This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 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