
In this level you'll find Denaini. She'll tell you some more about
Larrel and the fall of the Hand, and ask you to kill-err..release-her
fellow priests. Oh yeah, she also needs some holy water for the shrine.

The stairs up are at (x=300, y=850).

Solonor Tower, Level 2 (AR5202)
o======================================================================o
You'll fight clerics and acolytes. The clerics are more dangerous, as
they'll actually cast spells.

***ITEMS***
(x=800, y=550) Chrysoberyl Gem, Potion of Healing,
	       Sanctified War Hammer +2*1.
	       (3rd play: War Hammer of Sparks +2.)
(x=300, y=600) 98 gold, Potion of Hill Giant Strength.

*1: This isn't as good as the Sanctified Morning Star +3 I found
earlier, and my Fighter/Cleric will stick with the Giving Star.

Solonor Tower, Level 2 (AR5203)
o======================================================================o
More clerics and acolytes, this time there's a priest, too. He'll drop
a Symbol of Labelas Enoreth*1.

***ITEMS***
(x=700, y=820) Waterstar Gem, Potion of Heroism.
(x=650, y=700) Oil of Speed (curse), 
	       Scroll of Globe of Invulnerability*2.
(x=670, y=420) Piece of Broken Machinery, 68 gold, Potion of Defense,
	       Potion of Strength Transference.
	       (3rd play: Elven Chain Mail of the Hand +3*3.)
	       (4th play: Ring of Strength.)

*1: This amulet gives a +1 bonus to intelligence. There's no reason to
wear this amulet all the time, but if I hit the 18 spell limit for one
of my Mages, I'll wear this amulet while I scribe scrolls to give
myself temporary unlimited spells/level.
*2: This spell protects the caster from all 1st-3rd level spells. It has
it's uses, but enemies will soon start throwing more powerful spells
your way.
*3: More great armor that just didn't drop my first time through. This
armor is absolutely fantastic for my Fighter/Mage. And my Fighter/Thief,
for that matter.
*4: +1 Strength, -1 Dexterity. This little ring sounds like it could be
useful, but it's +1 Strength caps at 18/00. For my fighters, that's
really not worth losing the Dexterity over.

Solonor Tower, Level 3 (AR5204)
o======================================================================o
There are two groups of three priests in different rooms on this level.
Other than that, it's looting.

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

*1: Now both of my Mages have this spell.
*2: Denaini wants this.
*3: This Laurel gives a +1 bonus to armor class and a +1 bonus to
charisma. Since it doesn't give critical hit protection, it wont do for
a dedicated fighter. 
*4: A +2 damage, +3 THAC0 sling. This'll do well on my Ranger/Cleric,
since my Fighter/Cleric would rather stick to a mace.

***QUEST***
Bring the Barrel of Holy Water to Denaini for some nice EXP, and Sune's
Laurel of Favor.
EXP	52500
Item	Sune's Laurel of Favor*3.

***QUEST***
Report to Denaini that you've killed her fellow priests. More EXP for
you, there's no reason not to simply do both these quests in one go.
EXP	24000
Item	Edley's Sling*4.

Corellon Tower, Level 1 (AR5301)
o======================================================================o
There is an elven officer at (x=640, y=300). As you approach him, a 
number of swordsmen and archers will appear, as well as a wizard at
(x=250, y=460). This battle actually bears some preparation. I leave the
rest of my party in the room with the stairs in order to bottleneck the
enemy at the door. I sneak into the room with my Fighter/Thief. The
baddies appear and move to attack even if they cannot see my
Fighter/Thief. I move him over to the wizard and backstab, making short
work of the largest potential threat (he's fond of casting haste and
stinking cloud.) I buff my own party in order to deal with the elves.
Protection From Evil 10' Radius and Emotion: Courage can last me a few
fights.

***ITEMS***
(x=930, y=350) Composite Long Bow of the Hand*1.
	       (3rd play: Long Bow of Action +2.)

*1: This bow is patently inferior to the Long Bow +2: Defender I found
earlier. Still, it's better than Messenger of Sseth if that's all you
have.

Corellon Tower, Level 2 (AR5302)
o======================================================================o
This level plays out much like the one above, except there are more
officers, and a cleric. 

***ITEMS***
(x=390, y=550) Scroll of Otiluke's Resilient Sphere*1, 81 gold,
	       Scroll of Cloudkill*2, Oil of Fiery Burning.	
(x=870, y=600) Scroll of Ice, Scroll of Stoneskin*3, Ziose Gem.
(x=910, y=500) Piece of Broken Machinery*4.

*1: Otiluke's Resilient Sphere is a spell I never tend to bother with.
Sure, it essentially removes an enemy from the fight for a while, but
as a 4th level spell with no save penalty, you might as well use
Confusion. Confusion has a save penalty, an area of effect, and a longer
duration. If you want to use a spell to remove enemeis from the fight,
use Confusion.
*2: A decent 5th level spell, it kills weaker creatures outright.. but
by this point, you really wont be fighting any enemies that are that
weak. It's useful in combination with web or in a bottleneck where
enemies remain in the effects for a number of rounds. Since the
Fighter/Mage has Cone of Cold, the Thief/Mage learns Cloudkill.
*3: This is THE defensive spell for a Mage. It blocks a number of
physical attacks regardless of how enchanted, how strong the attacks
are. Essentially it makes you immune to the next 1d4+1/2 levels attacks.
This doesn't protect against spells, but in conjunction with Mirror
Image and Blur, your Mage will be very difficult to hurt. Obviously a
must-have for the Fighter/Mage.
*4: You'll need this as well.

Corellon Tower, Level 3 (AR5303)
o======================================================================o
When you're done looting, the stairs up are at (x=500, y=850).

(x=870, y=620) Scroll of Remove Curse.	
(x=850, y=500) Potion of Storm Giant Strength, 
	       Long Sword of Action +2*1, Arrows of the Hand x40.
	       (3rd play: Long Sword of the Hand.)
(x=570, y=330) Waterstar Gem, Potion of Agility, Berduskan Black Brew.
(x=500, y=450) 94 gold, Potion of Freedom, 
	       Scroll of Protection from Lightning.

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

Corellon Tower, Level 4 (AR5304)
o======================================================================o
***QUEST***
At the top of the tower you'll meet Valestis, who'll ask you to find him
some "seeds that can flourish in the harshest of places", some 
"pure water", and any "small animals seeking a new home."

Sheverash Tower, Level 1 (AR5401)
o======================================================================o
***QUEST***
In this level is the spirit of Kaylessa, weapon master of the Hand. She
has a Piece of Broken Machinery, which, of course, you need. She'll ask
you to kill what's left of her men before she hands the treasure over.

You can unlock the doors and fight the ogre and orcs if you wish. The
stairs up are at (x=400, y=800).

***ITEMS***
(x=400, y=200) 93 gold.

Sheverash Tower, Level 2 (AR5402)
o======================================================================o
There are a number of swordsmen and archers on this level. Having so
many capable Fighters really comes in handy here. When everything is
dead, the ramp up is at (x=500, y=200).

Sheverash Tower, Level 3 (AR5403)
o======================================================================o
More archers and swordsmen. There are stairs up at (x=300, y=600) and a
passage at (x=100, y=500). I head up the stairs first.

**ITEMS***
(x=650, y=250) Scroll of Beltyn's Burning Blood, Shandon Gem, 95 gold.
(x=800, y=530) Arrows of the Hand x40.

Sheverash Tower, Level 4 (AR5404)
o======================================================================o
There are a bunch of wraith spiders up here. This should be easy EXP.
After I'm done, I head back down the stairs and exit via the passage
exit.

***ITEMS***
(x=700, y=470) Hippogriff Riders of the Hand, 57 gold. 

Walkway between Sheverash Tower and Labelas Tower (AR5502)
o======================================================================o
On the walkway you'll find three swordsmen, two archers, a cleric and a
wizard. I have my Fighter/Thief sneak up while the rest of my party
engages. I take out the Cleric with a backstab, and melee with the
wizard. The exit is at (x=50, y=400).

Labelas Tower, Level 4 (AR5104)
o======================================================================o
There are several spell casters in this level, and when you start a
fight in the center of the level, more will come from the side rooms.
With a number of spell casters all letting loose at once, things can go
bad quickly. I prepare all the spell buffs I can, particularly Haste,
which will make this whole thing go down easier. The stairs up are at
(x=900, y=800).

***ITEMS***
(x=330, y=320) Diary of Evayne, Robe of the Hand, 82 gold, 
	       Potion of Clarity.
(x=1000, y=450) Scroll of Protection from Normal Missiles,
		Potion of Heroism, Potion of Invisibility.
(x=200, y=460) Scroll of Improved Invisibility*1,
	       Scroll of Greater Malison*2, Potion of Genius.

*1: This spell is an invaluable defensive measure. Invisibility is good
and all, but even after you make yourself known the -4 penalty on attack
rolls enemies suffer and the +4 bonus on saves you recieve are a good
reason to use this spell. on top of all of that, while invisible you
cannot be targeted by spells, even after you've acted. You can still be
hurt by area effect spells, however. It's another defensive measure for
my Fighter/Mage.
*2: Greater Malison lowers the saves of enemies by 2. This is a great
first strike spell that makes all other spells work more often. Hitting
the enemy with two Greater Malisons from two Mages using Improved
Invisibility is a good start to a fight. Afterward, everything else is
much more likely to succeed, especially Slow, Confusion, and stun
effects from weapons. This goes to my Thief/Mage.

Labelas Tower, Level 5 (AR5102)
o======================================================================o
On this library level you'll find Custhantos. He cannot be convinced
that he is dead and the Hand has fallen, but he will give you a variety
of books. Of particular interest are Elmath's Compendium, Ecology of the
Unicorn, and Mythal Theory. The stairs up are at (x=700, y=700).

***QUEST***
Next time you return to town be sure to give the book on Mythal Theory
to Orrick and finally finish that quest.

***REWARD**
EXP	24000
Item	Girdle of Labelas*1

*1: Grants the wearer Freedom of Action and lets them cast Haste 1/day.
I give this to my Paladin to give her Free Action and the ability to
Haste herself as needed.

Labelas Tower, Level 6 (AR5102)
o======================================================================o
On top of this tower you'll find Larrel, Gelarith, and the broken
astrolabe. Larrel is not in any condition to help you with the
Heartstone Gem, so talk to Gelarith instead.

***QUEST***
If you haven't figured it out already, you'll have to find the missing
peices of the astrolabe in order to fix it. Somehow this will help
Larrel. Now lets get that piece from Kaylessa.

***QUEST***
Kaylessa thanks you, and asks one last favor of you. You guessed it, let
her die in battle as well. Kill her, and this quest is done.

***REWARD***
EXP	52500
Item	Piece of Broken Machinery, Kaylessa's Gloves*1, 
	Boots of Speed*2.
	(3rd play: Instead of Kaylessa's Gloves, I got Kaylessa's Bow.)
	(Alternatively, you could also find Kaylessa's Ring here.)

*1: These go to my Fighter/Thief. The extra dexterity wont increase his
AC, but it will increase his missile adjustment, hencing giving him a
+1 THAC0 with his bow, and the dexterity will also give him +5% to all
Thief skills. No other character can get better use out of it. I give
his Gauntlets of Weapon Skill to my Paladin, who isn't as well off in
the THAC0 department due to her lack of grand mastery.
*2: Boots of Speed are nice little items that double the wearer's speed.
The problem is, this is a good benefit for ANY character, deciding who
gets to use them is tricky business. I ultimately give them to my
Fighter/Thief, since I use him to hit-and-run so much. He'll be able to
get into and out of sticky situations without worrying about geting
boxed in. Also, it'll give him the ground to hide again after attacking.

***QUEST***
Now to give Gelarith the peices of machinery. Give him the piece you got
from the shadow, the piece you found in the war room, the piece you
found in Solonor Tower, and the piece you got from Kaylessa. After you
give him all these peices, you can talk to Larrel. He'll tell you about
the fall of the Hand if you wish, and tell you exactly why restoring the
astrolabe restored him.

***REWARD***
EXP	35000, 35000, 24000, 24000.

***QUEST***
Get Larrel to use the Heartstone Gem to find the evil plaguing the north
to finish off that quest as well. Your next destination is Dorn' Deep,
and Larrel is nice enough to send you there.

***REWARD***
EXP	54000

You can also head back to Kuldahar and buy some new toys from Orrick.
Hold Monster is a very nice spell, and should not be missed.

o======================================================================o
|				Chapter 4			       |
o======================================================================o
|								       |
|			Dorn's Deep {WLK007}			       |
|								       |
o======================================================================o
Dorn's Deep, Exterior (AR6000)
o======================================================================o
You'll have to kill some pesky orogs on your way to the entrance to a
cave (x=500, y=100). They're push-overs.

Dorn's Deep, Caverns (AR6001)
o======================================================================o
The first beasts you'll probably encounter are blue myconids. They're
not tough at all, but they do like to spray spores at you. These can
stun you or cause you to go berserk, either way it's not fun. You can
go down the ramp to the west to engage them in melee, or go along the
ledge to the east. They'll still see you, and you can shoot at them, but
they'll ultimately find their way up to you. There are also ettins. They
are tough, but ultimately aren't really much of a threat. There's a
fight with a large number of myconids at the south end of the map, and
in the middle there's a trio of ettins. Other than that, this level is
just a crossroads.

There are a number of places to go, as follows:
There's a cave at on top of the north ledge at (x=2100, y=200) (AR6008). 
There's a doorway at (x=3000, y=600) (AR6014).
There's a cave below the north ledge at (x=1500, y=500) (AR6009).
There's a large cave at (x=2300, y=1800) (AR6007).
There's an exit beyond the bridge to the east of the map at 
(x=3500, y=1700)

Dorn's Deep, Orog Cave (AR6008)
o======================================================================o
Just a bunch of orogs for you to beat up.

Dorn's Deep, Bandoth's Tower (AR6014)
o======================================================================o
***QUEST***
The only thing of note in this area is Bandoth (x=500, y=500) who will
tell you how to get deeper into Dorn's Deep if you recover some
Razorvine his apprentice was supposed to be carrying. 

He'll also sell you some stuff, notably a Scroll of Feeblemind*1, 
Scroll of Conjure Elemental (Earth, Fire, and Water) and a Scroll of 
Summon Shadow. He also sells potions, of particular interest are the 
potions of giant strength, master thievery, and magic shielding. I have 
plenty of gold at this point, so I buy whatever catches my eye (read 
above).

Dorn's Deep, Orc Cave (AR6009)
o======================================================================o
This cave is filled with orcs. Nothing you can't handle.

Dorn's Deep, Ettin Cave (AR6007)
o======================================================================o
There's a quartet of ettins in here, so you might want to Haste and use
some offensive magic (Slow and Confusion come to mind.)

(x=700, y550) Container of Razorvine Extract*1.

*1: This is what Bandoth wants. Notice the Planescape: Torment 
reference in the item description.

***QUEST***
Return the extract to Bandoth for experience and information. He'll tell
you to go to 

***REWARD***
EXP	42000

Dorn's Deep, Level 1 (AR6002)
o======================================================================o
This area opens up into a big fight. Some drow, some orogs, some orcs.
You'll be blocked on the bridge by a number of orogs and drow, while
two drow sorcerers and orc archers shoot at you from the sides. Haste
is essential, and casting Slow on the enemies on the bridge is
recommended. With the sorcerers starting with Mirror Image, I just
dropped a Greater Command on each side, centered on the sorcerers. 
Hopefully this will take out many of the archers and the sorcerers as
well. Then just deal with all the melee fighters, and when you're ready
focus on the sorcerers. You'll be fighting drow, orogs, and orcs
throughout this level. A concentrated melee effort will see you through,
since drow are magic resistant. Repeated uses of Haste are suggested.

There is an exit at (x=600, y=800) that leads into some caves, I go in
here before going through the secret door.

There is a secret door at (x=1600, y=500) leading to a puzzle area.

There's a 'locked' lever you can't pull just yet at (x=1680, y=540).

***ITEMS***
(x=2395, y=640) Mythril Field Plate Armor +2*1, Axe of Caged Souls,
		Heavy Cross Bow of Accuracy, Bolt of Biting x10,
		Bolt of Lightning x10.

*1: This goes to my Paladin for now. She gives her Ring of Protection +2
to my Fighter/Mage. The Mantle of the Coming Storm goes to my 
Thief/Mage. Everybody wins. 

Dorn's Deep, Krilag's Cave (AR6003)
o======================================================================o
***QUEST***
There is an umber hulk at (x=1800, y=700) who claims to be a transformed
red wizard named Saablic Tan. He'll send you on a quest to kill an orog
chieftan. The chieftan in question is at (x=2320, y=2000). He's not much
of a conversationalist. When he falls he'll drop the Cairn Blade*1, a
Note to Krilag, Krilag's Badge*2, and some gold. You'll get some EXP for
just picking up the badge, which you should take back to Saablic Tan.
When you report of your success, you'll recieve extra EXP.

***REWARD***
EXP	35000, 56000.

When I'm done looting this level, I head back up to (AR6002) and into
the secret door (x=1600, y=500).

***ITEMS***
(x=690, y=1940) Kalabac's Journal, Battle Axe +3: Fatigue.
		(4th play: Charged Battle Axe +2.)

*1: A +4 Two Handed Sword. This goes to my Fighter/Mage.
*2: This is the item Saablic Tan wants.

Dorn's Deep, Puzzle Level (AR6010)
o======================================================================o
***QUEST***
The floor of the room is set up like a giant dwarven dartboard. Stepping
on the wrong symbol will trigger a trap and generally cause you some
pain. The correct symbols are the ones on the table in the room above.
1) The hammer and anvil, 2) the crossed objects (not the swords),
3) the co-centric circles. Once you've solved all three, head upstairs
and pull the switch at (x=1680, y=540), and head back through the
secret door. You can now go down the stairs at (x=800, y=600.)

***REWARD***
EXP	56000

Dorn's Deep, Puzzle Interior (AR6011)
o======================================================================o
Not much to see here, the exit is at (x=600, y=450).

***ITEMS***
(x=470, y=440) Dver's Note.

***TRAPS***
(x=400, y=450)

Dorn's Deep, Dead Forge (AR6004)
o======================================================================o
***QUEST***
The spirit of Norlinor is at (x=1420, y=770). He'll ask you to destroy
a necromancer named Terikan. He'll also talk about the failure of
dwarven-elven relations.

When you're done chatting, there are three new places to go, arches at
(x=1100, y=700), (x=1500, y=600), and (x=1800, y=700). I pick the first
of the choices, since it'll put me at a flank and in a good position to
disable any traps I might face.

Dorn's Deep, Catacombs (AR6005)
o======================================================================o
You'll be assaulted by some undead you could've beaten back in the Vale
of Shadows. Smash them.

Atop the center staircase you'll find your lich. First time you kill
him, you'll get 10000 EXP. He'll keep respawning periodically, but with
no reward for subsequent killings.

The stairs up to the next level are at (x=1600, y=450).

***ITEMS***
(x=920, y=1500) Large Shield +1, +4 vrs. Missiles*1, Chaos Dagger +3,
		Static Darts x10.
		(4th play: Instead of the Chaos Dagger +3, I found a
		Mage Dagger +3.)
(x=1200, y=1550) Battle Axe.
(x=1000, y=1400) Battle Axe.
(x=1250, y=1500) Warhammer +3: Lifegiver.
		 (3rd play: Reinforced Large Shield +2*3)
(x=1000, y=1350) Warhammer, Small Shield +1.
(x=1300, y=1400) Inferno Arrows +2 x10.
(x=600, y=600) Dagger +1.
(x=700, y=600) Bastard Sword +2: Conflagration.
	       (3rd play: Hold Fast*4.)
(x=750, y=600) Empty.
(x=500, y=850) Halberd. 
(x=500, y=900) Bullets of Fire +2 x10.
(x=450, y=970) War Hammer +1.
(x=400, y=1050) Two Handed Sword, Two Handed Sword +1.
(x=300, y=1150) Empty.
(x=400, y=1150) Large Shield +1, +4 vrs. Missiles*2.
(x=450, y=1150) Buckler, Static Darts +3 x10.
(x=500, y=1150) Empty.
(x=1100, y=860) Arrows of Piercing x10.
(x=1200, y=850) Scarab of Defense.
		(4th play: White Bishop.)
(x=1500, y=950) Empty.
(x=1600, y=1030) Short Sword +1.
(x=1300, y=600) Long Sword.
(x=1400, y=600) Terikan's Key.
(x=1370, y=530) Heavy Cross Bow of Accuracy.
(x=1450, y=500) Bullets of Fire +2 x10.

***TRAPS***
(x=850, y=1560)
(x=920, y=1500)
(x=1250, y=1500)
(x=620, y=730)
(x=700, y=600)
(x=600, y=950)
(x=450, y=970)
(x=400, y=1050)
(x=450, y=1150)
(x=1200, y=850)

*1: I give this darling to my Fighter/Cleric for now.
*2: I finally switch out Stoutward for this superior item.
*3: Superior to even Nym's Rhino Beetle Shield.
*4: This is a +3 Long Sword that has a 15% chance of casting Hold
Person, gives a +1 bonus to AC, and 15% slashing resistance.

Dorn's Deep, Hall of Heroes (AR6006)
o======================================================================o
More lichery, more undead. There's a greater mummy in one of the tombs
that can be rather annoying. Fortunately, he likes to cast spells more
than attack. There is a door at (x=500, y=400) that requires a key to
unlock.

***QUEST***
The phylactery is located at (x=430, y=990). Once you have it in your
inventory, take it into Jamoth's tomb to end this quest. Now I head back
to the forge.

***REWARD***
EXP	52500

***ITEMS***
(x=1200, y=1650) Mail of Life*1.
(x=2200, y=1070) Short Sword of Shadows +3.
		 (3rd Play: Hold Fast. Again.)
(x=1000, y=1450) Owain's Lullabye.
(x=950, y=870) Scroll of Monster Summoning III, Potion of Infravision,
	       Red Potion, Axe of Caged Souls.
(x=750, y=1250) Reznath's Journal.
(x=660, y=720) Blessed Helm of Lathender*2.
(x=500, y=1050) Terikan's Journal, Scroll of Domination, 
		Scroll of Chaos*3, Scroll of Antimagic Shell*4. 
(x=430, y=990) Terikan's Phylactery*5.
(x=1450, y=470) Journal of Evayne*6.

***TRAPS***
(x=1200, y=1650)
(x=2200, y=1070)
(x=1600, y=750)
(x=500, y=1050)
(x=430, y=990)

*1: I give this to my Ranger/Cleric. She can't sneak, but AC is more
important. She'll ditch it later when my Paladin gets better armor and 
hands off the Mythril Field Plate +2.
*2: I give this to my Paladin. Now with a -11 AC, she can cure disease,
poison, and paralysis, and that without counting her spells.
*3: Like Confusion, but better. What's not to like?
*4: A potentially useful defensive spell for the Fighter/Mage. It
completely protects him from magic, but makes him unable to use any
himself. Against foes that are magically strong, but physically weak,
it's worth a consideration.
*5: This is what you need to destroy Terikan. Just take it into Jamoth's
tomb.
***QUEST***
*6: If you give this to Larrel, you'll get some EXP. Yummy EXP. 

***REWARD***
EXP	56000

Dorn's Deep, Lit Forge (AR6013)
o======================================================================o
***QUEST***
When you return to the forge area, it will be lit up. Norlinor thanks
you, and goes about his rest. Now you can get the key to Wyrm's Tooth
(x=1370, y=1140).

***REWARD***
EXP	84000
ITEM	Forge Key*1, Celebrant's Blade*2.

*1: This opens the door at (x=500, y400) in (AR6006).
*2: A Battle Axe +4. It's a good alternate weapon for my Paladin.

o======================================================================o
|				Chapter 5			       |
o======================================================================o
|								       |
|			Wyrm's Tooth {WLK008}			       |
|								       |
o======================================================================o
Wyrm's Tooth, Exterior Temple (AR7005)
o======================================================================o
This is basically a crossroads area, littering with Ice trolls, snow 
trolls, ettins, and yeti. You're fine. By now, with a leading line 
boasting a -9, -9, and -7 AC, there's not much strategy involved. At 
least they drop gems. 

The three doors at (x=2300, y=2200), (x=2150, y=2200), and 
(x=2000, y=2200) all lead to (AR7002).

The exit at (x=3600, y=200) leads to another crossroads area (AR7000).
If you should need to go back to Kuldahar, this is much quicker than
heading back through Dorn's Deep.

In the south western corner of the map is a bridge that's out of
commission. Make sure you get the descriptive text to come up telling
you that you cannot cross at this time.

After exploring the place, I head into the large central structure at 
(x=1900, y=1300).

Wyrm's Tooth, Exterior Wilderness (AR7000)
o======================================================================o
There are two caves (x=600, y=200) and (x=1100, y=600) and an exit to 
the world map (x=1100, y=10), in case you needed to get to town.

(x=600, y=200) leads to (AR7002), this is where the locked door gets
you.
(x=1100, y=600) leads to Lower Dorn's Deep (Chapter 6).

Frozen Aquarium (AR7001)
o======================================================================o
***QUEST***
You'll be accosted by some trolls when you enter. I choose the peaceful
route and speak with their leader, Kerish (x=3400, y=1000.) He'll tell 
you about the old leader, Kreg, and how he was replaced by Joril. He'll 
also give you a quest to kill the leader of the rebellious slaves. I 
tell him I'll think about it. You can now go about and talk to various 
trolls and salamanders, a few of them even have something interesting to
say. Keep in mind that you'll take damage from the salamanders' cold 
aura as you walk around. Note: If you want to be evil and side with the
salamanders, make sure you get Soth to give you the Engineering Manual
BEFORE you make the slaves hostile.

***QUEST***
You'll find an escaped slave named Vera Elles at (x=220, y=1250). She
isn't too talkative right now, but you can steal an Amulet of 
Protection +1 from her.

There's a door at (x=800, y=600) that leads into a small room with
machinery.

There are stairs down at (x=2350, y=2400).

Warm Room (AR7003)
o======================================================================o
***QUEST***
You can find Gareth at (x=1420, y=300). If you tell him you've talked to
Vera, you'll get some tasty EXP.

***REWARD***
EXP	60000

***QUEST***
Gareth will also ask you to retrieve a key from the salamander's above.
Time to head back and talk to Kerish.


Soth is at (x=100, y=330), and he has some interesting things to say
about the aquarium. 

***QUEST***
You can ask him if there's a book here that tells you how to repair the
bridge in (AR7001). What luck, there is! If you have an empty inventory
slot, the book will be placed in your inventory, otherwise, it appears
under where Soth spawns (see below).

***REWARD***
EXP	112500
ITEMS	(x=100, y=340) Engineering Manual.

The doors at (x=500, y=400) and (x=1100, y=400) lead to (AR7002), within
which is a locked door (x=200, y=300), for which you need the key as per
Gareth's request). You can use (AR7002) to get back to (AR7005) without
going through (AR7001).

***ITEMS***
(x=1330, y=300) Note to Kerish.

Frozen Aquarium (AR7001)
o======================================================================o
***QUEST***
Talk to Kerish and ask for the key. Either option will work. When you
have it, you'll get some EXP. Now that you've gone this far, there are
two routes to take, the (EVIL) and the (GOOD).If you choose to go the 
evil route, you can go back and kill Vera. Talk to her and get her to 
admit she's the leader of the slaves, then kill her. If you want to go 
good, go down to (AR7003).

***REWARD***
EXP	60000

***QUEST*** (EVIL)
After you kill Vera, report to Kerish for some EXP. He'll then send you
down to (AR7003) in order to deal with the rest of the slaves.

***REWARD*** (EVIL)
EXP	80000

Warm Room (AR7003)
o======================================================================o
***QUEST***
Whether you're good or bad, it's time to talk to Gareth. Talk to him,
and either give him the key (GOOD) or demand they return to slavery
(EVIL). Either way, you get the same reward. You could also kill Vera,
and still give the key to the slaves, they don't seem to mind too much.
If you demand they return to slavery, they decide they'd rather die free
than live enslaved. After they're dead, return to Kerish to end the
quest. (You get the EXP immediately if you give them the key). If you
let them go, head upstairs and talk to Vera. If you're evil and kill
her, her head's worth 80000 EXP, if you play nice and free the slaves
without killing Vera, you'll get 80000 EXP anyways. The only bonus for
being good is the Leather Armor +2 and the Dagger +2 Vera has. Oh, and
you wont have to fight the trolls, salamanders, and winter wolves if you
don't let the slaves go. I prefer to go good all the way, and clear the
level on my way to Vera. Just be prepared, the cold auras of the
salamanders can add up fighting several at once. When Kerish dies, he'll
drop Splendelard's Protector, and the Spear of Kerish. 

***REWARD*** (GOOD or EVIL)
EXP	60000

***REWARD*** (GOOD)
EXP	80000

***QUEST***
Now I head back to (AR7001) and go to the bridge, which can now be 
fixed. When you're close enough, you'll fix the bridge automatically.
You COULD save Joril for later, and head into Lower Dorn's Deep, but
you'll just have to backtrack. I exit the screen at (x=400, y=2200).

***REWARD***
EXP	60000

Frost Giant Caves (AR7004)
o======================================================================o
Upon entering, you'll be immediately set upon by some winter wolves.
Their breath is worse than their bite.

***QUEST***
You'll find a white wyrm named Frostbite at (x=2550, y=2050). He'll talk
with you, but should you tell it that needs to stop eating humans, 
you'll be in a fight. They can actually be pretty tough, too. Frostbite
could hit my Paladin with a -12 AC on a roll of 16 which makes its THAC0 
at LEAST 4. They also do a fair amount of damage. A few spell buffs is
more than they can deal with, however. (Slow helps too). At least they
give good EXP. And they drop gems.

There is a cave at (x=3400, y=2100) which you can explore. It contains
a number of trolls and glacier yetis. This is just another route into
the cave you'll be asked to clear out later, and there's really no
reason not to clear it out.

Kontik is at (x=2630, y=1600), and this little mage seeks retribution 
for killing Lysan. I lead with my Fighter/Thief, and one backstab is
enough to rid myself of Kontik. The black ice knights he has with him
take a little bit more effort, but not so much. When Kontik falls you
can loot a Turquoise Gem, a Robe of the Evil Archmagi*3, a Ring of 
Protection +2*4, Kontik's Ring of Wizardry*5, Static Short Sword +3,
Breath of Auril (3rd play: Instead of the Static Short Sword +3, I 
recieved a Two Handed Sword +3: Bane.)

You'll find some frost giant guards, at about (x=1900, y=2400). You can
ignore them if you wish, or pick a fight with them. Ignoring them is
more lucrative, though. If you want to continue to ignore the giants,
you could go talk to Davin (see below) and complete his quests. It will
ultimately end with you fighting the giants, however. It's just simpler
to kill everything as you go through the cave. Plus, you can still get
Davin's quest EXP even after you kill everything he wants you to kill.

***QUEST***
Joril is at (x=1200, y=2050). You can actually trick Joril into giving
you his badge, it's actually harder to pick a fight with him than to
trick him. Just don't challenge him to a fight or call him a jackass,
and threaten him by asking him to think who will come next if he attacks
you, and you should be good. You can also gain more EXP by revealing 
yourself to Joril by demanding he releases the slaves. Why this gives 
you EXP is beyond me. On top of that, you get EXP for gaining possession
of the badge-period-in addition to tricking Joril. If you do the two
options above, you'll get a whopping 340000 EXP. Since demanding the
freedom of the slaves results in a fight, you also get that EXP, too.

I'd suggest spell-buffing to the max before talking to Joril. He's got
a lot of friends, and frost giants hit hard. Fortunately, if you're
careful, only a winter wolf and two frost giant guards will be around
when you are fighting Joril, after they're dead, you can kill the two
guards you passed and take the others out at your leisure. When Joril
dies he'll drop a Black Opal Gem x1, Chain Mail +2, Joril's Axe, 
Redemption, and Joril's Badge, if you didn't trick it off of him 
earlier. (3rd play: Instead of Redemption, I found a Fire Flail +3.)

***REWARD***
EXP	80000

***REWARD***
EXP	180000

***REWARD***
EXP	80000

***QUEST***
You'll find Davin at (x=1680, y=1400). If you tell him you killed
Frostbite, you'll get rewarded for ending the sacrifices.

***REWARD***
EXP	120000

***QUEST***
Next he'll ask you to help the slaves escape. He wants you to clear out
a small cave to the north (x=1800, y=700) before kill the giant guarding
the slaves. If you've already killed the giant, you still can follow the
quest like normal and get the EXP by clearing out the cave. If you've
already cleared it out from the earlier entrance, all the better. You
can free the slaves by clearing out the north passage, or by killing
Joril and the frost giants (or both). Either way nets you the same
reward.

***REWARD***
EXP	180000

(x=2800, y=1970) 246 gold, Fire Agate Gem x2, Skydrop Gem x1, 
		 Iol Gem x2, Moonstone Gem x1, Star Diopside Gem x1,
		 Diamond x2, Pearl x1.  
(x=2870, y=1900) 715 gold, Gold Ring, Fire Opal Ring, 
		 Mythril Field Plate Armor +2*1, Broken Armor, 
		 Long Bow of Marksmanship, Cittern of War.
(x=1900, y=1950) Potion of Power, Potion of Healing x2, Red Potion,
		 Gauntlets of Infernal Damnation, Ring of Holiness*2,
		 Scroll of Symbol of Pain.
(x=150, y=1750)	Potion of Healing x2, Potion of Heroism,
		Scroll of Raise Dead.
(x=600, y=1820) Potion of Insulation, Potion of Invisibility.
(x=300, y=1350) Potion of Fortitude, Potion of Genius,
		wand of the Heavens, Scroll of Insect Plague.
(x=1420, y=1250) Potion of Master Thievery, Potion of Mind Focusing.
(x=300, y=900) Potion of Cold Resistance, Potion of Fire Breath, 
	       Scroll of Spike Stones, Dagger of Venom*6. 
(x=400, y=650) Potion of Clarity, Potion of Cloud Giant Strength,
	       Cloak of Protection +2*7, Scroll of Champion's Strength.
(x=430, y=630) Potion of Absorption, Potion of Agility, 
	       Leather Armor +2, Dagger +2: Longtooth*8.
(x=1100, y=550) Oil of Speed, Elixer of Health, Blur Deck*9.
		Scimitar +3: Frostbrand*10.  
(x=900, y=1100) Potion of Invulnerability, Potion of Magic Shielding,
		Darts of Stunning x13.
(x=2500, y=1550) Scroll of Chain Lightning*11, Barrel of Pure Water*12
		 Scroll of Globe of Invulnerabiltiy*13
		 Potion of Mirrored Eyes.
(x=2390, y=1650) Scroll of Otiluke's Freezing Sphere*14, 
    		 Potion of Regeneration, Potion of Stone Form,
		 Potion of Storm Giant Strength.

*1: Another one?, I guess this will replace Kresselack's Plate Mail on
my Fighter/cleric. It's been a long run old friend, but you've met your
match. 
*2: This baby grants an extra spell slot from 1st-4th level. I put this
on my Ranger/Cleric, since she's less combat hardy than my 
Fighter/Cleric.
*3: This robe sounds nice enough, but frankly, it's not any better than
the Robe of Enfusing.
*4: Unfortunately, I dont really have a place for this. All my armor is
magical, and my Thief/Mage is wearing the Mantle of the Coming Storm. I
could ditch that for the Ring of Protection +2, and increase my AC by 1
and my saves a bit, but I'd lose my 30% resistance to fire and cold.
Tough choice.
*5: This. Is. Nice. Doubles 1st and 2nd level spells, and increases cold
damage you deal by 15%. Who cares about the cold damage, doubled spells
makes this awesome. I give this to my Thief/Mage, since I have a 
different strategy for my Fighter/Mage. She can toss out 1st and 2nd
level spells like candy now.
*6: The Dagger of Venom is a decent weapon, I just dont have any use
for it.
*7: I find it hard to wear this, what with all the magical armor. If
you really need a ring slot empty, you can replace a Ring of Protection
with this cloak.
*8: Another decent weapon I don't have room for. A dagger with 1d6 base
damage.. Eh, Dagger of venom is still better.
*9: Can it really hurt to have another? I give this one to my
Fighter/Thief.
*10: Did you really think you'd get through Icewind Dale without finding
Drizzt's future scimitar? It's better than the Flaming Longsword +2, at
least.
*11: This is a nifty-if not party friendly-6th level offensive spell.
For added shock (pun intended) you can light up groups of enemies before
wading in with your melee fighters. This goes to my Thief/Mage.
***QUEST***
*12: Give this to Valestis in the Severed Hand for some EXP.

***REWARD***
EXP	120000

*13: Another defensive consideration, it makes you immune to 4th level
spells and lower. I give this to my Fighter/Mage.
*14: Another good offensive spell, this time party friendly! It goes to
my Thief/Mage.

Once all that is done, head to (AR7000) and go into the cave at
(x=1100, y=600), and watch the end of Chapter 5. 

o======================================================================o
|				Chapter 6			       |
o======================================================================o
|								       |
|			Lower Dorn's Deep {WLK009}		       |
|								       |
o======================================================================o
Lower Dorn's Deep, Smelter Level (AR8001)
o======================================================================o
This level is one large smelter. As you'd expect from all the lava,
salamanders love this place (the good old fire ones, not the freaks from
before). Also you'll be playing with tarnished sentries, golems that
enjoy throwing axes at you, and aren't fooled by stealth. I go about
clearing the level-the only magical consideration I require for the deed
is as usual-haste. 

***QUEST***
The tower at (x=2950, y=1850) will shoot arrows at you if you get close,
so I make a point of going and clearing it out early. Talk to the slave 
girl at (x=3400, y=2080) to get the key.

Lower Dorn's Deep, Smelter Level, Tower (AR8002)
o======================================================================o
***QUEST***
Inside the tower are a number of archers, whom are quite capable of
causing me harm, despite my armor class. A Hold Monster fixes things.
The leader "Kelly" has Full Plate Armor +1*1, while all of the archers
have Arrows of Piercing. When they're all dead, the slave girl who
gave you the key will thank you for freeing her.

There is a door leading up at (x=200, y=200) to (AR8014), a small room
which contains some beds-a good spot to rest, as the game will point out
if you search the beds. When I'm done with the tower, I head back to 
(AR8001). 

***REWARD***
EXP	80000

*1: My Paladin can wear this for now, although she's about to upgrade
soon.

Lower Dorn's Deep, Smelter Level (AR8001)
o======================================================================o
Inside the house at (x=2320, y600) (AR8015) is Norl, who will have some 
interesting things to say about Marketh and Poquelin.

There's an elevator down at (x=800, y=700), but you don't really need
to go here just yet.

Up to the east by the entrance to Marketh's Palace is Seth. You can
avoid a conflict by either answering his question 1) Purple, 
2) Marketh, and 3) Ilmater. Or if in (AR8009) you enter the palace from
the exit at (x=2000, y=2800) he'll disappear. It's much more lucrative
to kill him, however. Of course, if he goes hostile he'll just dart
away. Cast invisibility on the entirity of your party (sans one
character) and surround Seth. Then with the visible character, talk to
him. When he goes hostile, give him everything you've got-he's not very
strong. When he dies he'll drop Studded Leather Armor +2, Small 
Shield +1, The Salamander's Tongue, and Guantlets of Elven Might*1.

The entrance to the mines is at (x=3400, y=2400), but I choose to wait
before going there.

There is a cave at (x=1550, y=300), and this is as good a place as any
to go.

*1: These would almost be decent.. but they can only be used by dual
or multi-classed Fighters, and they set your Strength at 18/51
regardless of what your real strength is. Otherwise, +1 AC and saves is
good business. I did find a way around this restriction. I equipped
them on my Fighter/Cleric, and after they were on, equiped the Girdle
of Stromnos (which you'll find later). As long as the Strength enhancing
girdle goes on AFTER the gauntlets, it sets my Strength to 19. Good
times.

Lower Dorn's Deep, Slums (AR8009)
o======================================================================o
Here' you'll fight blind minotaurs and umber hulks. Have plenty of
dispel magics about, or a chaotic commands spell. Umber Hulks will
burst out of buildings in ambush every once in a while, so keep your
guard up.

When you're done searching, head through the door at (x=1900, y=1100).

***ITEMS***
(x=920, y=1340) Pale Justice*1.
(x=2300, y=1750) Empty.
(x=2270, y=1750) Scroll of Mordenkainen's Sword*1, 
	 	 Scroll of Power Word: Stun*2.
(x=3060, y=1700) Scroll of Power Word: Silence*3, 
		 Scroll of Summon Monster V*4.
(x=3150, y=1700) Empty.

***TRAPS***
(x=1300, y=2170)
(x=2050, y=2600)

*1: This is it, the reason I made a Paladin in Icewind Dale. Pale 
Justice looks just like a normal long sword, but don't be fooled. It's a
+4 long sword, +7 versus evil that makes you immune to Cloak of Fear,
Horror, Dire Charm, and Symbol of Hopelessness. My Paladin is set for
the rest of the game.
*2: My Fighter/Mage is already more potent than this spell in melee
combat. I give it to my Thief/Mage to boost her melee capabilites.
*3: This spell gives you the ability to stun any creature with less than
90 hitpoints. Considering that even my toughest fighters only have 
140ish, most creatures will be vulnerable to this spell so long as 
they're injured. I give it to my Fighter/Mage, who has no 7th level
spells.
*4: A silence spell that allows no saving throw. It only works for two
rounds, but barring magic resistance, this neutralizes any spellcaster
for two rounds. Enough time to eliminate some baddies, or to take down
the offending wizard. This goes to my Thief/Mage.
*5: Like all the other summons, but better. I give this to my Thief/Mage
as well.

Malavon's Sanctuary (AR8010)
o======================================================================o
There are some umber hulks around, but the real fight is with Malavon
on the eastern side of the map. Prepare to the max, he wont come alone.
When you go over to him, he'll demand you drop your weapons and threaten
to kill a number of Svirfneblins. They're dead anyways, but if you must
be good, send your weakest, least gear-dependant character up alone.
Only they will be forced to disarm. After Malavon goes hostile and has
his golems release their gas, retreat back into the previous room. You
dont want to fight umber hulks and iron golems in the gas with Malavon
firing at you. I kill the golems back in the previous room (they need
+2 weapons to hit) and then send my Fighter/Cleric, buffed up with Haste
and Entropy Shield to deal with Malavon. He's really not capable of
harming her at all. When he dies, the REAL Malavon appears, and attacks.
He's more powerful than his simulucrum was, but with my buffs and my
gear, dogging him in melee is more than he can withstand. You get 11000
EXP for killing the fake Malavon, 50000 EXP for killing the real 
Malavon, and 337500 EXP for picking up his badge. The fake Malavon drops
a Robe of the Evil Archmagi, the real Malavon drops the Robe of the
Watcher*1, Malavon's Badge, the dagger Fire Kiss, and a Scroll of
Malavon's Rage*2.

***ITEMS***
(x=2000, y=300) Potion of Holy Transference.
(x=2100, y=700) Scroll of Death Fog*3, Scroll of Death Spell*4,
		Scroll of Disintigrate*5, Scroll of Shades.
(x=2160, y=730) Potion of Absorption x2, Potion of Cold Resistance x2, 
		Potion of Defense, Scroll of Incendiarry Cloud*6,
		Scroll of Power Word: Kill*7.
(x=2180, y=770) Amulet of Dark Flesh, Scroll of Finger of Death*8,
		Scroll of Mass Invisibility*9, Potion of Genius,
		Potion of Firebreath x2.
(x=2170, y=830) Potion of Invisibility x2, Potion of Invulnerability, 
		Scroll of Tenser's Transformation*10, 
		Scroll of Flesh to Stone*11, Seeds*12.
(x=1900, y=830) Potion of Magic Shielding x2, Potion of Magic Shielding,
		Oil of Null Effect, 
		Scroll of Summon Monster Summoning VII*13.


*1: Now this is better. It has a base armor class equal to Plate Mail.
It goes to my Fighter/Mage to bring his AC down to -3.
*2: A collateral damage area effect spell? Definately only suited for my
Fighter/Mage.
*3: This spell does some nice damage to baddies, but unfortunately, it's
not party friendly. The only situation in which I can imagine this would
be useful is if it were cast, and my Fighter/Mage entered with an
Antimagic Shell active.
*4: You can kill a whole bunch of weak monsters. Or you could just 
butcher them and save the 6th level spell slot for something more fun.
*5: Another instant-death spell, but this can actually work on big foes.
Be careful using it, it can destroy items in that monsters' inventory.
You probably want to avoid using it unless you KNOW the monster doesn't
have any items to pick up.
*6: This is another damaging area-effect cloud spell. It deals, over
three rounds, 1d2*caster level x2, 1d4*caster level damage. For a 16th
level caster, that's 24-64 damage IF THEY SAVE. Double that if they
dont. 48-128 damage outdoes pretty much any other spell out there. The
downside, it needs two rounds to start up, and is not party friendly
(unless they're immune to fire, which can be done). I give it to my
Thief/Mage, as she's actually likely able to be able to cast the spell
eventually.
*7: Power Word: Kill kills one target of up to 60 hitpoints with no save
allowed. Against mages, or weakened foes, this is awesome. At 9th level,
it doesn't matter who you give it to, it'll be a while before you can
cast it, and in Heart of Winter Mode? Forget it.
*8: Finger of Death is probably my favorite spell ever. I'm not sure
why, but I sure love it in paper and pencil play. The target saves, or
it dies, simple as that. No hitpoint maximum, no destruction of 
equipment, and hey, even if they succeed, they still take 3-17 damage.
(2d8+1). This goes to my Fighter/Mage.
*9: Like Invisibility, but in a 30-foot radius. Even if it dispels
after attacking, it's still a great first-strike spell. My Thief/Mage
takes it.
*10: Tenser's Transformation is a great spell for a mage to beef up
their combat stats. It would certainly help my Thief/Mage catch up on
her melee skills. Unfortunately for her, it'll help my Fighter/Mage 
more. The game doesn't take into account the possibility of going nine
levels of Fighter before dual-classing into a Mage. On my Fighter/Mage,
his THAC0 goes from 12 to 7, his hitpoints go from 132 to 264 and he
gets four attacks a round. It would make my Thief/Mage a decent Fighter,
but it makes my Fighter/Mage a god. You can't cast spells while Tenser's
is active, but if you spell buff beforehand, you wont need to.
*11: This spell, for the purposes of gameplay, kills a monster. If you
get ahold of a Stone to Flesh spell, you can use this spell as a drawn
out Otiluke's Resilient Sphere. You have better spells (see above).
***QUEST***
*12: Take these seeds back to the Severed Hand and give them to 
Valestis.

***REWARD***
EXP	150000

*14: Probably the best monster summoning spell in the game. It'll be a
while.

Marketh's Palace, Antechamber (AR8005)
o======================================================================o
(AR8005)
Your first task in this area is to kill the shriekers (noisy mushrooms)
lying about. They'll constantly summon blind minotaurs, salamanders,
and boneguard skeletons.

Callard is at (x=1550, y=900). Talk to him and get a portrait of 
Marketh.

There are several exits from here:
(x=500, y=1800) leads back to (AR8001).
(x=900, y=500) leads to (AR8009).
(x=1600, y=300) leads to (AR8006).
(x=2100, y=300) leads to (AR8012).
(x=2500, y=1500) leads to (AR8008).

I head to (AR8006) first.

Marketh's Palace, Level 1 (AR8006)
o======================================================================o
There are thieves sneaking around here, with only one goal-to backstab
your party. I send my Paladin first, the thieves don't really have an
answer for -12 AC.

Inside room at (x=700, y=700) is Fleezum (x=350, y=890). Talking to him
will result in a fight, which is just fine. He's a powerful Fighter, but
he's only one powerful fighter against a party. When he dies, he'll drop
44 gold, a helmet, Bathed-In-Blood*1, a Large Shield +1, Oil of Null
Effect, and a Long Sword +1.

At (x=700, y=1190) is Ginafae, Malavon's sister. You can ask her how she
got here, and she'll tell you a bit about herself and Malavon, and also
why she can't leave. If you ask about her eye, she'll reveal that
Marketh hit her, but she'll ask you not to kill him. Okay.. You don't
get any reward.. or really, any update if you don't kill him. Might as
well kill him and let Ginafae sulk.

Inside the room at (x=1500, y=1200) is Flozum, Fleezum's brother. Kill 
him, and you'll get the Girdle of Stromnos*2, a Long Sword +1, a Large 
Shield +1, a Helmet, and a suit of Plate Mail. If you haven't killed
Fleezum yet, and you have Marketh's portrait, you can have some silly
dialogue with Flozum.

***ITEMS***
(x=320, y=820) Short Sword, Bastard Sword, Mace, 
	       Star-Forged War Hammer +4*3.
	       (3rd play: Sanctified War Hammer +3.) 
	       (4th play: Static Star +3*4.)
(x=400, y=650) Potion of Cloud Giant Strength x2, Potion of Agility,
	       Oil of Speed.
(x=1400, y=1200) Potion of Clarity x2, Potion of Insight.
(x=1550, y=1300) Potion of Insulation.
(x=1800, y=700) Sack of Potatoes*5.

*1: This is great armor, with a -1 AC. I give it to my Paladin,to 
complete her red theme.
*2: A +4 War Hammer with 10% magic resistance and +2 save versus spells?
My Sanctified Morning Star +3 has finally met its match.
*3: I give this to my Fighter/Cleric. My Paladin could use it, since she
doesn't have grand mastery, but her THAC0 is already lower, and with
three attacks a round, my Fighter/Cleric would simply get more use out
of it.
*4: A +3 Morning Star that has a 15% chance to stun and a 25% chance to
deal 2d3 electrical damage.
*5: A certain gnome would be very appreciative if you brought him these.


Marketh's Palace, Level 2 (AR8007)
o======================================================================o
More thieves, but we know how to deal with them already. Inside the
room at roughly (x=1400, y=400) is Marketh. If you've dispatched all the
thieves, this is a suprisingly easy fight. You can take his badge and
let him go, but why not just kill him? He'll get a kraken society mage
to help him out, but that's hardly anything after fighting Malavon.
I send my Paladin in alone and fight it out with him, and let the rest
of my party kill the mage. When he dies he'll drop 201 gold, Black
Dragon Scale*1, Ring of the Gorgon, and the scimitar Valiant*2, the mage
will drop 50 gold, a Robe of Enfusing, a Static Dagger +1, and Bracers
of Defense A.C. 6. On the way back down, you can talk to Ginafae, who
isn't very happy you killed Marketh. To hell with her. I now head down
to (AR8001) and into the elevator at (x=800, y=700).

***QUEST***
When you pick up Malavon's Badge, you'll get EXP.

***REWARD***
EXP	150000

(x=1570, y=420) Potion of Freedom.
(x=1600, y=300) Potion of Explosions. 
(x=1550, y=250) Empty.
(x=1250, y=240) Potion of Stone Form.
(x=1260, y=200) Potion of Invulnerability, 
		Studded Leather Armor of Resistance +3.
		(3rd play: Short Sword of Health +4.)
(x=1180, y=310) Potion of Mirrored Eyes, Potion of Master Thievery.

*1: This armor give a better AC bonus than my Shadowed Studded Leather,
gives 25% acid resistance, and +2 saves versus spells. It's not a huge
improvement, but my stealth is high enough that my Fighter/Thief doesn't
really need the boost. Plus, it makes him look cooler.
*2: A +2 large sword that give an extra attack a round. On my
Fighter/Thief with grand mastery, that's four attacks a round. I still
hold onto the Frostbrand-a +3 weapon will come in handy later.

Lower Dorn's Deep, The Pit (AR8003)
o======================================================================o
***QUEST***
Down the elevator at (x=800, y=700) in (AR8001) you'll find Tarnelm. Or 
he'll find you, rather. Either way, he'll ask for some food, and to kill some 
salamanders. He'll also talk a bit about Marketh and Malavon. Also on
this level are some giant beetles and umber hulks. The beetles are weak,
but the umber hulks can cause confusion on your characters. Keep some
dispel magics on hand.

***QUEST***
Give Tarnelm the potatoes, and he'll tell you how to find the other
Svirfneblins.

***REWARD***
EXP	80000

Head to the area around (x=2000, y=800). Eventually some umber hulks
will pop out and attack. There are quite a few of them, so you might
want to spell buff, and lead with somebody immune to confusion (say,
somebody wearing the Robe of the Watcher, with Tenser's Transformation
cast?)

There are three entrances:
(x=1800, y=700), (x=2000, y=700), and (x=2200, y=700).

Lower Dorn's Deep, Svirfneblin Sanctuary (AR8004)
o======================================================================o
***QUEST***
When you enter this area, a svirfneblin named Beorn will talk to you.
I tell him I'm not here to hurt innocents, and he asks me to meet him
in the temple for more business.

The drow merchant, Nym, is at (x=380, y=1240). He'll admit he stole and
sold the artifacts made by the elves of the Hand and the dwarves of
Dorn's deep to the goblins. You can get angry at him, but it's a better
idea to shop first. Mystery of the Dead*1 is a great shield, and I buy
all the scrolls I don't have, and the gem/scroll/potion containers, the
Potions of Fire Giant Strength, and the Cage of Squirrels*1, and the Cage
of Exotic Birds*1.

At (x=1630, y=1330) you'll find Dirty/Dainty Llew. He'll sell you some 
potions, and turn some of that Rhino beetle shell you got earlier into a
Rhino Beetle Shield for you. This is one of the few places where 
Charisma and gender matter! If you ask with an ugly male, you'll get a
price of 10000 gold, if you ask with a high Charisma male, the price
will be 9000 gold. If you ask with a 'lady' the price will be 7000 gold,
and if you ask with a 'pretty lady' the price will be 5000 gold. It'll 
take three days to have the shield completed. Take the finished shield 
to Nym, and have him enchant it for 30000 gold. In ten more days, you'll
have Nym's Rhino Beetle Shield*2.

There is a house at (x=950, y=900) where you can rest.

***QUEST***
When you're done buying, selling, sleeping, and whatnot, head to
(x=1430, y=500) to talk to Beorn. He'll ask you to save their priest
Guello, and protect them from some umber hulks. I now head back to
Marketh's Palace (AR 8005) and exit via the east exit at 
(x=2500, y=1500).

***QUEST***
*1: Give these to Valestis for some EXP.

***REWARD***
EXP	84000 (each)

*2: Mystery of the Dead replaces my Fighter/Cleric's Large Shield +1,
+4 versus Missiles.
*3: A shield with +3 AC, +1 versus missiles, and 15% fire resistance.
I'd rather have better AC against EVERYTHING, than good AC versus
missiles. The fire resistance seals the deal. As of right now, my
Paladin has an AC of -12, my Fighter/Cleric and Ranger Cleric both have
-10. Nice.

Lower Dorn's Deep, Mines (AR8008)
o======================================================================o
A salamander named Shikata will approach you. A fight is inevitable.
Kill it, and take his weapon, Slayer. If you use spears, this is THE
weapon to use.

***QUEST***
In this level you'll find Guello. He'll ask you to kill Shikata and his
salamanders. Check. Talk to him when the level is clear and he'll
announce that his kin are leaving when the time is right. I head back
to (AR8004) and talk to Guello again to finish this quest. I now head
back to the mines, and through the door on the eastern side of the map
(x=2400, y=1000).

***REWARD***
EXP	80000

Lower Dorn's Deep, Fire Lake (AR8011)
o======================================================================o
A fire giant will come to chat with you. If you ask where Ilmadia is,
you'll avoid a fight. I head to the east first, and deal with some 
salamanders and elementals. There's a door at (x=2000, y=600) that leads
to (AR8012), and a door at (x=900, y=700) that leads back to (AR8008).

***QUEST***
You'll find Maiden Ilmadia in the south-east portion of the map. You can
chit-chat with her for a bit, but ultimately, a fight ensues. I spell
buffed to the max, and sent my Fighter/Mage in alone to deal with her.
With spell buffs, he took out Maiden Ilmadia and three fire giants, and
wasn't hit once. When Maiden Ilmadia falls, she'll leave behind 85 gold,
Oil of Speed, Maiden Ilmadia's Badge, Black Swan Armor*1, Alamion, and
The Argent Shield*2.

***ITEMS***
(x=1800, y=2100) Two Handed Axe of Greater Phasing.
		 (3rd play: Cancerous Bastard Sword +4.)
		 (4th play: Bastard Sword +3: Defender*3.)
(x=1880, y=2100) Repeating Heavy Cross Bow*4.
(x=1970, y=2080) Elixer of Health x2, Potion of Magic Shielding.

*1: Although it's not as protective as the Mythril Field Plate +2, I 
like this armor better. I'll sacrifice one point of AC for the 
resistances that this armor gives. Besides, the 'Black Swan Armor', and
'Mystery of the Dead' just seem to belong together.
*2: Unfortunately, you need to be an elf or half-elf to use this shield,
because it's arguably better than Nym's Rhino Beetle Shield (25% magic
resistance for the win.)
*3: A +3 Bastard Sword that adds 2 to AC and a 10% resistance bonus to
crushing, slashing, piercing, and missile attacks, and it gives a +1
bonus on Saving Throws. Frankly, this sword gives the other one-handed
swords in the game a run for their money. If I had only found it 
earlier..)
*3: +5 THAC0 and damage, three attacks per round. This is the best Cross
Bow you can find.

Marketh's Palace, Temple of Ilmater (AR8012)
o======================================================================o
You'll be beset by some boneguard skeletons. There are numerous priests
about this level, protected by some magical field. They're not hostile,
and tend to be addle-brained. Only Perdiem really has anything to say.
There are also plenty of boneguard skeletons, zombie lords, and greater
mummies. There's also the idol which controls everything (x=910, y=580).
It'll cast Flame Strike, Sol's Searing Orb, Flesh to Stone, Finger of
Death and deals magic damage while it's alive. Kill it, and you destroy 
the undead here as well. If you want to milk the place for EXP, ignore 
it until everything else is dead. Focus on greater mummies first, their
Emotion: Hopelessness spells are a real pain in the ass. You'll get
10000 EXP for destroying the idol, and the globes will disappear from
around the priests.

Sister Incylia is located at (x=450 y=1010).  
Brother Adson is located at (x=950, y=1430).
Brother Perdiem is located at (x=1070, y=1010).
Brother Harken is located at (x=1660, y=700).

***QUEST***
Talk to Perdiem, he'll be of better sense now, and will give you his
badge. He'll also tell you about Poquelin.

***REWARD***
EXP	150000

Below are the following locks that need the various badges of Poquelin's
lieutenants to unlock, from west to east.
(x=750, y=450) Marketh's Badge.
(x=780, y=450) Malavon's Badge.
(x=830, y=450) Maiden Ilmadia's Badge.
(x=800, y=450) Krilag's Badge.
(x=850, y=450) Joril's Badge.
(x=870, y=430) Brother Perdiem's Badge.

Activate them all with the badges in your inventory, and get ready for
a fight.. When you're ready, ascend the stairs at (x=900, y=300). If
you go up those stairs, you wont be returning to Kuldahar this game.
Make your final Preparations before you go.

Upstairs in Poquelin. In typical villian fashion, he'll reveal all his
plans before attacking. A number of monsters will continue to spawn to
defend him (pretty much everything you've fought in Lower Dorns Deep),
while he casts spells. Fortunately, he's not all that aggressive. Keep
on Poquelin, and this fight will be quick. Frankly, he simply cannot
withstand a spell-buffed Tensers assault from my Fighter/Mage, much less
my whole party. When the fight is over, so is chapter 6.

o======================================================================o
|				Chapter 7			       |
o======================================================================o
|								       |
|			Easthaven {WLK010}			       |
|								       |
o======================================================================o
Easthaven (AR1100)
o======================================================================o
After the chapter ends, you'll appear in Easthaven. If you're not too
beat up, make use of the remaining spell buffs you have by exploring
the town. You'll fight cyclops, but frankly, they're not as strong as
the frost and fire giants you've already killed.

***QUEST***
At (x=330, y=2530) you'll find Jhonen. He'll tell you about what 
happened, and suggest you find Everard, whom might know a way into the
crystal tower. If you gave him the sword back at the beginning of the
game, you'll also get a special present.

***REWARD*** (GOOD)
EXP	280000
ITEM	Restored Blade of Aihonen*1

*1: This +1 Long Sword is +5 within 'a dragon's flight of Lac 
Dinneshere'. So, while in chapter 7, you've got a +5 Long Sword that
give you +5 hitpoints and 25% fire and cold resistance. My Fighter/Thief
has a sword to see him through the end of the game. Also, on subsequent
play throughs, the sword remains +5 throughout the game. Hey, a dragon's
flight is apparently a good distance!

In front of Grisella's (x=2920, y=400) you'll find a cyclops threatening
somebody through the door. Kill it, and investigate. Downstairs, you'll
find a senseless Jed. More importantly, you can rest down here.

***QUEST***
Over around (x=2600, y=2000) you'll find the townsfolk. Talk to Everard
(the armored guy). He'll tell you how to get into the tower. Also.. 
You.. Can steal two more potions of healing from him. Bleh.

***REWARD***
EXP	280000

Time to head over to the ice tower. After talking to Everard you can
find the entrance at (x=700, y=600).

Easthaven, Temple of Tempus, Level 1 (AR1101)
o======================================================================o
After you enter, Everard will come in and try to force the wards leading
to Jarod's Stone, leaving you to search for an alternate route. Note 
that Everard can heal you.. but he wont do it for free. I guess some
things are more important the saving the world. Pssh. Relgious people.
The stairs up are at (x=500, y=400).

Easthaven, Temple of Tempus, Level 2 (AR1102)
o======================================================================o
All you can do in here is rest. How nice of them. The next level is at
(x=100, y=800).

Easthaven, Temple of Tempus, Level 3 (AR1103)
o======================================================================o
Upstairs you'll find Pomab, who is apparently in league with Poquelin.
This is a rather unconventional fight, as Pomab will split into many
duplicates, and you'll have to deal with crystal sentries. Pomab will
shoot lighting bolts at you, and the crystal sentries reanimate if you
kill them. Haste your party, and send them after Pomab. Once you kill
them all, the fight is over. He'll leave behind 58 gold and a wand of
Lightning Bolt. Rest on the level below if you need to, the ladder up is
at (x=670, y=300).

Easthaven, Temple of Tempus, Level 4 (AR1104)
o======================================================================o
In this room is the crystal shard (Crenshinibon) and a mirror you can
go through (x=200, y=230). Dont bother spell buffing, as you'll be
dispelled before the final fight begins..

Your final fight is against Poquelin-in his true form as the demon
Belhifet. He comes with two iron golems, mostly as an annoyance at this
point. Have your fighters drink potions of giant strength, make sure to
get a haste out. I have my Paladin 'stall' Belhifet while the rest of my
party casts a few benificial spells. Casting Greater Shield of Lathender
on my Paladin buys me the time I need to put pretty much any buffs up I
want. Focus on Belhifet, for the fight ends when he dies. with my party
set up as they are, this isn't much of a end fight. When Belhifet falls,
watch the ending cinematic, and get ready for the expansion if you've 
got it. Otherwise, fin.

(3rd play: At the end of the third playthrough, I decided to test my
suspicion that my Fighter/Mage, fully spell buffed, could take on
Belhifet-alone. Alas, normal mode simply isn't any challenge, as 
Belhifet falls without so much as scratching my Fighter/Mage. Heart of
Fury mode is a different story, however.)

o======================================================================o
|				End				       |
o======================================================================o
|								       |
|			Final Stats {FIN001}			       |
|								       |
o======================================================================o
Below are the following stats and equipment allocations of my character
as of the end of the game.

Catylania Ceiriladon
o======================================================================o
Paladin 14
Experience: 1808109
HP: 151
AC: -12
Weapon: Pale Justice
	Throwing Axe +2
	Battle Axe +2: Defender
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: The Red Knight's Shield
Gloves: Gauntlets of Weapon Skill
Belt: 	Girdle of Labelas
Ring:	Ring of Lesser Resistance
	Ring of Resistance

Amirule Alteslay
o======================================================================o
Fighter 9/Cleric 14
Experience: 1557474 + 250000
HP: 136
AC: -8
Weapon: The Giving Star
	Conlan's Hammer
Helm:	Dead Man's Face
Armor:	Black Swan Armor
Shield: Mystery of the Dead
Belt: 	Girdle of Stromnos
Ring:	Ring of Free Action

Ceyalya Ceiriladon
o======================================================================o
Ranger 9/Cleric 14
Experience: 1505489 + 300000
HP: 136
AC: -10
Weapon: Star-Forged War Hammer +4
	Edley's Sling
Helm:	Helmet
Armor:	Mythril Full Plate Mail +2
Shield: Nym's Rhino Beetle Shield
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
	Ring of Holiness

Kmir Volgstaag
o======================================================================o
Fighter 9/Thief 17
Experience: 1556141 + 250000
HP: 146
AC: -3 (-5)
Weapon: Restored Blade of Aihonen
	Long Bow +2: Defender
Cloak:	Shadowed Cloak
Helm:	Rogue's Cowl
Amulet: Necklace of Missiles
Armor:	Black Dragon Scale
Gloves: Kaylessa's Gloves
Belt: 	Girdle of Gond
Ring:	Ring of the Warrior
	Ring of Shadows

Eraithul
o======================================================================o
Fighter 9/Mage 14
Experience: 1555757 + 250000
HP: 134
AC: -3 
Weapon: Cairn Blade
	Repeating Heavy Crossbow
Cloak:	Cloak of Protection +2
Helm:	Helmet
Armor:	Robe of the Watcher

Syrenil "Softstep"
o======================================================================o
Thief 11/Mage 14
Experience: 1584470 + 220000
HP: 85
AC: -3 
Weapon: Short Bow +1
Helm:	Sune's Laurel of Favor
Amulet: Necklace of Metaspell Influence
Armor:	Robe of Enfusing
Ring:	Kontik's Ring of Wizardry
	Ring of Protection +2

o======================================================================o
|								       |
|		Miscellaneous Information {MSC001}		       |
|								       |
o======================================================================o

EXP Tables {MSC002}
o======================================================================o
Acolyte				420 EXP
Albion				3000 EXP
Armored Skeleton		56 EXP, 900 EXP
Bandoth				8000 EXP
Bladed Skeleton			1300 EXP
Black Ice Knight		7000 EXP
Blind Minotaur			3000 EXp
Blue Myconid			750 EXP
Bombardier Beetle		420 EXP
Boneguard Skeleton		4000 EXP
Bronze Sentry			5000 EXP
Burning Skeleton		1500 EXP
Chosen Zombie			975 EXP
Cold Wight			1400 EXP
Drow Sorcerer			3000 EXP
Drow Spellsword			3000 EXP
Drow Vanguard			3000 EXP
Earth Elemental			6000 EXP
Eldathyn			1500 EXP
Ettin				3000 EXP
Fire Elemental			6000 EXP
Fire Giant			8000 EXP
Fleezum				3000 EXP
Flozum				3000 EXP
Frostbite			7000 EXP
Frost Giant			7000 EXP
Frost Giant Guard		8000 EXP
Frost Salamander		2000 EXP, 3000 EXP, 4000 EXP
Geelo the Librarian		2000 EXP
Ghast				650 EXP
Ghoul				175 EXP
Glacier Yeti			1000 EXP
Greater Ice Troll		1000 EXP
Greater Mummy			8000 EXP
High Archer			2500 EXP
High Baptist			1400 EXP
Histachii			120 EXP
Ice Troll			175 EXP
Imbued Wight			1400 EXP
Iron Golem			13000 EXP
Joril				9000 EXP
Joril's Bodyguard		9000 EXP
Kaylessa			1300 EXP
Kelly				8000 EXP
Kerish				5000 EXP
Kontik				8000 EXP
Krilag				3000 EXP
Kraken Society Mage		11000 EXP
Lich				10000 EXP
Lesser Shadow			350 EXP
Lizard Man			65 EXP
Lizard Man King			1300 EXP
Lizard Man Shaman		850 EXP
Lysan				700 EXP
Maiden Ilmadia			7000 EXP
Malavon (Fake)			11000 EXP
Malavon (Real)			50000 EXP
Marketh				8000 EXp
Mummy				3000 EXP
Myrkul's Sending		600 EXP
Mytos				1000 EXP
Neo Orog			270 EXP, 750 EXP
Neo Orog Avenger		270 EXP, 750 EXP
Neo Orog General		2000 EXP
Neo Orog Marauder		420 EXP, 1500 EXP
Orc Elite			35 EXP
Phase Spider			1400 EXP
Poison Zombie			1100 EXP
Presio				4000 EXP
Red Myconid			1750 EXP
Rhinoceros Beetle		4000 EXP
Salamander			2000 EXP
Seth				7000 EXP
Shadowed Elven Acolyte		1100 EXP
Shadowed Elven Archer		1350 EXP
Shadowed Elven Cleric		1400 EXP
Shadowed Elven Officer		1500 EXP
Shadowed Elven Priest		1700 EXP
Shadowed Elven Swordsman	1300 EXP
Shadowed Elven Wizard		1750 EXP
Shadowed Goblin Archer		750 EXP
Shadowed Goblin Grunt		800 EXP
Shadowed Goblin Marksman	850 EXP
Shadowed Goblin Trainer		950 EXP
Shadowed Goblin Warrior		900 EXP
Shadowed Orc Archer		750 EXP
Shadowed Orc Grunt		800 EXP
Shadowed Orc Shaman		1100 EXP
Shadowed Ogre			1050 EXP
Shadowed Worg			850 EXP
Shattered Soul			1200 EXP
Sharra the Healer		2000 EXP	
Shikata				5500 EXP
Shrieker			120 EXP
Skeleton			65 EXP, 75 EXP
Skeleton Archer			125 EXP, 175 EXP, 200 EXP
Skeletal Mage			500 EXP
Snow Troll			1400 EXP
Spectral Guard			500 EXP
Spectral Knight			100 EXP
Sword Spider			2000 EXP
Talonite Priest			1000 EXP
Tarnished Sentry		6000 EXP
Tattered Skeleton		65 EXP, 75 EXP, 150 EXP
Temple Guardian			65, EXP, 100 EXP, 125 EXP, 150 EXP
The High Ritualist		1400 EXP
The High Summoner		1400 EXP
The High Torturer		1400 EXP
The Idol			10000 EXP
Therik				500 EXP
Thief				2000 EXP
Tough Lizard Man		310 EXP
Tower Archer			5000 EXP
Troll				1400 EXP
Umber Hulk			4000 EXP
Undead Lieutenant		2000 EXP
Verbeeg				420 EXP
Water Elemental			6000 EXP
White Wyrm			5000 EXP
Wight				1400 EXP
Winter Wolf			1000 EXP
Wraith Spider			1400 EXP
Yeti				420 EXP
Yeti Chieftan			600 EXP, 2000 EXP
Yuan-Ti				1400 EXP
Yuan-Ti Champion		2000 EXP
Yuan-Ti Elite			1400 EXP
Yuan-Ti Priest			1400 EXP
Yxunomei			46000 EXP
Zombie				65 EXP
Zombie Lord			7000 EXP

Jester's Bag of Holding {MSC003}
o======================================================================o
Aquamarine Gem
Antidote
Arrows x20
Arrows +1 x20
Bolt +1 x20
Bullet +1 x20
Dagger
Dart x10
Dead Cat
Elixer of Health
Elven Healing Wine
Mummy's Tea
Oil of Speed x20 (Cursed)
Potion of Healing
Potion of Healing (Cursed)
Potion of Infravision
Potion of Invulnerability
Potion of Mirrored Eyes
Scroll of Cure Light Wounds
Scroll of Cure Critical Wounds
Scroll of Flame Arrow
Scroll of Grease
Silver Ring
Skydrop Gem
Sunstone Gem
Throwing Knives
Water Opal Gem