Walkthrough - Guide for Icewind Dale: Heart of Winter
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------------------------------------------- Icewind Dale - Heart of Winter Walkthrough by Michael Walsh Ver 1.2 March 19, 2001 Questions? Additions? E-mail me at: [email protected] Put "Heart of Winter" in the Subject Line ------------------------------------------- ------------------------------- TABLE OF CONTENTS: ------------------------------- i. Things You Should Know ii. Walkthrough - Party Makeup iii. Thanks To... Section iv. Game Strategy and Tactics ------------------------------- 1. Lonelywood 2. The Barbarian Camp 3. Burial Isle 4. Gloomfrost 5. Sea of Moving Ice ------------------------------- x. Other Works y. Previous Updates List z. Legal Information ------------------------------- ============================================================================== Things You Should Know ============================================================================== For the people who are used to reading FAQ's, and especially for the people who are familiar with the Baldur's Gate/Icewind Dale games, this section is most likely unnecessary. Briefly I will explain some of the more commonly occurring things you are likely to encounter in this FAQ that you may not understand. Coordinates: Just like the Baldur's Gate games, in Icewind Dale you can find ------------ your exact coordinates on the map. I will use coordinates frequently throughout the walkthrough. It is not necessary to use them or to understand them, but they can be a great help in assuring yourself that you are in the right location or going the right direction.To do this in Icewind Dale, press X. In the dialog screen will appear something like this: x=#### y=#### AR#### What does it all mean? Well, first of all, the # sign represents a number. The x and y are relatively unimportant, but the numbers next to them give you your exact location on the map. The AR#### is also important. Every map is an area. For example, Lonelywood is one area. The first floor of the inn in Lonelywood is another area. Essentially, anytime your computer has to load up a new map, you have entered a new area. The AR numbers also appear throughout this FAQ, to help the reader know that they have (or should have!) moved to the next area. Knowing that your coordinates are x=456 y=789 is irrelevant if you don't know whether you are in AR9600 or AR9100. EVIL: There are several possible actions detailed throughout this walkthrough with this header. These events are NOT necessary to do. Sometimes they are worth it, sometimes not. Repeat, you do NOT have to do any of these acts, even if you have an evil-aligned party. ============================================================================== Walkthrough - Party Makeup ============================================================================== Below is the party that I used when I created this walkthrough. Also given is the reason I chose each character. Paladin Male Human Leader of the party; high CHR Fighter Male Human Specialized in the halberd! Fighter/Cleric Male Human Dual-Classed to Cleric at Lvl 9 Fighter/Druid Male Human Dual-Classed to Druid at Lvl 9 Fighter/Thief Male Halfling A thief with lots of HP! Wizard - Mage Male Half-Elf Uses virtually every spell. Wow! This class has virtually no problems in the beginning stages of the game, with the exception of the lack of healing abilities. Each character is specialized in a different weapon for maximum effectiveness. The Paladin uses Long Swords, the Fighter uses halberds, the Cleric uses hammers, etc. ------------------------------------------------------------------------------ Having finished the expansion pack for the first time, I will now attempt to discover some of the smaller details, as well as to explore the possible tactics of other classes (most notably the Bard). This is the party that I will be using for my second time through, to further supplement this walkthrough: Fighter/Wizard Male Human Dual-Classed to MAge at Lvl 9 Fighter Male Halflinig To use the Trusted Defender Helm Fighter/Cleric Male Dwarf Multi-Classed Evil Cleric!! Bard Male Human Has a number of new useful songs Fit/Mag/Thi Female Elf Eventual powerhouse; see above. Note: It is highly recommended that you do not travel to Lonelywood (and the expansion area) until you are adequately prepared. Having started the game from the beginning, I did not enter the new areas until just after killing Yxunomei. ============================================================================== Thanks To... ============================================================================== This walkthrough is only intended to cover the Expansion Pack, and will almost certainly never cover the main game. For an excellent FAQ of the main game, download Dan Simpson's "Icewind Dale" FAQ, also found at http://www.gamefaqs.com (free advertising, and thanks to Dan Simpson for his excellent FAQ's, which have provided me, in part, with the inspiration to write my own.) ------------- Thanks to... ------------- Dan Simpson for the excellent layout of his FAQ's, which I borrowed some ideas from. Imitation (but not Plagiarism) is supposedly the best form of flattery... so consider yourself flattered. Interplay/Black Isle Studios for one of the most efficient and exciting ways to kill free time. ------------- And now, on with the show...er, FAQ! ============================================================================== Game Strategy and Tactics ============================================================================== This section is a combination of stratgy and tactics dealing with several aspects. Below you will find ideas for character creation, spell selection, and what the most ideal party makeup might be given the changes in the expansion pack. If you have a strategy or idea not represented here, feel free to send it to me at: [email protected] Full credit will be given to you within the body of the FAQ. Creating a Character -------------------- Naturally, you will want to create at least a couple of characters with which to play the game. They do tend to make it more interesting. Whatever type of character you choose to create, they all have some common factors. Below I have compiled some useful information that you can easily have at your fingertips when creating a character. This information applies to "Icewind Dale: Heart of Winter", and may not be fully applicable to other games. Race: Maximum and Minimum Stats -------------------------------- Looking to create the most effective thief? The strongest fighter? The most cunning mage? Well, different classes excel in different areas. Below is a chart showing what the minimum and maximum possible stats are when creating a character. Note: A character can end up with a higher score in one or more of these attributes due to magical items which may temporarily or permantly raise a score. This chart only shows the minimum and maximum possible while _creating_ a character. Also note that a STR of 18/00 is stronger than a STR of 18. Minimum and Maximum Stats by Race: ================================== ----------------------------------------------------------------------- | Race/Skill | STR | DEX | CON | INT | WIS | CHA | ----------------------------------------------------------------------- | Human | 3-18/00 | 3-18 | 3-18 | 3-18 | 3-18 | 3-18 | | Dwarf | 9-18/00 | 3-17 | 12-19 | 3-18 | 3-18 | 2-16 | | Elf | 9-18/00 | 7-19 | 6-17 | 8-18 | 3-18 | 8-18 | | Half-Elf | 9-18/00 | 6-18 | 6-18 | 4-18 | 3-18 | 3-18 | | Gnome | 6-18 | 3-18 | 8-18 | 7-19 | 10-17 | 3-18 | | Halfling | 6-17 | 8-19 | 10-18 | 6-18 | 3-17 | 3-18 | ----------------------------------------------------------------------- Using this chart, you should be able to get a decent idea of which races make the best fighters, mages, etc. For races with maximum possible scores of 19, be sure to try and get the maximum of 19. These super-exceptional scores can make a big difference. Example: A mage with INT of 18 has an 85% chance of successfully putting a spell in his spellbook. With an INT of 19, the chance is increased to a whopping 95%! Class: Minimum Stats --------------------- Once you have chosen a race, you will need to make what is probably the most important pre-game decision: what class will your character be? Below is a table showing the minimun possible stat for each ability. In addition, if you choose to create a mage, you can elect to make a Specialist Mage, who can cast more spells per level. However, each Specialist area has a stat (in addition to Intellegence) that must also be met. They are also listed below. Finally, some of the Opposition Schools for Specialist Mages (the types of spells that they can not cast) have changed some since Icewind Dale. Below I will also include the Opposition Schools from Icewind Dale, and show how they have changed in Heart of Winter. Minimum Stats by Class: ======================= --------------------------------------------------- | Class/Skill | STR | DEX | CON | INT | WIS | CHA | --------------------------------------------------- | Fighter | 9 | 3 | 3 | 3 | 3 | 3 | | Cleric | 3 | 3 | 3 | 3 | 9 | 3 | | Thief | 3 | 9 | 3 | 3 | 3 | 3 | | Mage | 3 | 3 | 3 | 9 | 3 | 3 | | Paladin | 12 | 3 | 9 | 3 | 13 | 17 | | Ranger | 13 | 13 | 14 | 3 | 14 | 3 | | Druid | 3 | 3 | 3 | 3 | 12 | 15 | | Bard | 3 | 12 | 3 | 13 | 3 | 15 | --------------------------------------------------- For Specialist Mages, see the stats above for a regular mage, and in addition, you will need the following: Additional Stats for Specialist Mages: ====================================== --------------------------------------------------- | Class/Skill | STR | DEX | CON | INT | WIS | CHA | --------------------------------------------------- | Abjurer | 3 | 3 | 3 | 9 | 15 | 3 | | Conjurer | 3 | 3 | 15 | 9 | 3 | 3 | | Diviner | 3 | 3 | 3 | 9 | 16 | 3 | | Enchanter | 3 | 3 | 3 | 9 | 3 | 16 | | Illusionist | 3 | 16 | 3 | 9 | 3 | 3 | | Invoker | 3 | 3 | 16 | 9 | 3 | 3 | | Necromancer | 3 | 3 | 3 | 9 | 16 | 3 | | Transmuter | 3 | 15 | 3 | 9 | 3 | 3 | --------------------------------------------------- Changes to Opposition Schools in Heart of Winter ================================================ ----------------------------------------------------------------------- | School | Opposition School(s) | With Heart of Winter | ----------------------------------------------------------------------- | Abjurer | Alteration | Alteration, Illusion | | Conjurer | Divination | Invocation | | Diviner | Conjuration/Summoning | Conjuration/Summoning | | Enchanter | Invocation | Invocation | | Illusionist | Necromancy | Necromancy, Abjuration | | Invoker | Enchantment/Charm | Divination, | | | Conjuration/Summoning | Conjuration/Summoning | | Necromancer | Illusion | Illusion, Enchantment/Charm | | Transmuter | Abjuration, Necromancy | Abjuration, Necromancy | ----------------------------------------------------------------------- Character Ideas --------------- Now that the experience cap in Icewind Dale: Heart of Winter has been raised to 8,000,000 points, there is a type of character which can really come into power: The Triple Class Character. There are two different types of Triple Class combinations in Icewind Dale: The Fighter/Mage/Cleric combo, and the Fighter/Mage/Thief combo. To earn the maximum 8,000,000experience points that a character can gain could take a LONG time. But also added with the expansion pack is the "Heart of Fury" option, which can greatly increase the speed at which you earn experience. (Note: Don't even think of turning it on until you have beaten, or nearly beaten the game) A Triple Class character will never reach Level 30 in any one class. However, take a look at what they can accomplish: Fighter/Mage/Cleric Fighter/Mage/Thief ------------------- ------------------ Levels: 18 17 19 18 17 22 This may not mean much on the surface, but let's take a more in-depth look at what these character levels mean: Level 18 Fighter: A Fighter starts with 4 proficiency slots, and gains ----------------- an additional one every 3 levels. This means that at Level 18, the fighter will have a total of 9 Proficiency points. This is enough to reach Grand Mastery in one weapon, and almost reach it in another. His THAC0 also goes down by 1 per level, which not only makes it easier to hit with weapons, but also aids TREMENDOUSLY when it comes to spells which require touch. Level 17 Mage: Unfortunately, a Level 17 Mage is unable to use the -------------- Level 9 Spells. However, there are only a couple of them, so you are not going to miss much. You come with a large array of possible spells. Assuming (once again) that the spell chart in the manual is correct, you will have the following number of spells at Level 17: ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - | | 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - | | 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 | ----------------------------------------------------------------- Having said that, there is one spell in particular that makes any combination of a Fighter/Mage very potent: Iron Body. This Level 8 Spell does the following for the caster: 100% resistance to electricity. 50% resistance to fire. 25% resistance to crushing damage. Strength raised to 25. Can attack 2/round with iron fists (2d4) And the spell lasts for 2 full turns! Now for the downside: Movement rate reduced to 25% of normal. So as you can see, those are tremendous benefits for one little spell. An even more potent combination is all of the above, plus equipping your character with a set of Elven Chainmail (found in Severed Hand Area). In case you don't know, Elven Chainmail, while not possessing the best AC of an armor in the game, DOES allow a Mage to still cast spells and ALSO allows a Thief to use their thieving skills. As you can see, this armor is VITAL to the Fighter/Mage/Thief combination if you want to fully employ all three classes. Level 19 Cleric: A Level 19 Cleric is, simply put, awesome! Add to ---------------- that the fact that with the Triple Class characters, it is only one of three talents. and you are a virtual one-man party! A Cleric of this level will easily be able to use every spell that is available to them. Below is the Clerics spell table: ----------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ----------------------------------------------------- | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | ----------------------------------------------------- | NOTE: You must have a WIS of 17 to use Lvl 6 | | spells and a WIS of 18 to use Lvl 7. | ----------------------------------------------------- Level 22 Thief: In Icewind Dale, the Thief character class is not too --------------- amazing on its own, but when paired with one or more other classes, becomes much more formidable. Besides having earned a LOT of thief skill points by Level 22 (30 at Level 1, and 20 each additional level for a total of 450 points!) This amount of skill points is enough to raise each of your skills to 112% easily - and that is not counting your race's initial skill level! Beyond that, having any combination of a Thief/Mage means that you have a Mage who can attack with spells AND arrows from the back row! These are just some of the potential reasons why the Triple Class characters are now a viable option, if one is willing to overlook their one drawback: They go up in level three times slower than a normal character. ============================================================================== WALKTHROUGH ============================================================================== In order to get to Lonelywood, you must have first gotten to Kuldahar in the original game. Just east of the center of town is a house that was previously locked. If you go inside, you will find a barbarian named Hjollder there. It seems that your coming has been foretold to him for a while now. It appears that there is another town in trouble. He requests your aid in the north. The town of Lonelywood is in the path of a major barbarian invasion, which is being led by the great barbarian leader Wylfdene, who has recently returned from the dead. Prepare yourselves, and when you are ready, accept his request and journey with him to another of the Ten Towns - Lonelywood. ============================================================================== 1. Lonelywood ============================================================================== --------------------------------- The Well (x 1772 y 2210 AR 9100) --------------------------------- You have just arrived in the town of Lonelywood. Upon your arrival, you will encounter a girl named Hailee Dunn. She says that her brother is trapped in the well, and would like for you to go and tell her dad. Her dad is located in the Cooper's House. (x 2784 y 436) EVIL: If you want, try to kill Hailee Dunn. May party of Level 14 characters couldn't even touch her! Also, be forewarned that attacking townspeople will make you the enemy of everyone in town. Also, if certain people are killed, you may or may not be prevented from completing the game. ------------------------------------------- Shrine of Waukeen (x 2302 y 1883 AR 9103) ------------------------------------------- NE of the well is the local house of healing. It is run by Quinn Silverfinger, a halfling missionary. He sure runs an opulent place! He also sells some truly magnificent items. In addition to the traditional healing services, you can also enter behind the curtain on the north door. It leads to his room. There is a hidden door at (x 791 y 192) which you can find if your Thief is searching for traps. There is a chest behind the door which contains: 1,500gp 3 Diamonds 2 Emeralds Sling +5: Quinn's Fancy Sling (+3 damage) EVIL: If you want, you can try and kill Quinn. This will yield: 100gp Sling +1 Force Bullets Morning Star +4: Defender --------------------------------------------------------- The Whistling Gallows Inn (x 2260 y 1187 AR 9101, 9102) --------------------------------------------------------- Floor 1: (AR 9101) ------------------- There is a lot to do here. The dwarf at the table can tell you some information about the impending barbarian attack. The woman wandering around in the bar is Ambere Dunn, Hailee's mother. Talk to her about her daughter and the barbarians. You might get the impression that she frequents this place often... EVIL: Killing Ambere Dunn gives you nothing...except a reputation loss! Seated near the entrance to the Inn is a dwarf named Roald Tunnelfist, who will relate his tale of having been part of an expeditionary force to the barbarian camp. He tells of having encountered Wylfdene and barely escaping to tell the tale. He can point you in the direction of the barbarian camp. EVIL: If you want to pound the dwarf to dust, you will receive: 16gp Chainmail +2 Battle Axe +2: Defender Seated at the bar (x 739 y 417) is the Norm of Lonelywood, a sloshingly drunk elf named Murdaugh. Not only is he a drunken, unemployed elf, but he is also...*surprise* a bard! Ask about his rather articulate vocabula and he will reveal himself as a bard from Auckney. You then can offer either 1, 5, or 10gp for him to tell his tale. Whichever option you choose, you get the same story. He tells you of his forbidden love and of his impossible quest: (not to find the Holy Grail) ...to find the Glacier Rose EVIL: You can dispatch the Bard Murdaugh, if you wish. Be careful though - the innkeeper is a a practiced wizard. Killing Murdaugh will get you: Long Sword of Action +2 (adds +1 to dexterity) The bartender, Kieran Nye, is your one stop for nearly anything you could want. Talk to him in order to get information and to rest. In addition, once you discover his secret, return and talk to him about it. In return for your secrecy, he will offer to sell you magical items and spells! (In another FAQ I give a listing of all the items in the expansion pack's shops, and their prices. Refer to that list for the shop items available. That file should also be located at: http://www.gamefaqs.com) EXTRA: You can pickpocket Kieran, if you wish. Doing so yields: Ring of Greater Action (+2 AC, +25% crushing resistance, +3 save vs. spells) EVIL: Kieran is a practiced mage. If you want to be evil and kill him, you will receive: 56gp 1 Potion of Extra Healing Mage Dagger +4 (AC +1, +1 Level 1, Level 2, and Level 3 spell) In a room in the back of the inn is a chest (x 285 y 598). Inside is: Robe of the Neutral Archmagi (AC 5, magic resistance +5%) Also in this room, behind the mirror at (x 361 y 592) is a hidden door that leads to a hidden study. On the shelf, at (x 449 y 481) is: Seven Eyes (scroll - mage) After discovering this, mention the room the Kieran Nye to gain access to his magical wares. Otherwise, go on upstairs. Floor 2: (AR 9102) ------------------- There is not a lot to do upstairs. However, if you would like to help yourself to some free items, there is a chest in the first room on the left (x 1089 y 563) which contains: Rogue Stone Translocution Arrows Further on down the hall, in the last room on the right, is a cabinet (x 341 y 556) which contains: Potion - Oil of Speed That is just about all there is to do at the inn for the moment. ---------------------------------------- Bowyer's Cabin (x 2975 y 2273 AR 9104) ---------------------------------------- Emmerich Hawk is the local Ranger. He will update your map for you so you can travel to the barbarian camp. He can also sell you some weapons. EVIL: If you want to strike it rich by means of assassination, take out the local ranger. Killing Emmerich yields: 3 Potions of Extra Healing 100 gp Finest Long Sword Shadowed Cloak (+15% to Hide in Shadows) Confusion Arrows +3 Bracers of Archery (+2 THAC0 - missile weapons only) Arrows of Piercing Inferno Arrows +2 Long Bow +4: Hammer (+1 AC, 4 attacks per round) ----------------------------------- The Cooper (x 2784 y 436 AR 9105) ----------------------------------- The Cooper in Lonelywood is Tybald Dunn. Where has that last name been seen before, hmmm? This is the father of the girl at the well, and the husband of the drunk woman at the inn. Mention his daughter, and he will ask you to send her home. This family sure has problems. In addition to these problems, business is going very poorly for Tybald. He must rely on Baldemar for all of his business contacts. Perhaps we should keep an ear open for some ideas. Some of the richer people in town might have some ideas. Perhaps Quinn the Priest can help. Before you leave, there is a cabinet at (x 759 y 259) that contains: Boots of the North (+50% cold resistance) EVIL: Killing Tybald Dunn isn't even worth the effort. You get: 5gp Return to the Shrine of Waukeen ------------------------------- After talking to the Cooper, return here and talk to Quinn. He will shed light on some trade opportunities to the south. With this information, you should return to the Cooper and see what he thinks. The Cooper ---------- Return to the Cooper's house and inform him of what you learned from Quinn Silverfinger. He will be very grateful for the information, and you will receive 20,000 exp. Now what can be done about his wife and daughter? Let's try to get his daughter to go home. Return to the Well ------------------ When you return and attempt to send Hailee back to her father's house, she refuses to go. If you have previously talked with her mother and father about Hailee, you will reveal that her story is a lie and will receive 15,000 exp. When she tells you that she has a secret, you can offer to pay her (1gp) for it. Upon learning the secret you will gain another 15,000 exp. But she still refuses to go home. Maybe we should convince her mother to return home first, then come back later. Return to The Whistling Gallows Inn ----------------------------------- Once you return to the Inn, begin a conversation with Ambere Dunn, the drunk woman. Mention her husband and she will strike up a conversation about how she hates it in the north. With the earlier advice you gave to her husband, the family may be moving south soon. Convince her to return to her husband's house for a cool 15,000 exp. Two down, one to go. Let's return to the well and talk to Hailee. Return to the Well ------------------ Once you have helped Hailee's mother and father, return and talk to her at the well. You can convince her that life at home will be different from now on. You will convince her to return home, and will receive another 15,000 exp to boot! Return to the Well ------------------ When you return and attempt to send Hailee back to her father's house, she refuses to go. If you have previously talked with her mother and father about Hailee, you will reveal that her story is a lie and will receive 15,000 exp. When she tells you that she has a secret, you can offer to pay her (1gp) for it. Upon learning the secret you will gain another 15,000 exp. --------------------------------------------- The Cartwright (x 1550 y 719 AR 9106, 9107) --------------------------------------------- Floor 1: (AR 9106) ------------------- Finally, the home of the rather infamous Baldemar Thurlow. You can talk to his wife, who is downstairs, but the man you want to see is upstairs. But while you are downstairs, you should search the cabinet at (x 520 y 211) for: 4 Elixers of Health And now, upstairs! EVIL: Killing Baldemar's wife will net you: 54gp Floor 2: (AR 9107) ------------------- You will find Baldemar in his study (x 775 y 452). Boy, he sure is suspicious! He will give you more information about the one-eyed man who came to see him a short time ago. You should also be sure to check the cabinet farther back at (x 396 y 274) to find a note that will prove to be enlightening. There is nothing more to do at the moment. We will return, though. EVIL: Killing Baldemar Thurlow will get you: 47gp --------------------------------------- Brothers Cabin (x 326 y 392 AR: 9108) --------------------------------------- This is the home of Lonelywood's premier scholars. Their conversation proves to be mildly entertaining, but they are of no other use, at least for now. EVIL: Killing Doogal will get you: 1400 exp. 53gp Charged Battle Axe +2 Studded Leather Armor +1 --------------------------------------- The Boathouse (x 1088 y 1592 AR 9109) --------------------------------------- Thom Farold is the town boatmaker. He isn't really very useful at the moment, but there is a chest at: (x 483 y 186) with: Pearl Light Crossbow Bolt +2 (x20) and another chest at (x 400 y 274) with: Bottle of wine He has a helper, Young Ned, who can be found just outside and a bit to the west of the house entrance. He will become useful later when you have a need to travel on the seas. EVIL: Killing Thom Farold, the boatmaker, will get you: 100gp It is uncertain whether it is possible to kill Young Ned. --------------------------------------- Purvis' Shack (x 3358 y 1331 AR 9110) --------------------------------------- Purvis isn't terribly helpful, or personable. After all, he does bury dead people for a living. He will be of more use later. EXTRA: If you aren't in to grave robbing, you could just pickpocket Purvis instead. Doing this yields: 2 Rings of Free Action, and an Oil of Speed. (you will have to pickpocket 3 separate times) EVIL: Don't like the gravedigger's mannerisms? Kill him and you will get: 87gp Potion of Extra Healing Short Sword of Backstabbing Boots of Stealth (+35% to Stealth) Cloak of Non-Detection -------------------------------------------- Merchant Warehouse (x 2141 y 2696 AR 9100) -------------------------------------------- Rawleigh Gallaway is upset that trade has been disrupted. When asked about barbarians, he can show you the location of their camp on your map. That's about all for now. He also has two assistants roaming nearby named Karrl and Jemeliah. EVIL: If you want, you can kill the merchants. From Karrl you will get: Leather Armor Short Sword 2gp Jemeliah will net you: Leather Armor Dagger Finally, their boss, Rawleigh Gallaway, will drop: Chainmail Armor Potion of Healing Short Sword +2 Well, now that you have explored the town, it is time to pay these barbarians a visit. ============================================================================== 2. The Barbarian Camp ============================================================================== Leave the town from the east, and you will come across the outskirts of the barbarian camp. You will be confronted by a company of barbarians led by Angaar. A cut scene begins. You will eventually find yourself in front of the newly-risen barbarian chief, the infamous Wylfdene! You can attempt to forge a peace treaty on behalf of Lonelywood, but it will fail. However, you will receive 84,000 exp for the effort. Wylfdene thinks you are another assassin sent to kill him. Hjollder will come to your defense, but is banished to Burial Isle. You are to be taken outside the camp and executed. Ask Angaar why you are to die, and ask what will happen to Hjollder to receive 42,000 exp. If you can convince Angaar to let you go, you will receive another 42,000 exp. Don't stop there! Ask him about Wylfdene and receive ANOTHER 42,000 exp! You are done here for the time being. You should return to Lonelywood. Return to Lonelywood -------------------- Go and meet Purvis (x 3538 y 1705), who is outside working. Apparently, someone has died since you left. Ask him about it. Emmerich Hawk ------------- He can fill you in on more information regarding the recent death. Confront Baldemar Thurlow ------------------------- Return to the Cartwright's house. You should go up to Baldemar's study and confront him with the information Wylfdene told you regarding the attempted assassination of the chief. He will reveal his role in the plan, but say that there are higher powers at work. For getting him to confess and to come clean with the other council members nets you a whopping 420,000 exp! Young Ned --------- Hjollder may have been banished to Burial Isle, but he left a lot of unanswered questions. Remember the boatmaker? He will be able to get you to the Isle. Talk to his assistant, Young Ned (x 499 y 1818) and he will reluctantly offer to sail you to the Isle. When you are ready, and adequately equipped, you should travel to the Isle in search of Hjollder. ============================================================================== 3. Burial Isle ============================================================================== Young Ned: (AR 9300) --------------------- He will wait here (x 2833 y 2445) to take you back to Lonelywood. ================================ There are a series of caves on Burial Isle that all lead to the same general area. What I have done is labeled each of the caves with a letter A through D. The walkthrough for that section begins at Cave Entrance A. ================================ ----------------------------------------- Cave Entrance A (x 3022 y 1916) ----------------------------------------- NOTE: The underground walkthrough assumes you entered through Cave Entrance A. The entrance to this cave is located more or less due north of where you land on the island. Immediately upon entering the cave, you will be greeted by an entourage of Barrow Wights and Wailing Virgins. The latter are especially difficult, and can paralyze and damage your party severely. Vexing Thoughts (x 3066 y 1151 AR 9400) ----------------------------------------- Head north from the entrance, and you will encounter a creature that appears to be a floating set of armor. That's essentially what it is. If you talk with it, it reveals its name as Vexing Thoughts. Its true name was once known to its master, but the master forgot it, and Vexing Thoughts disposed of him. At this point, you have four choices. 1.) Just leave. You don't *have* to do anything here. 2.) Ask it how you can gain control over it. It will ask you to go and kill an innocent. Upon doing this, it then wants you to dedicate the kill to its dark master. I suppose this is a good option for an evil- aligned party. But my Paladin wouldn't stomach it. 3.) The third option is to tell it that you will control it. 4.) The final (and best) choice is to discover its true name. In response to 3, the spirit armor puts itself in your inventory. Identifying it reveals it to be a Plate Mail of AC 1, giving the wearer 100% cold resistance, and promises other benefits upon donning the armor. If you do equip it, the armor will kill the wearer. But that's not all. It will also reveal its true form - it's a Chilmandren - and attack the party! He's really tough, but not impossible to kill. My party took him down after inflicting 125 points of damage, so his limit is around there. EXTRA: Have your weakest attacker who can wear the armor equip it. No sense losing your most powerful fighter! If you would like to gain mastery over it without destroying it, thus bending its will to serve you, you must discover its true name. However, its previous master, as you may recall, met an untimely end. If only you could speak with the dead. If only there was some way to _Contact Other Plane_ and discover the answer in the beyond. If that hint wasn't obvious enough, you must need to either *update* or *review* your supply of _magic_ ... If you discover its true name, not only do you get the armor, which is a WONDERFUL piece of equipment for this climate, but you can also call on the Chilmandren _ONE TIME_ to help you out. Save this for a REALLY tough battle...like at the end of the game. You should also be aware that if the Chilmandren dies in battle, the Vexed Armor is also destroyed. This will leave its wearer without armor!! Be ready! EVIL: You can also select to kill an innocent person in order to gain the Vexed Armor. After you kill an innocent, come back and you will gain the Vexed Armor, but if you try to summon the Chilmandren...watch out! Whatever you decide, once you are done, it's time to move on. Treasure Cove #1 (x 2550 y 765) -------------------------------- Just north of where you meet Vexing Thoughts is a treasure cove. Careful, it's trapped! In the jar at (x y ) you will find: Broken Armor Elixir of Health Protection from Cold (scroll) In the center, at (x 2550 y 765) is: 525gp Svian's Club (+5 THAC0) And finally, in the jar at (x 2458 y 790) is: 12 Horn Coral Gems 153gp If you need to exit the cave, see below. Otherwise, head west from here. Exit to Cave Entrance D ----------------------- If you need to exit the cave, there is an exit due east of Treasure Cove #1 at (x 3640 y 733). It will lead you to Cave Entrance D above ground. Exit to Cave Entrance C ----------------------- If you need to exit the cave, take the stairs to the left of Treasure Cove #1, at (x 2370 y 660). It will lead you to Cave Entrance C above ground. Treasure Cove #2 ----------------- West of Treasure Cove #1 (and the Exit to Cave Entrance C) is another treasure cove (x 1720 y 760). This one is also trapped. In the jar at (x 1680 y 840) is: Winter Wolf Pelt Cloak of Displacement (+4 AC versus Missile Weapons) In the jar at (x 1865 y 760) you will find: 4 Water Opals Arrows +2 Chain Mail +1 Battle Axe +1 And finally, in the center, at (x 1720 y 760) you will get: 318gp Short Sword +4: Blood Iron (Each hit heals 3hp) Time to move on. Head down the stairs and go west if you need to exit the cave for some reason. Otherwise, return to Cave Entrance A. (where we came in) Exit to Cave Entrance B ----------------------- If you need to exit the cave, take the stairs down from Treasure Cove #2 and head west to (x 2370 y 660). It will lead you to Cave Entrance B above ground. Return to Cave Entrance A ------------------------- Once you have returned to the cave entrance, head west and take the first stairway down. From here, fight your way west. You will be attacked several times by Drowned Corpses, Barrow Wights, and Wailing Virgins. Just before the stone bridge is a third treasure cove, located at (x 1600 y 1940). Good thing heroes like treasure! Treasure Cove #3 ---------------- To the best of my recollection, this is the only treasure cove in this level that is not trapped. But don't take my word for it - check first! In the jar at (x 1530 y 1996) is: High Quality Bastard Sword 309gp And in the jar at (x 1735 y 1955) you will obtain: Jade Ring High Quality Battle Axe Small Shield +1 Now cross the bridge to the west. Unbelievably, you will find... well, just just say I hope you aren't sick of treasure!! Treasure Cove #4 ---------------- Just on the other side of the stone bridge is the fourth treasure cove (x 1240 y 1950). This one is trapped. At (x 1183 y 1918) is: Fire Darts +2 Battle Axe +3: Fatigue (20% chance target is slowed) You will find the following at (x 1230 y 1950): 740gp Battle Axe +5: Young Blood (5% chance per hit user goes berserk) And (x 1270 y 2020) will treat you to: 2 Heal (scroll - priest) Yeti Pelt Inferno Arrows +2 From this treasure cove, head west and up the stairs. Now things get interesting! Mebdinga and Wylfdene's Tomb ---------------------------- You have stumbled upon another clue to the mysterious Wylfdene - his empty casket. The guardian, Mebdinga, is the guardian of the casket. And she is not pleased to see your party at all! She issues you a familiar ultimatum - leave or die. You should choose the hero's option of C) Start a fight. But be warned - Mebdinga is not alone, as there are four other Wailing Virgins with her. Also, Mebdinga can quickly kill most or all of your party, so Haste your warriors and take her out first! After you deal with the guardians, search the casket at (x 440 y 1795). In it you will find: 735gp Wylfdene's Tribal Insignia Time to press on. Rest up, then head west to the edge of the screen, and follow the path to the north. Treasure Cove #5 ---------------- Located at (x 175 y 1310) is what every hero wants - more treasure!!! This final treasure cove in the underground is, not surprisingly, trapped. The jar at (x 274 y 1362) contains: Blade Barrier (scroll - priest) Holy Smite (scroll - priest) 5 Moonbar Gems 169gp The table at (x 220 y 1360) has: 325gp Ready to finish this area up? Exit to Exile Island -------------------- From the fifth treasure cove, take the first stairway heading north (x 500 y 1300). This will lead you to a new exit (x 300 y 560) and to the reason you came to this island in the first place! Rescue Hjollder --------------- Once you surface, you will receive 280,000 exp. for locating Hjollder. You tell him what you have learned about Wylfdene, but he requires more proof in order to confront the king. Show him the Tribal Insignia that you found below ground. You will receive 420,000 for doing this. Hjollder is unable to discern the true nature of the spirit within Wylfdede, but he knows of one who can. He directs the party in the direction of the Gloomfrost Seer. He will mark the location of Gloomfrost on your map. Backtrack through the cave and take some time to visit some of the other sites on Burial Isle (detailed below). When you are ready, return to Lonelywood. ------------------------------ Tower (x 565 y 2326 AR 9301) ------------------------------ This tower is home to one Edion Caradoc, a necromancer of great power. He was put under a curse by his enemies, and can not be healed short of divine intervention. So he sits here, waiting to die. He will, however, offer to sell you magical items and scrolls. And, of course, he will buy them off of you as well. (see my supplementary list of game items for shop inventory) EVIL: You can attempt to kill the necromancer, if you wish. However, he will only give you: 585gp ---------------------------------------- Cave Entrance B (x 1556 y 1746 AR 9300) ---------------------------------------- This is another possible entrance to the underground area, and is located E of Edion Caradoc's Tower, and W of Young Neb. This cave will place you at (x 1500 y 980) in the underground. For the complete underground walkthrough, see entry under Cave Entrance A. --------------------------------- Polar Bear Spirit (x 2780 y 850) --------------------------------- East of Cave Entrance C, (located near the center of the map) your party will be accosted by a Polar Bear Spirit. It thinks you are upsetting the balance on the island and demands that you leave. Of course, you aren't going to do that, are you? Prepare to fight - this bear has some friends! -------------------------------- Cave Entrance C (x 1953 y 1079) -------------------------------- This is a third possible entrance to the underground area, and is located in front of a ruined wall near the center of the map. This cave will place you at (x 2370 y 660) in the underground. For the complete underground walkthrough, see entry under Cave Entrance A. ------------------------------- Cave Entrance D (x 3240 y 431) ------------------------------- This is a fourth possible entrance to the underground area, located NE of the Polar Bear Spirit area. This cave will place you at (x 3640 y 733) in in the underground. For the complete underground walkthrough, see entry under Cave Entrance A. -------------------------------------------- Skaldar and the Ghost Shaman (x 994 y 1173) -------------------------------------------- The spirits of the dead shaman reside here. A spirit named Skaldar will direct your search for Hjollder elsewhere, and then demand that you leave the Isle yourself. You can choose to either leave or to fight. If you choose to fight them, be prepared for a difficult battle, for they are all experienced shaman - and undead to boot! Successfully killing all of them gives you 25,000 exp. ----------------------------------- Abandoned Lighthouse (x 290 y 900) ----------------------------------- On the westernmost part of the island, behind the place where you met Skaldar, is an abandoned lighthouse. Lonelywood - after Burial Isle ------------------------------ After completing the quests above, you should return to Lonelywood to rest and supply yourself for the next journey, as well as to see what has happened around town since you were last there. There is quite a bit to do. Let's start with the center of any town's gossip - the Inn. The Whistling Gallows Inn ------------------------- Upon entering the inn, you can ask around, or just watch the text lines that appear above people's heads. You will learn that there has been another murder! The gravedigger is as good a start as any to find out more information. Purvis ------ Purvis is located outside again, in the graveyard (x 3538 y 1705). He will tell you that he just buried another of the three trapper brothers. This one looks to have been killed by a wolf also. Maybe the remaining brother knows more. Brother's Cabin --------------- The remaining brother, Doogal, can be found here. He was at the scene of the attack and says that the wolf was magical. He also thinks that Emmerich is behind it and vows revenge. Better go and talk to Emmerich now. Bowyer's House -------------- Inform Emmerich of your meeting with the remaining brother. Emmerich reveals that Doogal wanted to buy an enchanted weapon from Kieran at the Inn. Off to the Inn! The Whistling Gallows Inn ------------------------- Kieran will tell you that Doogal did indeed come in and try to buy an enchanted weapon, but he told the brother that they don't sell those kinds of weapons at the Inn. (heh, heh) Kieran thinks that the mystery wolf might actually be a werewolf. Uh, oh! Better inform Emmerich about this. Bowyer's House -------------- Return to Emmerich's cabin and mention the werewolf. He is quite certain that it isn't a werewolf. Hmm. Upon further questioning, Emmerich reveals that he has been having nightmares as of late, about wolves in the forest. It is then revealed that when Emmerich was attacked earlier in the woods by a wolf, he must have been infected. It turns out that Emmerich has unknowingly been killing the brothers! For discovering that Emmerich is the werewolf, your party will receive 420,000 exp. Now to search for a cure. But where? Kieran at the inn might know something more about werewolves - it was his idea in the first place. The Whistling Gallows Inn ------------------------- Inform Kieran of the situation with Emmerich. He will give you an amulet that will contain, but not cure, the lycanthrope. Better take this back to Emmerich quickly! Bowyer's House -------------- Return and give Emmerich the amulet. He will be extremely grateful to you. And you will receive another 420,000 exp! Now that it appears that everyone in town is rather content for the moment, let's head to Gloomfrost! ============================================================================== 4. Gloomfrost ============================================================================== Gloomfrost Mountain: (AR 9500) ------------------------------- You will encounter several new creatures lurking around these mountains, including Snow Trolls. Head north along the path. There are two branches, one at (x 3430 y 640) and another at (x 3490 y 420) that lead west. They both lead to the same point, so choose whichever one you want. In the area where the two paths meet are the remains of two dwarves and their camp, at (x 2360 y 885). Not a good omen. Search their items (x 2393 y 810) to find: 3 Flaming Oils The path continues to the south. As you head along the path, a floating eye appears briefly, then disappears (x 2770 y 1560). Continue along the path south, which eventually winds left then north again. Along the way, you will cross an ice bridge (x 2475 y 2315) that begins to crack, but nothing bad happens...yet. Trouble is waiting for you at (x 2380 y 1560) in the form of a Frost Giant. Take him out, then continue north. Once you reach (x 2200 y 1250) the path once again winds to the west. You can either head immediately south through the ice valley, or you can continue a short ways west, to (x 1720 y 1350) and continue south along the raised path. Head south through the valley first. As you head south through the valley, you will encounter first some Winter Wolves, and then a battle between Winter Wolves and a Frost Giant. You can either watch them fight, and attack the winner, or you can interrupt the fight and try to kill them all. This way will yield more experience. Once you are done here, backtrack to (x 1720 y 1350) and take the raised path south. At (x 1670 y 2000) the road forks off to the NE, but continue south. The road will eventually curve to the west. Upon reaching (x 785 y 2500) the road continues to the west, but also branches off to the north. They both lead to the same place, so head north. The mysterious floating eye once again appears here. Continue to make your way north along the path. When you get to (x 260 y 1780) you will find 3 Snow Trolls feasting on a dead Polar Bear. What's a hero to do? Kill the trolls, then head north - but be prepared for a large attack by some more trolls. The path will once again fork to the east after the massive troll encounter. Follow it east until it doubles back to the northwest. There is a party of Glacier Yeti waiting for you here. Greet them with some steel. Once you have dealt with the Yeti's, follow the path to its end. At (x 1280 y 350) you will find the entrance to a cave. The search for the Gloomfrost Seer continues inside! Gloomfrost Mountain Cave: (AR 9501) ------------------------------------ From the entrance, follow the path east. It will curve south. At (x 1785 y 890) be ready for a fight - a group of Remorhazes will attack. The path will continue to the west. Upon reaching the end of the path heading west, a spectral vision appears briefly, then disappears (x 575 y 870). Head south then east when the path curves. At (x 160 y 1800) you will encounter a hole much too small for you. Take the path south. The path will open into a Remorhaz nest with eggs in the center (x 925 y 2535). Dispatch the creatures and continue east. The path will wind its way north, east, north, and then west. At (x 3465 y 925) the mysterious spectral image makes another brief appearance. At (x 2750 y 800) you have the choice of continuing north or heading to the northeast. Go NE. There is a Blind Dwarven Smith named Tiernon at (x 3290 y 600). Tiernon the Dwarf ----------------- Tiernon knows that you are searching for the Seer, but she doesn't want to see you. Convince the dwarf that you mean the Seer no harm, and he will help you get to her. After this, ask the dwarf why he is there, and he will tell you he is trying to forge a great weapon. Offer to help him. Now you have a choice in what he makes, depending on which option you choose. Depending on which number you choose, Tiernon will make the following: 1. Great Sword +4: Hand of the Gloomfrost (Storm Shell 1/Day, +5% chance of suffocate on target) 2. Long Sword +4: Kiss of the Gloomfrost (+5% chance of 2-12 cold damage) 3. Mace +5: Fist of the Gloomfist (+5% chance of 1-10 additional bludgeoning damage) 4. Dagger +4: Fang of the Gloomfrost (Anti-Magic Shell 1/Day) 5. Halberd +4: Tongue of the Gloomfrost (+3% chance of Cone of Cold on the target) EXTRA: There are two additional types of weapons that you can have Tiernon forge for you. You can only get these two options if the required character types (dwarf or Druid)are not only IN your party, but also TALK to Tiernon. The weapons are: (dwarf) 6. Hammer +4: Blood of the Gloomfrost (Storm Shell 1/Day, +5% chance of heaing 2-12 on wielder) (Druid) 7. Scimitar +4: Talon of the Gloomfrost (Storm Shell 1/Day, +15% chance of Entangle on target) Each weapon also has the following: +10% cold, +10% fire resistance. You will also receive 80,000 exp. for helping, and you get to keep the weapon! You can only have him make one weapon. Also, be sure and trade with him - his items are excellent! EXTRA: You can pickpocket the dwarf for: Tiernon's Hearthstone EVIL: If you are into killing innocents, take out the dwarf to get: 13gp Studded Leather Armor War Hammer +2 Tiernon's Hearthstone When you are finished here, head back and take the path north. The path will lead to the exit from this area (x 2630 y 55). Gloomfrost Mountain Cave 2: (AR 9502) -------------------------------------- After going through the northern exit, you will find yourself in a new area of the Gloomfrost Cave. Take the path eastward. Another spectral face appears at (x 1615 y 550). Head south from here. The path will curve to the west and you will be ambushed by Ice Golem Sentries. Be careful of the trap near (x 1340 y 1140). From here you can either go south, which is a dead end, or head west. Go west. The path will wind to the south, then to the east. Watch out for traps here as well. Once you are heading east, the first path that branches off will head north. This is also a dead end. Continue traveling east. There will be two separate paths that both head north. Take whichever one you want; they both meet up at the top. Where the two paths meet is a path heading to the southeast. Head this way. The path will quickly open up into a circular area. Follow the path to the north. You will reach a dead end wall at (x 2685 y 230). If you talked to Tiernon and got his assistance, a path will automatically open up. Take it and enter into the Seer's chamber. The Seer reveals much more of the mysteries that the party has encountered, centering mainly around what has possessed Wylfdene. You will learn Wylfdene's weakness from her, which will net you 280,000 exp. If you try to reason with the Seer in attempt to convince her to resist her fear, you will fail...but you will also gain another 280,000 exp! When you finish talking with her, she will offer to teleport you to the entrance of the cave or to Tiernon the Dwarf. Choose to return to Tiernon. EVIL: The Seer is a major person in the plot of the story. Killing her may affect your ability to save Lonelywood. But, if you *must* kill her, you will receive: Wailing of Virgins (+4 AC vs crush and pierce, +2 AC vs slash) Once you have returned to Tiernon, ask him about the Seer and about the mirror. He will reveal more secrets regarding the mirror. This will change the mirror into: Mirror of Black Ice Amulet Now you are ready to leave the Gloomfrost Caves. Return to Lonelywood if you need to stock up or rest. Otherwise, head to the Barbarian Camp and confront Wylfdene! Barbarian Camp: (AR 9200) -------------------------- Speak with Angaar at the gate and he will take you to Wylfdene. Wylfdene's Tent: (AR 9201) --------------------------- Once you gain access to Wylfdene's, seek to expose him. Give him the gift of the mirror. An argument ensues over the mirror, and when Wylfdene finally looks into it, it exposes his true form - that of the Dragon Queen Icasaracht. This will get you 84,000 exp. The Seer will appear at this point, and a fight between the two begins. The Seer dies, but not before forcing Icasaracht to leave the body of Wylfdene. Now a fight breaks out between the barbarian clan loyal to Icasaracht and those who are not. The latter are your allies in this battle. Attack members of the Wyrm Tribe. Be sure to search the Seer's body. It yields: Wailing of Virgins (+4 AC vs crush and pierce, +2 AC vs slash) Be careful, however - the item is cursed. If you want, you can talk to the other barbarians, but they aren't much help. Exit the tent through the last door on the bottom right. Inside the Camp: (AR 9200) --------------------------- Right outside Wylfdene's tent is a barbarian named Beornen (x 6215 y 610). He will inform you further about Icasaracht and will offer to take you to the Sea of Moving Ice. First, though, you should help secure the camp. Head a short ways west (you will need to re-enter the tent and exit through a different door). Just west of Wylfdene's tent you will encounter Jorn, a healer (x 1895 y 540). Rest here, then continue west. A little farther west, you will find Hjollder. Eventually the battle will conclude on its own. You will receive 300,000 exp. Hjollder will ask you to hunt down Icasaracht. Take time to explore the camp, to rest, and to resupply before accepting Hjollder's request. There are a number of containers in the camp that you can search. Near the camp entrance, at (x 420 y 815) is: Potion of Healing Elixir of Health Further south of the container, near a dead barbarian is another container (x 320 y 1180) with: High Quality Long Sword Potion of Extra Healing Studded Leather Armor +2 War Hammer +2 Due south from here is another container next to a fallen barbarian (x 365 y 1590). This one has: Potion of Regeneration Ring of Protection +2 Follow the circle of tents east and south. The three barrels at (x 700 y 2450) contain: Studded Leather Armor Reinforced Large Shield +1 North of the center of the camp (the circular area) is a small group of tents. Off to the left side are 2 barrels. The one at (x 1905 y 890) has: Potion of Strength While the one at (x 1940 y 885) has: Potion of Magic Shielding Potion of Fortitude Once you are prepared, return to Hjollder and accept his request. ============================================================================== 5. Sea of Moving Ice ============================================================================== Landing Area: (AR 9600) ------------------------ First, go west to the ship and search the two barrels. The one at (x 590 y 1940) contains: 6 Flaming Oils And the one at (x 607 y 1890) yields: 4 Flaming Oils Beornen (x 515 y 2230) can return you to the mainland if you need to return for some reason. When you are ready to go, make your way north and follow the trail as it curves east. The path will soon open into a large open area where you will be attacked by Greater Snow Trolls, Greater Ice Trolls, and Scrags. Head east to the ruined ship at (x 1815 y 1735) and search the front end for: Nangi's Robe (AC 5, Regenerates 1 hit point per round) Backtrack a bit to the left. At (x 1200 y 1200) is another wrecked ship. You can go north on either side of the ship. Head north around the left side of the ship. You will soon encounter another pack of trolls. Dispatch them. You can go south if you like and beat on a few Bergclaws (polar bears). When you are done, head northeast up the stairs. At (x 1120 y 425) you encounter the entrance to the Ice Palace. It is guarded by two Ice Golem Sentries. If you try and open the door, you will find that it is locked. What's more, the Golems will attack you! When you kill them the door opens. Enter into the Ice Palace. Ice Palace: (AR 9601) ---------------------- Once inside, you are immediately set upon by a large force of monsters. When you are done fighting, head west. The path will curve to the south and then back to the east. Keep going! The path will curve once again, this time to the south. In the curve, at (x 1370 y 915) is a corpse which has: Ogien's Scale (AC 2, Animal Rage 3/Day) 7 Flaming Oils There is a bridge at (x 915 y 1100). Cross over it and keep going west. Just past the bridge, at (x 250 y 1160) is the exit to the next area. Ice Palace 2: (AR 9602) ------------------------ Once again you are ambushed immediately upon entering the area. Beware the Water Kin Elemental in the lake. Your melee fighters won't be able to hit it. Take it out with ranged attacks and spells. From here, head south. At (x 735 y 1490) you will find another lake with another Water Kin Elemental. From here, head east from the lake. At (x 2020 y 1140) is a narrow ice ledge you can cross over. Keep heading east. On the other side of the bridge you will be ambushed by a lot of skeletons. After dispensing with them, search the skeletons. The one at (x 2715 y 925) contains: Wand of Lightning On the skeleton at (x 3135 y 725) you will find: 1,000gp Chainmail +2 Amulet of Protection +1 The skull on the far right (x 3400 y 1020) has: King's Tears Emerald And the skeleton at (x 3170 y 1080) has: 524gp From here, head a bit south for another encounter with the undead. Also located here are two more corpses. On the one at (x 2870 y 1630) you will find: Potion of Magic Blocking Ring of Infravision Ring of Protection +2 The corpse at (x 3251 y 1705) has the following: Potion of Hill Giant Strength Potion of Heroism Broken Armor Now continue south. The path will turn to the west, but there is another Water Kin Elemental at (x 3110 y 2210). Head west after dealing with it. The corpse of a dragon splits your path in two at (x 1585 y 2350). Head north, around the right side of the corpse's head, and search the creature's rib cage at (x 1640 y 1740) for some awesome treasure, including: Mithral Field Plate Armor +2 (AC 0) Gauntlets of Ogre Power (Strength set to 18/00) Large Shield +1 Bastard Sword +1, +3 vs Shapeshifters Cloak of Protection +2 Now backtrack to the dragon's head and go NW. At (x y ) you will encounter Xactile and some Boneguard Skeletons. Xactile is a priestess of Sekolah, and more importantly, she can heal you. She will also tell you that the dragon queen Icasaracht lies behind the door NW of there. You can search the alter at (x 1015 y 2220) for: Mourner's Armor (cursed - has some beneficial and some cursed stats) EVIL: You don't have to attack the Xactile just because she is a monster. But if you want to...you will receive: Coral Plate Armor (AC 3, +15% Fire and Acid resistance, -2 Dex) Mace +1 The Boneguard Skeletons will drop some gems. Now, pass under the rib cage and exit the area (x 630 y 2081). Ice Palace - Inner Court: (AR 9603) ------------------------------------ Yet again you will be attacked immediately upon entry. After dealing with the onslaught, head north to the next room. Beware - there are traps in nearly every doorway in this area! NOTE: If, for whatever reason, you attack the Ice Golem Sentries, even if by accident, they will charge you and most likely bring many monsters with them. So...don't hit them until you have cleared out the first five rooms. NOTE: You are unable to rest in this area. If you need to rest to recover health and/or spells, you must go back to the previous area (AR 9602)to do so. Leaving and returning will NOT reset the monsters. There is a Water Kin Elemental at (x 1920 y 1060). Kill it, then progress to the next room, located NW of where you are. In the room north of the Water Kin Elemental are three oil processors. Search the one at (x 1700 y 630) for: Bolt of Sekolah's Fire (x2) Search the one at (x 1865 y 675) for: Bolt of Sekolah's Fire (x3) And finally, the one at (x 1980 y 720) contains: Bolt of Sekolah's Fire (x2) When you are done here, head back to the entrance to this area. Now, head to the last two rooms, located west of the start. Once you have cleared both of these rooms, go to the Golems at (x 1175 y 1125). How do you get the Golems to move? Well, there may be more than one way, but the way I did it was to force attack them (select more than one person, and press F3). However, you absolutely MUST be ready, for a large number of monsters will accompany them. From the Golem area, head northeast. There is a device at (x y ) that you should smash. This destroys the preservation ward on the dragon, allowing it to die. Why this is important will become apparent soon enough. What is important right now is that doing this yields 10,000 exp. Make your way NW and kill the Sahaugin creatures that abound. Be especially sure to kill the Sahaugin Prince. Amongst other items, his corpse will give up the Plain Key, which unlocks the door to the next area. He also carries some nice armor. On the far wall to the NW (where you fought the leagues of Sahaugin) are several searchable containers. From left to right, the one at (x 362 y 848) contains: The Unstrung Harp (Heal 1/Day) At (x 472 y 668) is: Club +4: Scepter of Tyranny (wielder immune to fear, +1 CHA) Searching the pot at (x 632 y 580) will reveal: Mace +4: Pestilent Dawn (25% of all hits Cause Disease to target) Moving on to the jar at (x 718 y 583) you will find: Dagger +4: Lover (returns to the thrower) And finally, the jar at (x 814 y 534) will give you: Halberd +3: Icon of Power (Casts Symbol of Pain 3/Day) The final jar on the right, at (x 996 y 540) is empty. After you have rested and identified your new items, head to the locked door NE of the device you smashed, located at (x 1370 y 470) and pass through to the final area. Icasaracht's Lair: (AR 9604) ----------------------------- Finally! You have tracked down Icasaracht. And what do you know - she isn't called the dragon queen for nothing! Feel free to question Icasaracht as little or as much as you want, but all avenues will lead to one thing - the final battle! Get ready for quite a fight. Oh, by the way...she is not alone - she has brought the rest of the Royal Sahaugin household with her, including the Sahaugin King. If you manage to slay the dragon, you will receive 50,000 exp. After you slay the dragon, its soul flees into Icasaracht's Soul Gem, located at (x 937 y 834). NOTE: It took 146 points of damage for me to kill Icasaracht the dragon, in case you want a general idea of how many hit points she has. Destroying Icasaracht's Soul Gem will get you another 50,000 exp. But be careful - it is far from defenseless! It likes to cast the highest level Priest and Mage spells, including spells like Finger of Death and Incendeary Cloud. The Soul Gem has somewhere around 140 hit points. Finally, after a fearsome and heroic battle, you have managed to kill Icasaracht, destroy her soul, and save the north from impending disaster. For doing this, you receive 500,000 exp. Now enjoy the endgame sequence. And don't forget that Kuldahar awaits you once more! ============================================================================== Other Works ============================================================================== This is a list of FAQ's written by me. The latest versions of all of these FAQ's can be found at: http://www.gamefaqs.com Works to Date: -------------- Icewind Dale: Heart of Winter - Walkthrough Icewind Dale: Heart of Winter - Store Items ============================================================================== Version Updates ============================================================================== Version 1.2 Added alternate solutions to Vexed Thoughts March 19, 2001 encounter. Added information on creating a 75.1k character (in Game Strategy and Tactics section) Added more info in Tiernon Section on additional Gloomfrost weapons for Druids and dwarves. Version 1.1 Added the Game Strategy and Tactics section. March 13, 2001 Added the makeup of my second party going through 67.4k the game. Added start of Murdaugh's tale of the Glacier Rose. Added evil options - loot gained from killing townsfolk and such. Version 1.0 This FAQ is first published. Created complete March 9, 2001 walkthrough for the Icewind Dale: Heart of Winter 53.7k expansion pack. ============================================================================== Legal Information ============================================================================== I am in no way, shape, or form affiliated with Black Isle and/or Interplay Entertainment Corp. I had nothing to do with the creation of this game, nor did I have anything to do with the people who made it. This FAQ may be posted on any site provided an email is sent to me FIRST stating where the FAQ is to be posted, and an existing URL is provided within the same email. NOTHING MAY BE CHANGED WITHIN THIS DOCUMENT. Nothing may be added, removed, or rearranged in any way, shape or form and then republished. This FAQ MUST remain in its original form. (iwd_how.txt) The author of this FAQ reserves the right to recall this FAQ from any site, at any time, and for any reason as he sees fit. This document may NOT be sold for profit, nor may it be included in any package or promotion receiving a profit. By possessing this document, you accept all the terms and conditions which accompany it, both expressed and implied. Violation of the United States Copyright Laws is a crime. Plagiarism is also a crime. This document is Copyright 2001 by Michael Walsh. Icewind Dale: Heart of Winter (c) 2000-2001 Interplay Entertainment Corp. =============================================================================