Walkthrough forIcewind Dale

Icewind Dale & Heart of Winter — FAQ/Walkthrough

What's New in Heart of Winter?

This section is mostly for people who don't own the expansion and wonder whether it is worth a purchase. However, there are some other minute changes that even owners of Heart of Winter might not be aware of.

Major Additions

  • New areas to explore, accessible through Kuldahar. These areas can be played before or after completing the normal game. You can even play in "Expansion Only" mode.
  • Now supports 800x600 resolutions, including drop-away side panels (from Baldur's Gate 2).
  • New difficulty mode, Heart of Fury. All creatures have x3, +80 hit points. A creature with 20 hit points in regular mode would have 140 hit points in HoF.
    • Note: Your summoned monsters get the same bonuses, making summoning spells even MORE powerful in HoF mode.
    • Note: EXP gained from monsters increases with difficulty. At HARD you get 150% normal, at INSANE 200% normal.
  • Enemies can now "call for help." Places where it is definitely used: the expansion areas, most of Dragon's Eye (L1, 2, 3, and parts of 5), the Orc Cave, Kuldahar Pass, parts of Lower Dorn's Deep (Entrance, Artisan's District, Mines, Palace Level 3, the Great Forge, the Broken Temple). Believed used in Temple of the Forgotten God, Upper Dorn's Deep, parts of Wyrm's Tooth. Believed NOT used in Easthaven and the Vale of Shadows.

Minor Additions

  • Experience Cap allows characters to reach 30th level.
  • New Portraits, Character Sounds.
  • New Gem Bags, Scroll Cases and Potion Bags (similar to those in BG2).
  • New spells:
    • Druid: Cause Light Wounds, Sunscorch, Alicorn Lance, Beast Claw, Cause Moderate Wounds, Cloudburst, Mold Touch, Moonblade, Spike Growth, Storm Shell, Smashing Wave, Star Metal Cudgel, Thorn Spray, Wall of Moonlight, Animal Rage, Whirlwind, Earthquake, Mist of Eldath, Stalker
    • Cleric: Cause Light Wounds, Cause Moderate Wounds, Cause Disease, Circle of Bones, Exaltation, Holy Smite, Unholy Blight, Blood Rage, Cause Serious Wounds, Cloud of Pestilence, Poison, Unfailing Endurance, Cause Critical Wounds, Greater Command, Magic Resistance, Shield of Lathander, Slay Living, Undead Ward, Blade Barrier, Harm, Spiritual Wrath, Destruction, Greater Shield of Lathander, Holy Word, Unholy Word
    • Wizard: Cat's Grace, Lance of Disruption, Mordenkainen's Force Missiles, Shout, Vitriolic Sphere, Contact Other Plane, Lower Resistance, Sunfire, Darts of Bone, Soul Eater, Trollish Fortitude, Seven Eyes, Suffocate, Abi-Dalzim's Horrid Wilting, Great Shout, Iron Body, Power Word: Blind
  • New Items.
  • New "Hotkey" that highlights all significant items in the area (doors, chests, items). Press ALT to use.
  • Ability to buy more than one item at a time.
  • Paladins get new abilities: Smite Evil (1d6 + 1d6/3 levels damage to evil enemies), Divine Courage (at 3rd level, immune to fear and disease), Earlier Spell Access (at level 6 instead of 9).
  • Rangers get new abilities: Tracking (+5% chance per level, +5% per point of Wisdom), Earlier Spell Access.
  • Druids get new abilities: Druidic Shape Change now available at 5th level, Elemental Form (Fire at 11th, Earth at 13th, Water at 15th), Immunity to Poison at 9th level, Timeless Body at 15th level.
  • Thieves get new abilities: Sneak Attack (extra 1d6 per 4 levels, does not require shadows), Evasion at 7th level, Crippling Strike at 5th level.
  • Bards get new songs: The Ballad of Three Heroes, The Tale of Curran Strongheart (3rd level, removes fear), Tymora's Melody (5th level), The Song of Kaudies (7th level), The Siren's Yearning (9th level), War Chant of Sith (11th level, +2 AC, +10% resistance, regenerate 2 HP/round).

Changes

  • Spells are now Alignment (Good/Evil) specific. E.g., Raise Dead and Cure Critical Wounds cannot be cast by Evil clerics; Resurrection and Heal only by Good clerics.
  • Opposition schools altered. Specialist mages cannot learn new spells from barred schools:
    • Abjurer: Alteration, Illusion
    • Conjurer: Invocation
    • Diviner: Conjuration/Summoning
    • Enchanter: Invocation
    • Illusionist: Necromancy, Abjuration
    • Invoker: Divination, Conjuration/Summoning
    • Necromancer: Illusion, Enchantment/Charm
    • Transmuter: Necromancy, Abjuration
  • Ranger/Clerics no longer get Druid spells from level 1 (must wait until Ranger level 6).

Items Removed/Changed

  • Many random item tables changed.
  • Mithril Plate +2 is now considered "magical" and cannot be worn with protective rings/cloaks.
  • Necromancer's Robe is now AC6 rather than AC8.
  • Kontik's Ring of Wizardry increases cold damage the wearer takes by 15%.

My Party

The party first used to beat the game:

  • Human — Fighter
  • Elf — Fighter
  • Half-Elf — Cleric/Ranger (access to both Druid and Cleric spells, dual wield extra attack)
  • Human — Bard (identifies items, casts magic)
  • Halfling — Fighter/Thief (don't bother with Pickpocket skill, it's useless in IWD)
  • Human — Conjurer

The party used the second time through:

  • Dwarf — Fighter (proficiencies in Axes and Crossbows)
  • Half-Elf — Cleric/Ranger (imported from first party at level 8/8)
  • Halfling — Fighter/Thief
  • Elf — Fighter/Mage

Creating a Balanced Party

How Many Characters?

You can have 1–6 characters. The minimum to keep the game playable is 4. With 4 characters, experience per battle is higher since there are fewer people to share it. (Each character gets the creature's experience divided by the number in your party.) Newcomers to AD&D games should use the full 6-member party.

What Classes?

You need balance. All-melee or magic-heavy parties both suffer. You need:

  • A Thief
  • A Cleric
  • Enough HP to survive battles (Fighters)

For a 3-character party: Cleric/Ranger, Fighter/Thief, Fighter/Mage is recommended.

Alignment Note: Have a mix of alignments (e.g., 2 Good, 2 Neutral, 2 Evil). Various items can only be used by Good or Evil characters. Reputation is based on the alignment of the character in the first slot.

Tip (ERSKINE): Make your wizard a specialty Conjurer — the opposition school is Divination, but there are no Divination spells above 2nd level in IWD, so a Conjurer can cast all spells in the game while gaining bonus spells as a specialist.

The "All-Fighter" Party

Create a party of Fighters, then dual-class at level 2 to various classes (Cleric, Thief, Mage, etc.). This creates superior versions of Clerics/Thieves/Mages at minimal experience cost (2000 exp for Fighter level 2).

General Strategies

Fighting Battles

Let them come to you. When you spot an enemy, don't run at it — let it come to you. Turn off the AI and wait. Your archers/mages should hit the enemy with everything they can, but don't move closer. Keep your party together in a "turtle" formation:

E - Enemy
X - Fighter-type
A - Ranged-type (Mage & Archer)

    E             X
    E           X   A
    E           X   A
    E             X

Some monsters (like Yxunomei) require Magic Weapons only. Save Magic Arrows for enemies that need them, such as Imbued Wights, Iron Golems, etc.

Area spells can take out enemies without them knowing you're there. If you spot a Giant, let it come and kill it, then launch a Fireball in the direction it came from.

Tip: Take a character with Hide in Shadows or Invisibility to scout before using area-effect spells. Exception: Lower Dorn's Deep (the area immediately after Wyrm's Tooth), where Tarnished Sentries can see invisible characters.

Useful Spells and Tough Enemies

Against 2+ difficult enemies, use Dire Charm, Domination, or Charm Animal to turn the odds. Entangle stops melee enemies from moving. Web prevents even ranged attacks but can catch your own party. Use Free Action (item or spell) to protect your party from webs.

Summon monsters as cannon fodder — even weak summoned creatures keep enemies busy while you pick them off. Dispel Magic is invaluable: it negates fear, horror, paralysis, entangle, slow, and enemy buffs like Haste, Minor Globe of Invulnerability, and Protection from Normal Missiles.

Tip (Jeremy Treanor): Have your Druid/Cleric cast Protection from Fire on all party members — then your Mage can cast Fireball at your own feet to devastating effect. Especially useful in the aquarium and in areas with Snow Trolls and Ice Trolls.

Save Often

Save when you win a battle, before sleeping, and constantly. Don't just use one slot — use at least 10. Create an "Archive Save" at the start of each major area. Game performance can drag with too many save slots; 10–15 is safe.

Scribing Scrolls

At 18 INT you have only an 85% chance to scribe a spell successfully. Use Potions of Genius or other INT-boosting potions before scribing several spells at once. Alternatively, save before scribing and reload on failure.

Proficiency Tip

Don't have all characters specialize in the same weapons. Spread specializations:

  • Character 1: Long Swords and Great Swords
  • Character 2: Axes and Crossbows
  • Character 3: Halberds and Great Swords

Elves should specialize in Large Swords and Bows. Halflings should choose Missile weapons — they get +1 THAC0 bonus and can have 19 DEX for extra Missile Damage.

Pickpocketing Advice

In Easthaven, the priest Everard has 2 Healing Potions to pickpocket. In Kuldahar: the archdruid Arundel has a Ring of Free Action; the mage Orrick has a Ring of Free Action and a Necklace of Metaspell Influence (extra level 2 mage spell); Oswald Fiddlebender has a Necklace of Missiles, a Ring of Protection +2, 2 Oils of Fiery Burning, and a Firebreath Potion.

The Ring of Free Action is the best pickpocket target — it gives 24-hour immunity to Hold Person and similar effects, and lets you use Web offensively. (Note: it negates Boots of Speed, so don't combine the two.)


Frequently Asked Questions

Gameplay Questions — Easthaven

What do I do with the Caravan Contract?
Give it to the Fishmonger (he lives between Hrothgar's house and the Tavern) for some experience.
What's with the Aqua-Elf in the SW corner of Easthaven?
That Aqua Elf is part of a mini-subquest. There's a man a bit north of her, standing by the lake. Talk to him to learn about her, then talk to her about it — she gives you a broken sword to return to him.

Gameplay Questions — Kuldahar Pass

How do I get to Kuldahar?
Head east, cross the bridge, and leave the area to the east.

Gameplay Questions — Kuldahar

There's a locked door I can't open. How do I open it?
This door leads to the Heart of Winter expansion areas. You need the Heart of Winter expansion installed to open it.
Where do I find Mirek's Family Heirloom?
In the Vale of Shadows, on the Yeti Chieftain. It's a necklace. You can find the Yeti Chieftain just south of the Giant Statue in the center of the Vale. Return it to Mirek for experience.

Gameplay Questions — Vale of Shadows

I have the Gate Key and the Sanctum Key but can't open the gate in the final crypt.
Go through the doors to the left and search the coffin to get the Priest's Key. Take that key, open the doors to the right, and search that coffin to pick up Myrkul's Holy Symbol. With the Holy Symbol you can now open the big double doors.
I'm at a big GEAR DOOR and can't figure out how to open it.
Just south of the door is a triangle with three pillars. Check the pillar on the lower right (farthest from the door) — on its left side is the switch. The "key" for the switch is the Black Wolf Talisman, found on a skeleton to the south, in an L-shaped room. You'll need the Plain Key (found in a similar L-shaped room via the Northeast passage) to access that skeleton's room.
I found Kresselack and agreed to eliminate a Priestess. Where is she?
Leave the crypt, go back to the vale, and enter the cave in the bottom-middle of the area (just south of the Statue in the center). This is a Yeti cave. The frostmaiden priestess will be inside. After killing her, visit the tavern barkeeper — he'll offer her items to you if you say the right things, including an Ice Mantle (+30 ice/fire resistance).
How do I open Kresselack's coffin?
Kill the Priestess and then talk to Kresselack again. It will be opened automatically.

Gameplay Questions — Temple of the Forgotten God

I got to the end of this area but found nothing. Where is the Gem?
Not here — someone has beaten you to it. Head back to Arundel for more information.

Gameplay Questions — Dragon's Eye

There are "Peaceful Monks" who won't let me through certain doors. What's going on?
Wander around and pick up clues. Check their carpet or the books in their library — they are up to no good. Be ready for a fight: these Monks are nasty and will summon more monsters.
I cleared the Monks' area — where is the Heartstone Gem?
It's on a later level in Dragon's Eye. Head to the next level via the passage in the SE. The Gem is on the BOSS.
I cannot seem to damage Yxunomei at all!
You need +3 or better weapons. Conlan's Hammer works because it can hit anything that requires a magic weapon regardless of its plus factor. Erevain's Broadsword (+2) cannot hit her. To get Conlan's Hammer: after rescuing Sheemish, return to Kuldahar, visit the Smithy, and talk to Sheemish for the key to the chest that contains the Hammer. +2 arrows fired from +1 bows count as +3 total and will also hit her.
Yxunomei isn't where she should be after I retreated!
She can be found in the very NW corner of the area. This doesn't happen if you have the latest patch installed.
I returned to Kuldahar after Dragon's Eye but Arundel is dead. What do I do?
What you saw was the false Arundel disappearing. Go upstairs to find the real Arundel and continue to the next area.

Gameplay Questions — Severed Hand (Shattered Hand)

Where is the Severed Hand? I can't find it on my map.
Scroll the map down. Click and drag the mouse, or use the arrow buttons in the top right corner.
The Elf in the Arboretum has asked for animals or seeds. Where can I get these?
You don't find these in the Hand. Pure Water is in Wyrm's Tooth (near the frozen aquarium, in the frost giant's cave). Animals and Seeds are both found in Lower Dorn's Deep from Nym.
Where is Larrel?
Go up the tower until it splits into five smaller towers. Go in the far right tower, go up until you can take a passage to the left, cross the skybridge to another tower, then go up twice to reach the Astrolabe where Larrel is.
How do I fix the Astrolabe?
Give the companion machinery four pieces: (1) found in the War Room; (2) on Kaylessa (she'll let you fight for it when you free her subordinates above her); (3) in the southern tower, in a chest guarded by Shadow Clerics; (4) several levels below — take the Lift down (one level below where the towers split), go down the stairs, and search. Give all four pieces to the Mage, then talk to Larrel.
Which books in the Shattered Hand library are important?
Only the book on the Mythal, which you give to Orrick back in Kuldahar.

Gameplay Questions — Dorn's Deep

In the Dorn's Deep cavern (with the mushrooms), where do I go?
Your eventual goal is the main Dwarven Complex in the lower right of the area. Go to the center to the giant statues, then go right. Explore the other areas first before heading toward the next section.
There's a building in the very top right of the map that I can't reach.
From the beginning, take the small path along the side of the wall all the way to the right. There's a cave with Orogs along the way. Inside the building in the top right is Bandoth. Talk carefully — he might attack. If you trade with him, you can get rare spells. Note: talk to Bandoth BEFORE retrieving the Razorvine Extract (found in the Ettin's Lair) to trigger the apprentice quest without bugs.
The Umber Hulk named Saablik Tan wants a badge. Where is it?
Go right and south to find an Orog. Kill him and take the badge. Return it to Saablik for experience. You'll eventually need 6 badges total.
I found a secret door in a Dwarven Round Table Room leading to a circular trap puzzle.
Look at the three statues for a hint. Solution: move around the edges without stepping on runed squares. Step on the tile with the ANVIL & HAMMER (top right) to unlock the outer ring. Step on the tile with TWO CROSSED SWORDS (bottom) for the middle ring. Step on the tile with two INTERLOCKING CIRCLES (upper left) to disarm the entire trap. Then return to the conference room, click the hammer on the Dwarf Statue to the right of the secret passage, and a set of stairs will appear.
I killed the Lich but he keeps coming back!
Find Terrikan's Phylactery in one of the left crypts in the Hall of Heroes. Take it to Jamoth's crypt (second from the entrance on the right). The phylactery and the Lich will both vanish.
I found Evayne's Diary (Larrel's Daughter). What do I do with it?
Take it back to Larrel in the Shattered Hand for experience. He doesn't actually take the journal.
How do I get through the big double doors in the Hall of Heroes?
Go back to the spirit you talked to about Terrikan (he's moved to the bottom of the stairs) for experience. Then check the cauldron on the statue to open a small compartment with the key to the doors.
Is there anywhere to rest in Dorn's Deep?
After the Dwarven Conference Room, you can't rest until you reach the glacier — you must do the entire Lich sequence without resting. However, you can rest in the Forge Room (where the Ghost is), though there's a chance of monsters.

Gameplay Questions — Wyrm's Tooth

I'm in the Glacier area. What now?
Go south to find a broken bridge — your overall goal is to repair it. Head into the large building (the Aquarium / Ice Temple) and talk to the Ice Salamanders. Head down the stairs just to the left of the entrance to find the revolted slaves.
In the Aquarium, I keep getting damaged!
You're taking damage from walking too close to the Frost Salamanders. Walk around them as much as possible.
Who is Vera?
She was instrumental in the slave revolt and is hiding from the Salamanders. Talk to her, then tell Garth about her (one of the slaves at the far right) for experience.
How do I free the slaves?
The Salamanders still think you're working for the BOSS — use this. First get the Book on Suspension from Soth (to fix the bridge). Talk to Gareth — the slaves need a key. Go to Kerish (the Salamander leader) and ask for the key, claiming you'll stop the slaves from escaping. Give the key to Gareth, and the slaves go free. After freeing them, if you go back upstairs you will be attacked. Talk to Vera again after the slaves are freed for more experience.
How do I fix the broken bridge?
Talk to Soth at the far left of the lower level of the Aquarium. Ask about the books, request a book on bridges. Walk back to the bridge and it will automatically repair itself.
What do I need to do in the Frost Giant cave?
Head west to find Joril (the BOSS). Kill him and take his pendant — the second part of the six-part key. There are also other Frost Giants (with treasures), slaves to free, and Wyrms to slay (search where the Wyrms were for treasures). An alternative: a Paladin with 18 Charisma can talk Joril out of his pendant by convincing him the BOSS is disappointed in him.
What do I do with the Barrel of Pure Water?
Take it to the Arboretum in the Shattered Hand and give it to the Elven Caretaker Valestis for experience.

Gameplay Questions — Lower Dorn's Deep

How do I get into the Watchtower in the SE?
Go across the bridge to the top right of the area to find a gnomish girl named Fengla, who gives you the key. Kill all the archers inside (they each carry about 40 Arrows of Piercing). When you clear them out, Fengla reappears and thanks you.
Where is Malavon?
Go through the door at the top of the map into the Boarded Up City (former Deep Gnome city), then north into the green building. Head right and up to find Malavon. Be careful — it's one of the more difficult battles in the game. Take the third Emblem of six from him. Also: search for the sword Pale Justice (a Holy Avenger) in a building on the left side, about 2/3 of the way north — you pass through it like a tunnel.
What are those eye drawings on the ground?
Traps.
What do I do with the Seeds from Malavon's room?
Take them to the Arboretum in the Severed Hand.
There's a garden room with a never-ending stream of monsters!
Take out the "screamers" — the stationary mushrooms — to stop new monsters from spawning.
I've taken out Malavon. What now?
Go after Ilmadia. From the Boarded City, take the right passage south to the garden, then the lower-right passage to the Mines, then all the way right to the Fire Giant chamber. Get past the guard, head south to the lake of lava, and go east to find Ilmadia (the elf maid who visited the library in the Severed Hand). Summon Water Elementals before talking to her. Beat her to get the 4th key.
Where is Marketh?
From the Garden, take the passage in the top left. Go upstairs to find Marketh (a Thief who insists on talking to you). Kill him or agree to spare him, and take his Badge, the 5th key.
What do I do with the Drow Ginafae?
She's held in Marketh's palace against her will. First deal with Marketh (don't kill him), then talk to her with a Potion of Null Effect (obtained from Malavon) in your possession.
What do I do with a Sack of Potatoes?
Give it to the Gnomes! From the main cavern of Lower Dorn's Deep, take the Lift in the top middle down to a holding area. A gnome will talk to you — give him the potatoes for experience. Then free the Gnomes and find their hidden city, which has interesting shops including Nym.
Nym sells Squirrels and Birds. Are they for the Arboretum?
Yes! Take them to Valestis in the Severed Hand Arboretum for experience.
Where is the last badge?
In the temple. From the garden, take the path leading up and right.
I'm getting killed in the temple!
Take out the Idol (just north of Perdiem). All undead will die and the priests will be freed. Get the 6th and final badge from Perdiem.
How do I unlock the stairs north of the Idol?
You need all 6 badge-keys. Click the 6 "containers" just under the stairs to place each badge. The 6 badges are: Brother Perdiem's Badge, Joril's Badge, Krilag's Badge, Maiden Ilmadia's Badge, Malavon's Badge, Marketh's Badge. The most commonly missed is Joril's Badge — leave Lower Dorn's Deep, return to the main Wyrm's Tooth area, take the southwest passage back to the frozen aquarium area, and go to the very southwest to a bridge leading to a cave. Rest up and cast all preparatory spells before proceeding upstairs to face Poquelin.

Gameplay Questions — Easthaven (Again)

Is there anywhere to rest here?
Yes, the tavern — just north of where you appear.
What do I do here?
Head to the lake in the bottom left corner and talk to the townsperson — he'll tell you to rescue people from a camp and give you a new sword. Go to the east end of the village, head south across the bridge to find the Camp. Talk to the Priest of Tempus (Everard) to learn how to get into the tower.
The battle with the False Pomab's is impossible!
Ignore the Sentries and concentrate on killing all the False Pomabs. Once they're all gone, the real Pomab will reveal himself. Kill him and all the Sentries die. Find the right Pomab to attack — when you hit the right one, one of the other images disappears.
The Crystal on the level above Pomab won't let me go anywhere.
Go into the mirror to the left.
Any final advice on the last battle?
Take out the Golems first, then take out the BOSS. It's not as tough as some earlier battles (like Malavon).

Monster Questions

How do I kill Trolls? They keep getting back up!
Beat the Troll down normally so it falls, then hit it with Fire or Acid — Burning Hands, Melf's Acid Arrow, Fireball, Burning Oil, or Flame Arrows. Some Trolls require knocking down and burning multiple times.
How do I kill Cryshal Sentries?
You can't kill them directly — you must kill whoever is controlling them. You can knock them down, but they get back up. If you knock them down AND Phase them simultaneously, they die, but it's very difficult.

Heart of Winter Questions

What happened to the cheats?
Use GETYOURCHEATON:... instead of CHEATERSDOPROSPER:... (e.g., GETYOURCHEATON:EnableCheatKeys())
The shops in Kuldahar aren't selling new items.
This happens if you're using an old IWD save that already visited those stores. New items only appear on a fresh game or if you haven't visited those stores yet.
If I start an Expansion Only game, can I return to the regular game?
No. In Expansion Only games you're limited to the new areas. If you wandered in from Kuldahar, you can leave by talking to Hjollder.
The expansion is too easy!
The expansion is designed for level 9 characters. Boost the difficulty. For a real challenge, start a new party in Heart of Fury mode — activate it by running Config.exe in the game directory.
How do I switch to the new Sneak Attack?
Open Config.exe, find it on the second tab titled "Game."
How do I switch Bard Songs?
Right-click the harp icon, then choose your song.

General Gaming Questions

Any advice on winning a tough battle?
Save first, then rush to learn the layout. When that fails, plan: Are there magic users? Clerics? What needs to die first? Can you use an area effect spell (Fireball, Ice Storm)? Draw monsters off one at a time when possible. If all monsters see you at once: hit the mages first to stop spellcasting, then rush the archers to force melee. Have your own mages and clerics casting their best magic. Focus the BOSS first.
I reloaded and now my treasures are different!
Most better treasures are randomized to enhance replay value. The item values are generally similar but not guaranteed identical.
Is Charisma/Reputation important in IWD?
Not really. You still get the Charisma discount at shops. Reputation exists mainly for Paladins and Rangers — if it drops too low, they fall and lose special abilities.
How do I dual-class?
Only Human characters can dual-class; not Bards or Paladins (and you can't dual TO a Bard or Paladin). You need at least a 15 in your current class's prime attribute and at least a 17 in the new class's prime attribute. You must be at least level 2. Once dual-classed, you're essentially a level 1 in your new class until your new level surpasses your old level, at which point your old abilities return. You can only dual once.
Is there Elven Chainmail in the game?
Yes — a good amount is found in the Severed Hand area. Fighter/Mages, Bards, and Fighter/Thieves can wear Elven Chainmail and still cast spells / use thieving skills. Getting Elven Chain is random — reload the area if you don't get any.

Walkthrough

This walkthrough was written during a third playthrough. Party used:

  • Human Male — Paladin (to use Pale Justice)
  • Human Male — Fighter dualled to Conjurer at level 3
  • Human Female — Bard (identify items, cast Magic Missile)
  • Half-Elf Female — Cleric/Ranger
  • Human Female — Fighter (using Halberds)
  • Halfling Male — Fighter/Thief

Location Note: Locations are listed in (x 900 y 400) format — pixels from the left and top. Press X to see coordinates at your mouse cursor.

Traps Note: Every dungeon is heavily trapped. Keep your Thief's Detect Traps skill ACTIVE at all times (it doesn't work automatically).

Items Note: RANDOM ITEM entries list the possible items from that chest — you'll normally get one item from the list.

1. Easthaven (AR 1000)

Equip your party at Pomab's Emporium (x 3400 y 550). Buy potions and scrolls at the Temple of Tempus (x 550 y 550). Complete the quests below, then talk to Hrothgar.

Quest: Clear the Tavern's Storeroom (Tavern AR 1006, Storeroom AR 1015)

Talk to the barkeeper. She'll ask you to clear out big bugs from the storeroom. Go down the stairs (x 920 y 300), kill the bugs, return, and collect your reward: 5 gp, 1200 experience.

Quest: Give the Fisherman Some Wine (Pomab's AR 1007, Fisherman's AR 1009)

Buy a bottle of Wine from Pomab's (3 gp) and take it to the first building south of you, on the lake (x 1980 y 1220). Talk to the drunk fisherman twice to give it to him: 1200 exp and 6 gp. Alternatively, a character with 16 INT and 15 CHA can convince him to give up drinking.

Quest: Solve the Mystery of Jhonen's Aqua Elf

Talk to Jhonen (x 1450 y 1030) — he's been plagued by a singing woman. Offer to help. Head to the very SW corner (x 140 y 2633) and talk to the Aqua Elf. Agree to take her broken sword to Jhonen. If you talk to her with a Bard, you greet her with a song for 1200 exp and can memorize her song for another 1200 exp. Otherwise she gives you Elisia's Token of Faith gems (worth 75 gp). Return to Jhonen and tell him nice things about the Elf: 1200 exp. Return to the Elf and tell her you've succeeded: 1200 exp and a Pearl. Jhonen's sword becomes important when you return to Easthaven later.

Quest: Clear the Wolf out of Apsel's House (Apsel's House AR 1010)

Just south and west of Jhonen is Apsel (x 770 y 1818), a scrimshander. His house (x 1120 y 1717) has been taken over by a Wolf. Break down or pick the door, kill the wolf, and return: 1200 exp, Apsel's Dagger, 25 gp.

Quest: Kill the Goblins and Retrieve Damien's Fish

At the bridge (x 2700 y 1830), Damien complains of Goblins. Go south, then east. Kill the Goblins. Search the Goblin Elite's body:

  • Knucklehead Trout
  • Short Bow
  • 12 gp, Dagger
  • RANDOM ITEM: High Quality Morning Star / High Quality Dagger / Potion of Healing / Splint Mail

Return the fish to Damien: 1200 exp.

Misc: A Minstrel's Tale

The first townsperson a Bard talks to will give you a Moonstone Gem if you tell them a tale.

Misc: Talk to Erevain (Inn AR 1008)

Inside the Inn (x 3215 y 1320), first room on the left (x 557 y 230), is Erevain, an Elf. Not important now, but you'll encounter him again — much less alive. If you don't mind the -4 reputation (and everyone in town attacking you), kill him and take his Broad Sword +2, very useful this early.

Plot: Talk to Hrothgar (Hrothgar's House AR 1004)

Go to Hrothgar's House (x 2020 y 350), join his expedition, and he'll ask you to look into the missing caravan. Head out via the southeast bridge, then east.

1.1 The Missing Caravan (Exterior AR 1200, Interior AR 1201)

Follow the path, fending off Wolves. You'll find the caravan — and an Orc entering a cave. Follow him inside.

The cave is crawling with Orcs, Orc Shamans, and Orc Bowmen.

At the fork (x 2480 y 960), go left. Head south into the smaller chamber for treasure (x 2170 y 1560):

  • Spell — Protection from Petrification (Mage)
  • 2 Gems

Go all the way north to the next fork (x 1170 y 640). Left leads to more Orcs and treasure (x 460 y 650):

  • Silver Necklace, 22 gp
  • RANDOM ITEM: Fire Dagger (+2 THAC0, 15% chance 1d4 fire damage) / Girdle of Beatification (Bless) / Ring of Protection +1 / Ring of Lesser Resistance (+2 vs. magic) / Quiet Boots (+7% Stealth, Rangers and Thieves only)

Back to the fork, take the Southwest path. Keep going southwest to (x 630 y 1150), then south through more Orcs to find the BOSS (Ogre). Search the Ogre's body for the Caravan Contract. Get treasure at the east end:

  • Spell — Horror (Mage)
  • 21 gp, Winter Wolf Pelt

Leave the cave and return to Easthaven.

Quest: The Caravan Contract (Fishmonger's House AR 1005)

Take the Caravan Contract to the Fishmonger (x 2480 y 430) — one house left of the Tavern, one right of Hrothgar's. Talk to him about Scrimshaw first, then give him the Contract: 1200 exp.

Talk to Hrothgar for 2400 more experience. He'll ask you to run a supply list to Pomab — do so for 1200 more experience. Return to Hrothgar and tell him you're ready to go.

2. Kuldahar Pass (AR 2000)

After the avalanche, a hermit approaches with information. Goblins are everywhere. None of the quests here are required — to reach Kuldahar, head right, cross the bridge, and leave the area (x 3825 y 1225).

Quest: Clear out the Mill (Mill AR 2004, 2005, 2006)

At the far east of the map, just north of the bridge (x 3260 y 400), is a Mill overrun by Goblins. Inside, kill the Orc Uligar and his cronies. Search Uligar:

  • Spell — Blur (Mage), Gold, Axe
  • RANDOM ITEM: Applebane Dagger +1 / Stoutward (Small Shield +1) / Wand of Trap Detection / The Merry Shorthorn (casts Bless once/day, Bards only) / Glimglam's Cloak (+1 AC, +1 Saving Throws)

Go downstairs and clear the Goblins. Collect three treasures at (x 300 y 150), (x 375 y 125), and (x 525 y 225): 5 throwing axes, 15 gp, 3 Gems.

Open the door under the stairs (x 840 y 140) to free the boy Jermsy. Offer to take him to the village: 2400 exp.

Climb the stairs at the bottom (x 250 y 415), kill the remaining monsters, and leave.

Quest: Deal with the Ogre in the Silo (Silo AR 2003)

In the dead center of the area (x 1730 y 750) is a grain silo with an Ogre who has a headache. Three options:

  1. Insult him and fight: only 270 exp.
  2. Talk to him with a Druid to find a fix for his headaches: 1200 exp.
  3. Talk to him once, then in Kuldahar ask Arundel about the ogre, and return with the answer: 1200 exp.

Quest: Clear out the Goblin Base (Base AR 2001, Cave AR 2002)

At the north end (x 1500 y 90) is a passage to the goblin base. Kill the Goblins, then head north into the cave (x 1166 y 280) and kill the Beetles. Minor treasures including Magic Arrows can be found here.

3. Kuldahar (AR 2100)

Welcome to Kuldahar — your base of operations for most of the game. Shops:

  • Orrick's Tower (Spells and things) — (x 350 y 800)
  • Gerth's Equipment Shoppe (standard items) — (x 1000 y 1800)
  • Conlan's Smithy (weapons and armor) — (x 1500 y 400)
  • Temple of Ilmater (healing, scrolls) — (x 2900 y 700)
  • Evening Shade Inn (rest) — (x 1150 y 550)
  • Root Cellar Tavern (drinks) — (x 2030 y 860)
  • Oswald's Skyship (potions) — (x 3100 y 450)

Plot: Arundel the Archdruid (AR 2112, 2116)

Go to Arundel's House just south of the first bridge (x 1400 y 2150). Talk to Arundel — he tells you to go to the Vale of Shadows and search for an evil force. To get there, simply leave the Kuldahar area and click on the Vale of Shadows.

Quest: Convince a Townsman that Ilmater is Good

Near Arundel's house, find a townsperson in orange. Talk to him with a Cleric (the Cleric must do the talking), ask about Kuldahar and the Temple, then convince him to worship Ilmater: 1200 exp. Note: A Paladin can do the same. A Druid can convince him to worship Nature for another 1200 exp (and a gem).

Quest: Beat Back the Yeti Invasion

At the east end of the city (x 3150 y 1640), Mirek comes running with Yeti behind him. Dispatch the Yeti and talk to Mirek. His family heirloom (a necklace) was stolen by a Yeti Chieftain in the Vale of Shadows. Return it to him for 2400 exp and a magic sling.

Quest: Untangle Eidan's Legacy (Tavern AR 2111, Inn AR 2114, 2115)

Go into the tavern (x 2030 y 860) and talk to Amelia the barmaid about Aldwin and the Inn. She suspects the previous owner Eidan never meant to leave it to him. Talk to Aldwin in the Inn (x 1150 y 550). Go upstairs and search the third room's chest (x 300 y 275) for Eidan's Legacy Ring. Go back downstairs and accuse Aldwin. You can accept cheap rates at the inn for silence, or get Aldwin to confess to the town elders: 3225 exp.

Misc: Lysan

Also in the tavern is the other barmaid, Lysan. You can talk to her, though she won't have anything interesting to say — for now.

Misc: Kresselack and the Bonedancers

After helping Mirek, talk to a Townsperson with a Cleric and ask about the Vale of Shadows and Kresselack to hear about bonedancers and get a Garnet Gem. This can be repeated with other townspeople.

4. Vale of Shadows (AR 3000)

The Vale of Shadows is the first major area, consisting of numerous small caves and crypts plus one large Tomb. Work through each small cave before tackling the big Tomb (Kresselack's Tomb).

The first crypt is found by going directly right (x 1830 y 240).

Crypt 1 (AR 3401)

Beware of traps throughout. You'll be attacked by Skeletons and Zombies.

Skeleton on the wall at (x 775 y 670):

  • Spell — Luck (Mage), 2 Potions, Studded Leather Armor

Deeper in, another skeleton on the wall:

  • Spell — Stinking Cloud (Mage), Short Bow, Arrows

Crypt 2 (AR 3101)

This time the undead include Ghouls and Ghasts.

Altar statue at (x 350 y 480):

  • Gate Key (necessary!)
  • Spells — Identify (Mage), Remove Fear (Mage)
  • Healing Potion

Coffin at (x 766 y 155):

  • Spells — Grease (Mage), Strength (Mage), Gold, 2 Potions
  • RANDOM ITEM: Huge Long Bow / Flawless Two Handed Sword / Halberd of Sparks +1 (15% chance 1d10 electric damage) / Finest Long Sword (+2 THAC0)

Shelf at (x 267 y 327):

  • Leather Armor +1, Spell — Cure Light Wounds (Priest)

Crypt 3 (AR 3201)

Container at (x 180 y 580):

  • Spells — Find Traps (Priest), Chant (Priest)

Shelf at (x 780 y 460): 2 Potions.

Coffin at (x 850 y 315) — trapped!

  • Gold, Gold Ring, Bastard Sword
  • Spells — Infravision (Mage), Protection from Evil (Mage)
  • Potion of Infravision, Chainmail +1

Yeti Chieftain's Cave

Leave Crypt 3, go back to the Statue area, then west. Follow the path down and right to the cave (x 2020 y 1360). Kill the Yeti Chieftain and take his treasure:

  • Mirek's Family Heirloom (return to Mirek in Kuldahar for experience!)
  • Yeti Pelt
  • RANDOM ITEM: Short Sword +1 / War Hammer +1 / Short Bow +1 / Long Sword +1 / Morning Star +1

Enter the cave (AR 3001). There are four crates of treasure at (x 360 y 415):

  • Mace +1, Chainmail, 6 Potions, Gold Necklace, Gold, 4 Gems
  • Spells — Glyph of Warding (Priest), Prayer (Priest)

Clearing the Yetis now makes life easier later. Remember this cave — you'll return soon.

Crypt 4 (AR 3301)

The skeleton Therik will accost you at the entrance — demand entrance and fight him. His loot:

  • RANDOM ITEM (one of): Flawless Two Handed Axe (+2 THAC0) / Finest Halberd (+2 THAC0, +10% slashing resist) / Potion of Action Transference (permanent +1 CHA, -1 DEX) / Ring of the Warrior (+1 THAC0) / Phase Dagger (15% chance enemy is phased)
  • RANDOM ITEM (and one of): High Quality Bastard Sword / High Quality Battle Axe / High Quality Long Sword / Bastard Sword / Battle Axe / Long Sword

Go east across the bridge, kill Skeletons, and head north to the wall. One cubby at (x 1540 y 300) has: Helmet, Long Sword, Gold.

Continue east to the stairs, go south. In the circle of coffins, one open coffin (x 1900 y 790) has:

  • Spell — Color Spray (Mage), Dagger +1, Gold, Potion of Strength

Skeleton on the wall (x 1640 y 585): Gold, Spell — Invisibility (Mage).

South room coffin (x 1800 y 1250) — trapped!

  • Sanctum Key (necessary!), Gold, Broken Armor (sell it)
  • Spell — Chill Touch (Mage), Potion of Insulation

Leave the crypt. Head north through a shadow ambush to Kresselack's Tomb (x 3250 y 435).

4.1 Kresselack's Tomb (AR 3501, 3502, 3503)

You NEED these items before entering:

  • Gate Key
  • Sanctum Key

Level 1

From the start, go up the right passage and open the door. This leads to a large room with a big glowing green pool. Clear all the Skeletons. There are four side passages and one major passage to the north.

First left passage (x 840 y 1360): only monsters and a small box with minor treasures.

Door just north of the first passage (x 900 y 1130): clear the Wights and Zombies. Open coffin at (x 440 y 1025) — trapped!

  • Priest's Key (necessary!), 3 Potions, Gauntlets of Weapon Skill (+1 THAC0)

Passage to the right of where you entered (x 1400 y 1515): clear the undead. Treasure at (x 1600 y 1990):

  • 4 Potions, Long Sword +1

The only locked side door — now openable with the Priest's Key (x 1600 y 1385). Treasure at (x 1800 y 1375):

  • Ring, Potion of Strength, Gold, Spell — Armor (Mage), Short Bow +1

Continue right through the Ghouls to the coffin (x 2020 y 1530):

  • Myrkul's Holy Symbol (necessary!), War Hammer, Splint Mail, Potion of Genius
  • Spells — Larloch's Minor Drain (Mage), Burning Hands (Mage)

Now open the big double doors at the top of the main room. The Skeletal Mage Mytos will accost you. If you ask him to search the tomb non-violently, you still get attacked but gain ~3225 extra experience. Mytos' items:

  • Warhammer +1, Random Gem

Trick: You may be able to talk to Mytos repeatedly, gaining 3225 exp each time.

Better Trick (Adam Roebuck): Talk to Mytos with a Paladin for a debate on the ethics of Necromancy. Follow this conversation path: 1,1,1,1,1,1,3,1,2,2,1 to gain 3225 XP for the debate PLUS 3225 XP for the peaceful solution PLUS 1000 XP for killing him = 7450 XP total.

Continue north. A very large shadow called Myrkul's Sending (x 1850 y 285) blocks the way. Beat it:

  • Ring of Shadows (+15% stealth, Rangers and Thieves only)
  • RANDOM ITEM: Massive Warhammer (1d4+3, -2 THAC0, req. 18 STR) / Dazer (Club +1, 5% chance to stun) / Static Dagger +1 (50% chance 1d3 electrical damage) / Crooked Flail +1 (50% chance 1d4 piercing damage) / Reinforced Large Shield +1 (+10% slashing resistance) / Mage Dagger +1 (+1 1st level spell)

Go back and take the left passage (x 1500 y 620), follow it up then down to the coffin (x 833 y 685). Opening it triggers a trap that releases new Skeletons, but you get:

  • Gold, Spell — Haste (Mage), Scroll of Protection from Fire, Short Bow +1

Take the last passage to the right (x 1770 y 710). Head south to (x 1910 y 1120) and find a secret door. Open it to reveal a Mummy. Beat the Mummy and search its sarcophagus:

  • Mausoleum Key (necessary!), Potion of Genius
  • Spells — Knock (Mage), Resist Fear (Mage)
  • Mage Robe of Cold Resistance
  • RANDOM ITEM: Finest Light Crossbow (+4 THAC0) / Giant Halberd (2d8 damage, -1 THAC0, -2 AC, min. 18 STR) / Finest Heavy Crossbow (+2 damage, +4 THAC0) / Diseased Halberd +1 (10% chance target is diseased)

Vale of Shadows — Tomb (continued)

Treasure in front of the coffin:

  • Gold Ring
  • Gold Necklace
  • Gold
  • Spells — Aid (Priest), Blindness (Mage)

Head right, up, right, and down to get to the doors at (x 2200 y 1330), open them to get to the next level.

Level 2

There's only one thing to do at the moment, and that is to open the only door in front of you. You are now in a long hallway leading west. Somewhere along the way, you will trigger a trap. You can't disarm this trap, so don't bother. However, if you hug the wall to the north, you can avoid the trap altogether. (It creates several skeletons to fight you, so it isn't that bad)

Past this hallway is a large chamber filled to bursting with enemies: Skeletons, Skeletal Mages, Imbued Wights, etc. Search the Skeletal Mage for some treasure:

  • Bracers AC 8
  • Random Gem

There is further treasure in the open coffin at (x 660 y 840):

  • Wand of Sleep
  • 4 Potions
  • Spells — Cure Moderate Wounds (Priest), Agannazar's Scorcher (Mage)
  • Random item (any 1 of these):
    • Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
    • Dazer (Club +1, 5% chance to stun)
    • Static Dagger +1 (50% chance of 1d3 electrical dmg)
    • Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
    • Reinforced Large Shield +1 (+10% resist to slashing)
    • Mage Dagger +1 (+1 1st level spell)

There are four side passages here, two to the north and two to the south. Start with the northern passage (x 990 y 445):

  • Gold
  • Potion of Regeneration
  • Wand of Armory
  • Spell — Silence 15' Radius (Priest)
  • Morning Star +1

Next, take the passage to the right (x 1300 y 700), open the door and go in. There are four containers on the north wall with minor treasures. Open the door at (x 1920 y 520) and head left to find:

  • Plain Key (needed)
  • Spell — Slow Poison (Priest)

The southwest passage has only a few monsters. Go into the southeast passage (x 860 y 1333), open the door and go in. There are a number of treasures in the walls. The real attraction is the door in the south (x 1000 y 1820); go through and head left to find the skeleton at (x 575 y 1725):

  • Spell — Hold Person (Priest)
  • Black Wolf Charm (Needed for the Lever, +10 Max HP, +1 AC)

Go back to the main chamber and search the rightmost column for a lever (x 925 y 890). Use the lever to open the left gear door and proceed to Level 3.

Level 3

You are in a very large chamber filled with undead, including the new Spectral Knights. From here there is a main passage leading left and two side passages. Go up the north passage (x 2300 y 640) first.

There's a Mummy here with shadows backing it up. Three treasures: one to the left (x 2112 y 400), one in the middle (x 2485 y 350), and one to the right (x 2725 y 530):

  • Spells — Silence 15' (Priest), Cure Moderate Wounds (Priest), Ghoul Touch (Mage), Shocking Grasp (Mage)
  • Gold
  • Gems
  • 5 Potions
  • Helmet
  • Ancient Armor (can sell)

Leave this chamber and go into the southern side passage (x 1600 y 1650). There are Imbued Wights and Chosen Zombies here. Three treasures at (x 1250 y 1667), (x 1450 y 1860), and (x 1760 y 1915):

  • Gold
  • Composite Long Bow
  • Spells — Chant (Priest), Shield (Mage), Cure Light Wounds (Priest), Magic Missile (Mage), Color Spray (Mage)
  • Gems
  • 3 Potions

Leave this chamber, go back into the main room, and work your way left through Spectral Knights and Skeletal Mages. Draw enemies off and kill them a group at a time. Work through to the door and go through.

Here you will find the Skeletal Knight, Kresselack. This is his tomb. Talk to him — you couldn't kill him if you tried — and agree to get rid of the Priestess of Auril for him. You MUST agree to this!

Leave the Tomb completely and return to the Vale of Shadows. Remember the cave under the giant statue in the middle of the area — the one cleared of Yeti earlier? Go into it to find Lysan (the barmaid), who is also the Priestess of Auril. Tell her you are there to kill her. She'll summon more Yeti. Kill her and her Yeti friends:

  • Morning Star +1

After she is dealt with, a Shadow will tell you that he is free. This isn't Kresselack, so return to him and give him the good news. You get 13,000 experience, and he'll tell you that he ISN'T the evil that plagues Kuldahar. Search his nearby coffin (x 350 y 500) for treasure:

  • Healing Potion
  • Gold
  • Plate Mail
  • Helmet
  • Kresselack's Sword (Two Handed, +1 Thac0, +10% cold resist)
  • Random item (any 1 of these):
    • Fine Long Sword +1 (+2 Thac0)
    • Phasing Bastard Sword +1 (15% chance target is phased)
    • Giant Two Handed Sword (+4 dmg, -1 AC & Thac0)
    • Turodahel (Long Sword +2, +1 INT)
    • Cradle of Mielikki (Scimitar +1)
    • Flaming Short Sword +1 (50% chance of 1d3 fire dmg)

Return to Kuldahar.

Post Vale Kuldahar

Once back in Kuldahar, get rid of the keys gathered in the Vale:

  • Sanctum Key
  • Gate Key
  • Plain Key
  • Priest's Key
  • Myrkul's Holy Symbol
  • Mausoleum Key

Most of these can be sold to Gerth's item shop, however Myrkul's Holy Symbol will have to be dropped off somewhere.

If you haven't already given Mirek his family heirloom, do that now for 2400 exp and a magic sling. Mirek can usually be found near the Potter's.

PLOT: Talk to Arundel

Inform Arundel of everything that has transpired for 10,350 experience. He tells you of a Heartstone Gem, which could be used to root out the source of the Evil, and that this can be found in the Temple of the Forgotten God. Agree to go there.

QUEST: Get Lysan's Items from the Tavern

Since Lysan was an evil priestess of Auril, one wonders what she was doing working as a barmaid. Go to the tavern and tell the barkeep that you had to kill Lysan and that she was evil. Ask for her items:

  • Protection from Fire
  • Spells — Cure Critical Wounds (Priest), Cure Serious Wounds (Priest)
  • Mantle of the Coming Storm (+1 AC, +30% cold & fire resist, +1 save para)

Once done, leave and head to the Temple of the Forgotten God.

Temple of the Forgotten God (AR 3600, 3601, 3602, 3603)

Once at the temple, go north to find a fleeing Verbeeg. The temple has been invaded by someone before you. Go inside.

Level 1

Once inside, you'll quickly find an Acolyte who assumes you were part of the invading host. Nothing you say can change his mind — he will attack. Up ahead is a big sitting statue and two passages, one to the left and one to the right. Take the passage to the LEFT (x 1030 y 1130).

This passage leads south to a series of rooms. Treasure chest at (x 480 y 1700):

  • Potion of Stone Form
  • Random item (any 1 of these):
    • Long Bow +1 Protector (+2 Thac0, +1 AC)
    • Light Crossbow +1 (+3 Thac0, +1 dmg)
    • Long Bow +2 Defender (+3 Thac0, +2 dmg, +2 AC)
    • Short Bow +1
    • Medium Shield +1
    • Protection From Fire Scroll
    • Spells — Ghost Armor (Mage), Hold Person (Mage), Flame Arrow (Mage), Web (Mage)

The next room also has treasure (x 515 y 1410):

  • Random item (any 1 of these):
    • Greater Ring of the Warrior (+1 Thac0, +1 AC, removed in HoW)
    • Boots of Many Paths (cast Blur once a day)
    • Ring of Missile Deflection (+10% missile resist)
    • Black Knight (Summons a Black Knight)
    • Amulet of Protection +1 (+1 AC, +1 saving throws)
    • Boots of Moander (immune to Entangle)
    • Studded Necklace w/ Zios Gems (non-magical!)
    • Badge of the Brave (can cast Emotion: Courage once/day)

The last side room before the main room has some bookshelves with potions.

Go up into the library room (x 510 y 970) — a couple of Acolytes and a Verbeeg are here, along with many dead Verbeeg already. There are 7 bookshelves around the room:

  • Spells — Skull Trap (Mage)
  • Lots of History Books

Go back to the sitting statue and take the other passage (x 1580 y 1000). This leads south into a small room. Search the barrels in the corner (x 2390 y 1425):

  • Potion of Healing (cursed)

Head north to find an Acolyte guarding stairs. Down the stairs is the passage to the next level (x 825 y 450).

Level 2

Head north and east into the Grand Hallway. Along this hall are rooms on each side — four total, each with a possibly trapped treasure chest. Combined treasures:

  • Gold
  • 2 Potions
  • Random item (any 1 of these):
    • Spiked Long Sword +1 (25% chance of 2d6 piercing dmg, removed in HoW)
    • Short Sword of Lesser Phasing (10% phased, +1d2 cold dmg)
    • Studded Leather +1 Shadowed (+15% Stealth, +5% magic res)
    • Studded Leather +1
    • Reinforced Leather +1 (+35% crushing resist)
  • Random item (any 1 of these):
    • Two Handed Sword of Resistance +1 (+5% magic resist, removed in HoW)
    • Two Handed Sword +1 Hammering (20% chance of stun, removed in HoW)
    • Charged Battle Axe +2 (50% chance 1d3 electric, 15% stun, removed in HoW)
    • Two Handed Fire Axe +1 (50% chance 1d3 fire dmg, removed in HoW)
    • Bastard Sword +1
    • Flaming Bastard Sword +1 (25% chance of 2d3 fire dmg)
    • The Snow Maiden's Reaver (Bastard +2, 2% turned to ice)
    • Peasant's Reward (HoW only, Halberd +2)

Past the four rooms you come to the well-guarded end of the hall (x 2875 y 750) — several Acolytes and Verbeeg. Just past that is the body of an Acolyte, killed in a very bizarre manner.

Past that is a great big door (x 3400 y 600). Open it and go through to the last level.

Level 3

Walk forward until you get the Journal Updated message. The green body in the middle has a Vial of Mysterious Liquid — be sure to take it.

Once done, return to Arundel in Kuldahar.

Kuldahar

Talk to Arundel again and tell him everything for 19,500 exp. He tells you the next destination: Dragon's Eye. Once ready, head out.

Note: Before leaving Kuldahar, visit Orrick to check his inventory. As soon as you reach Dragon's Eye, Chapter Two starts and Orrick's inventory changes.

Dragon's Eye (AR 4000, 4001, 4002, 4003, 4004, 4005)

Kill the Ice Trolls and go inside the Eye of the Dragon.

Level 1: Lizard's Level

At the far left of the area you are immediately attacked by two varieties of Lizardmen. This whole area is crawling with them — assume every new area has new monsters. Some lizardmen carry little bottles of fiery oil, which will be useful against Trolls later.

Drop to the south. Be careful not to get too close to the Bombardier Beetles — they shoot an acid cloud. Go over to the bridge at (x 1385 y 2000), cross to the right and clear out the spiders. To the south you'll find the body of Erevain (the elf from earlier) at (x 1880 y 2300):

  • Erevain's Broad Sword (+2, +2 save vs. wands, +10% acid resist)
  • Gold
  • Long Bow
  • Arrows
  • Erevain's Journal
  • Chainmail
  • Medium Shield

Go back left and up to the entrance. Go north into the little room with two treasure chests (x 530 y 860):

  • Gold
  • Dagger
  • Gems
  • 15 Antidotes
  • Oil of Speed
  • Spell — Protection from Normal Missiles (Mage)
  • Random (any 2 of these): Arrows +1, Arrows, Bullets +1, Bolts, Hammer Darts

Leave and go east (slightly south) to the bridge at (x 1730 y 1110). Continue further south and east to a passage splitting north (x 2375 y 1475). Save before going up — this is the Lizard King's lair.

You'll be confronted by the King of the Lizardmen and his army. Take out the Shamans first — they cast Hold Person. Search the corpses:

  • Gold
  • 2 Potions
  • Protection from Acid
  • Spinesheath (Dagger +1, +5 Thac0)

Search the giant snake statue (x 3050 y 500):

  • 8 Gems
  • Spells — Detect Evil (Mage), Fireball (Mage), Monster Summoning I (Mage)
  • 2 Potions
  • Random item (any 1 of these):
    • Boots of the Fox (walking speed +40%, +1 AC)
    • Potion of Magical Resistance (Perm. +5% magic resist)
    • Potion of Constitution (Perm. +1 CON, removed in HoW)
    • Ring of Resistance (+10% Missile & Fire resist)
    • Ring of Intelligence (+1 INT, -1 CON)
    • Shield Ring (constant Shield spell on user)
    • Robe of Enfusing (HoW only, AC +2, +5 mag. res & lore, +1 1st level spell)

Go back south and continue down the passage past the bridge (the only thing over there are captive villagers — with the King dead they're freed). Head down through more lizardmen and captives to (x 3155 y 2466) near the very bottom. Go through the right to find the entrance to the next level. A child will come up to you and give you 30,000 experience for clearing out the monsters.

Note: If you rest between killing the Lizard King and reaching the captured villagers, they will all leave and you won't get your experience for freeing them. Sometimes they simply die.

Go to the next level (x 3450 y 2300).

Level 2: Lizard's Level Part 2

You are attacked by more lizardmen immediately. The way to the next level is right then down, but first go left for treasure and monsters.

Troll Note: To kill a troll, fight it as normal until it falls down — it's not dead yet. Then hit it with a FIRE or ACID spell/arrow/weapon/potion to finish it off. Melf's Acid Arrow works best; later so does Fire Arrow. Burning Hands also works well, though keep your party clear. If a Troll is stunned/Held/Phased before going down, it will usually die without needing acid/fire.

Go left to (x 1190 y 810). Just south is a bridge — instead go left up the steps to kill some spiders and trolls. Then go back to the bridge but don't cross it yet. Go right, through the Lizardmen Shaman to their fire (x 1920 y 1234). A lower passage leads left — follow it all the way to find several frightened children. One of them (x 950 y 1330) is Sheemish, son of Conlan the blacksmith. Talk to him. If you have cleared out the previous level and most of this level you can free him for 24,000 experience.

Sheemish Note: If you ever need a MAGICAL WEAPON (say, for a large snake goddess), go back to Kuldahar and talk to Sheemish in the blacksmith's shop. He'll give you a key to a chest that holds a Mighty Hammer.

Go back to the bridge and cross it. This passage leads left to some rubble (x 320 y 1370) and a passage heading south.

There are lots of trolls and evil priests down this way. Try drawing one monster at a time back to your party. Once that stops working, rush in and clear the rest. Talk to the Priest of Ilmater at (x 1225 y 1950) for experience (36,000) and healing/rest. Further right are more captive villagers who don't seem to realize they're freed.

Retrace your steps and go right to the next level. Take the northern right path (x 3000 y 350) all the way right, then all the way south. There are a LOT of beetles, leading to a dead body (x 3540 y 1285) with treasure:

  • Gold
  • Battle Axe +2 Defender (+2 AC, +10% missile resist)
  • Long Sword +2 Confusion (25% chance target is confused)

Return to the crossroads and take the southern path. More Bombardier Beetles and Trolls (the beetles' acid cloud can kill the trolls). Continue south to the big steps at (x 2650 y 1450), go down and take a right. Clear out the trolls and sword spiders. Three passages: the top right and lower left are connected and only have trolls. Take the bottom right passage around to the entrance to the next level (x 2950 y 2100).

Level 3: Presio's Level

You will immediately be confronted by a large skeleton called an "Undead Lieutenant," who attacks with cold wights.

Blast Skeleton Note: Large skeletons called Blast Skeletons have NO experience value and explode in a wave of cold when killed. Best approach: shoot an arrow from distance and let them explode away from you. Alternatively, cast Hold Person on them, then kill them for 500 exp.

This area has traps all over, mostly on the planks on the ground. Cold Wights are the easiest 2000 exp enemy in the game — great for leveling up. The entire left side has many encounters with the Undead Lieutenant and hordes of wights.

Go down and right to the bridge (x 2100 y 2150) and cross it. Just to the right (x 3000 y 2420) is the den of Presio the mage — a room filled with monsters and mages. Use the draw-them-out trick to clear it. Presio has treasure:

  • Gold
  • Necromancer's Robe (AC 8, 3% magic resist, +3 save vs. death)
  • Presio's Dagger (+2 Thac0, poisons target)
  • Hammer Flail +2 (+3 Dmg, 15% chance target is stunned)

In the north section of this room (x 3330 y 1935) are three containers full of treasure (heavily trapped):

  • Skulls
  • 3 Potions
  • Gold
  • 3 Gems
  • Silver Ring
  • Presio's War Journal
  • Spells — Haste (Mage), Skull Trap (Mage), Vampiric Touch (Mage), Confusion (Mage)
  • Bottle of Wine
  • Random item (any 1 of these):
    • Long Bow +2 Protector (+3 Thac0, +15% mis., +5% mag. res)
    • Giant Killer Sling (+1, +4 vs. Giants)
    • Tranquil Bolts (cast silence on target)
    • Heavy Crossbow of Speed +4 (2 attacks per round)
    • Heavy Crossbow of Defense +4 (+1 AC, 10% missile resist)
    • Translocation Arrows

Leave and head north (careful, heavily trapped) to the door at (x 3420 y 375) leading to the next level.

Level 4: The Creepy Monks

Wander over and you'll find Albion, a "monk" who expresses concern at seeing you.

Paladin Note: If you have a Paladin in your party, he'll see right through these "monks" and the battle will begin immediately.

Before starting the battle, talk to the librarian (past Albion through the small doors) about Magical Texts and buy some spells. If you need healing or rest, visit Sharra (x 1720 y 1325). Going too many other places provokes an immediate attack — this is what you want, but be ready. Find a defensible one-entrance location, cast defensive spells, then send one person to start the fight and wait.

Albion Note: Other ways to start the battle: find the Big Red Carpet and walk on it, or get to the other side of the library's forbidden room and check the bookcase inside ("How to Serve Man," an ode to a Twilight Zone episode). Talking to Albion about these gets around 20,000–30,000 experience, then he attacks.

  • Second Method: With high Intelligence and Charisma, talk to Geelo (the Librarian) and tell him Albion wants to talk to him. When Geelo leaves, close the front door, unlock the back room, and check a bookshelf for descriptive text. Return to Albion with a new conversation option to expose the evil monks for XP.
  • Third Method: Have someone with high INT talk to Albion — they will catch him out when he claims to know nothing about the Heartstone Gem being stolen from the Temple of the Forgotten God, even though you never mentioned the Temple. (from Duncan Clay)

You WILL need to search Albion for a Key. The librarian sells:

  • Bracers AC 6
  • 2 Invisibility Potions

Inside the forbidden library room (x 650 y 1050):

  • Spells — Flame Arrow (Mage), Monster Summoning I (Mage)
  • Book — Secret Societies
  • 2 Potions

At any time you can free the Adventurers at (x 1620 y 550) — they'll run around killing all the monsters. Great if you're struggling, but not good if you want the experience for yourself. Once all monsters are dead they will guard you while you sleep.

Marchon of Waterdeep Note: The four adventurers here have interesting treasures, including a Flaming Long Sword +2. You can't pickpocket them, but you can kill them for no apparent loss of reputation.

Go into the main cathedral (x 2280 y 750) to catch some snake people about to dine on human flesh. Kill them.

Search the Snake Goddess Statue (x 2425 y 460):

  • Gold
  • 4 Potions

Further treasure in the right side room (x 2633 y 800):

  • 2 Potions
  • Random missile (any 1 of these): Fire Arrows, Hammer Arrows (+1d6 crushing), Bolt +1, Berserker Darts (10% chance of going berserk), Arrows +1, Bullet +2
  • Random item (any 2 of these):
    • Life Dagger +2 (15% chance heals user 1d6 HP, +5 max HP)
    • Studded Leather +2 Shadowed (+20% stealth, +15% slash resistance, removed in HoW)
    • Ol' Withery Dagger +2 (2% chance Finger of Death)
    • Fire Dagger +2 (50% chance of 1d4 fire dmg)
    • Mage Dagger +2 (+1 AC, +1 1st & 2nd level spells)
    • Fast Flail +2 (+3 dmg, +1 attack per round)
    • Corrosive Hammer +2 (+3 dmg, 30% chance of 1d4 acid dmg)
    • Morningstar +2 Hammer (20% chance target is stunned, removed in HoW)
    • Mace of Weal & Woe (+3 dmg vs. lawful, 13% chance Curse)
    • Selune's Promise Mace (+4 dmg vs. spectral undead)
    • Peacekeeper Club +3

Go into the right staging area — more snake people and another Snake Goddess Statue. Search the cushions on the left (x 2850 y 1030):

  • 2 Potions

And the Statue (x 3333 y 840):

  • Gold
  • 2 Potions
  • Blur Deck (casts Blur)

To the south you'll find the High Summoner with his Priests (x 3000 y 1775). Kill them — no treasure. Continue south to (x 2500 y 2500), take a right to (x 3400 y 2450) to reach the final level.

Level 5: The Snake Goddess

Yuan-ti Elite Note: Most Yuan-ti Elites on this level carry Arrows +1.

As soon as you appear, an Odd Little Girl will spout rhetoric at you. Ignore her and continue north. She'll bother you again with troops — kill them, then continue north to the first Door (x 650 y 1375).

This leads to a trapped staircase. Through the next door is an oval-shaped room with more Yuan-ti. Go through the left door (x 350 y 750).

Clear out the Yuan-ti. This chamber has 3 treasure chests and a bookcase (2 chests are trapped):

  • Gold
  • Pearl Necklace
  • 4 Potions
  • 7 Gems
  • Spells — Non Detection (Mage)
  • Random item (any 1 of these):
    • Intercession (Long Sword +1, +2 AC)
    • Spell Diver (Short Sword +2, 50% hits nullify magic)
    • Bastard Sword of Action +1 (1 extra attack)
    • Sloth (Short Sword +2, 10% target slowed, removed in HoW)
    • Bastard Sword +2 Life Giver (5% to heal user 1-10 hp)
    • The Sword of Days (Short Sword +3, 25% target is slowed)
    • Flaming Long Sword +2 (1d3 fire dmg, 10% resist fire)

Leave this room, then leave the previous room, and get back to the main chamber. A door to the southeast (x 1000 y 1700) leads further along the snakey passage.

About 3 Yuan-ti Elites here. Two doors: one right continuing the passage, and the southern door we take now (x 1080 y 2170).

In here are a LOT of Yuan-ti and Yuan-ti Elites. Draw out a couple, then haste your party and charge in — target the Elites first. One Elite called the High Archer has good treasure:

  • Messenger of Sseth (Fast Long Bow +1, Min 12 STR)
  • Arrows +2

Search the cushions at (x 750 y 2300), (x 900 y 2450) and (x 1000 y 2625):

  • Gold
  • Arrows +1
  • Arrows +2
  • 8 Potions

Return to the main passage and open the next door (x 1420 y 2055). Another set of Elites and two more doors — take the side door (x 1950 y 2200) into a torture chamber. Bookshelves to the right:

  • Spells — Ghost Armor (Mage), Dimension Door (Mage)
  • Potion of Genius

Return to the main passage and go through the next doors (x 2040 y 1800) — no monsters on the other side. Take the door to the left (x 1830 y 1500) first.

Up this passage: 6 Yuan-ti Priests and 3 Elites. Kill them. Search the throne at the north wall (x 1200 y 875):

  • Studded Leather +2
  • Pearl Necklace

Return to the main passage. Go north through the next doors (x 2000 y 1300) — one Elite. Again there's a side door and a main door. Take the east door (x 2230 y 1175) first. To the right of the second bookcase there is an invisible switch (x 3415 y 2000) that opens a secret door just south of the first bookshelf, leading to a torture chamber. Inside is the High Torturer and some Yuan-ti Champions. The High Torturer has a Cursed Ring — don't take it. Search the desk (x 3100 y 2475):

  • 2 Potions
  • Spells — Icelance (Mage), Mirror Image (Mage)
  • Throwing Axe +2
  • Gold
  • 1 Gem

Go through the main doors (x 2100 y 860). About 7 Elites plus Priests and traps. Draw half away, kill them, then hit the rest. Then go through the NORTH DOOR (x 2250 y 615).

Another torture chamber. Go left and clear the Elites. Door to the left (x 1400 y 440) — two treasure chests and a Nightstand:

  • Gold
  • 6 Potions
  • Baleful Mail (AC 3, Immune to all forms of Charms)
  • Random item (any 1 of these):
    • The Bitch Queen's Envoy Shield (+3 AC, not usable lawful)
    • The Red Knight's Shield (+4 AC)
    • Reinforced Large Shield +2 (+3 AC, +15% res fire/crush, removed in HoW)

Back to the main corridor — one last set of doors before the BOSS (x 2800 y 720). Before opening, cast every beneficial spell you have: Haste, etc. Walk forward until the Odd Little Girl appears and transforms into Yxunomei the giant Snakey Queen.

Yxunomei Note: She can only be hit by certain magical weapons and spells. +2 arrows can hit her, as can Conlan's Hammer (see Sheemish note). If you leave this level after she's been summoned, she will reset to her default location in the top left corner of the map. This is fixed by the latest patch.

Kill Yxunomei for 46,000 experience, then search her corpse for the Heartstone Gem — another 13,000 exp. There are 7 treasure chests here, half trapped:

  • Gold
  • 10 Gems
  • 4 Potions
  • Skulls
  • Dead Man's Face Helmet (+1 AC, Immune to Horror & Cloak/Fear, -2 CHA)
  • Translocation Arrows
  • Random item (any 2 of these): Hammer Arrows +2, Arrows +2, Fire Darts +2, Blinding Darts +2, Bolt +1, Bolt +2, Fire Arrows, Ice Arrows, Piercing Arrows +1, Confusion Arrows +3

Once you have the Heartstone Gem, leave Dragon's Eye and head back to Kuldahar.

Kuldahar Revisited

When you return to Kuldahar, you'll find it overrun by monsters called Orogs — near the entrance to town, the Blacksmith, by Arundel's, and the Inn. Clear them out, then visit Arundel. This turns out to be an impostor — they vanish. Go upstairs to find the real Arundel. He tells you where to go, then dies, leaving a magic staff behind (Druid use only).

You now need to go to the Severed Hand, found by leaving Kuldahar and scrolling the map down.

Severed Hand

(AR 5000, 5001, 5002, 5003, 5004, 5101, 5102, 5103, 5104, 5201, 5202, 5203, 5204, 5301, 5302, 5303, 5304, 5401, 5402, 5403, 5404, 5502)

The Severed Hand Tower (also known as the Shattered Hand, or Seldarine Tower) is a complicated dungeon. It starts as one large tower, then splits into 5 mini-towers.

Machinery Piece Note: Throughout the Hand are 4 Pieces of Machinery needed to restore a machine in the Astrolabe at the top of one of the five towerlets. This is necessary to complete the Hand and unlock the secrets of the Heartstone Gem.

Elven Chainmail Note: Two chances to get Elven Chainmail in this tower. Elven Chain works like normal chainmail, except Fighter/Mages and Bards can cast spells in it, and it allows Thieves to use their thieving skills. These are placed randomly — you may get one, none, or both.

Larrel Note: Do NOT attack Larrel when you find him! He is not your enemy! If you manage to kill him, your game is essentially over.

Exterior (AR 5000)

As you approach, Larrel (the Elven "Lich") comes out, blasts a squirrel (he thought it was a dwarf), and goes back inside. An indication of the events that will unfold. Go into the tower (x 300 y 250).

Level 1 (AR 5001)

You will immediately be attacked by Shadowed Orcs — a much tougher breed, though they die just the same (700–800 exp, no items). Head north and you'll run into Shadowed Goblins. Keep in mind most Shadowed Orcs and Goblins will have an archer or two in back — deal with those first.

Continue north from the inner circle to the outer circle (x 1450 y 700). To your immediate left are more Shadowed Orcs including a Shaman (1100 exp). At (x 815 y 650) a knocked-over table:

  • Spells — Emotion: Hopelessness (Mage)

To your right is the first staircase (x 1125 y 520) — don't go up yet. Go south to a group of goblin archers. In the middle of the columns (x 625 y 940) a pot with treasure:

  • Gold
  • Potion of Healing

Continue south into the next room. Enemies will appear all around — Orcs mostly, with more attacking from adjacent rooms. Keep your group together. There are Shadowed Ogres, but nothing too difficult. At (x 450 y 1550) a hole with treasure:

  • Random item (any 1 of these):
    • Two Handed Sword +2: Hammering (20% chance of stun)
    • Battle Axe +2: Echoes of Dorn's Deep
    • Two Handed Sword +2: Defender (+1 AC, 10% Slash Resist)

Go south into the next room — more Shadowed Goblins. In the northeast, a mess of chairs (x 800 y 1600):

  • Gold

In the opposite corner (x 920 y 2050):

  • 1 Gem
  • 2 Potions

Go east into the next room — more Shadowed Orcs, Archers and Shamans. Search (x 1250 y 1820):

  • Potion of Heroism
  • 1 Gem

Go up the stairs (x 1600 y 2050).

Level 2 (AR 5002)

Immediately attacked by Marksmen, Goblin and Orc, plus an upgraded Warrior class of Goblin — tougher than Grunts but not much. In the room immediately to your left, on a long table (x 925 y 1750):

  • Spells — Emotion: Courage (Mage)
  • 2 Potions

Go into the next room to the northwest, then north. At (x 500 y 1500) a goblin and some Shadowed Worgs appear. At about the same spot you'll find the Jester's Bag of Holding — works like a regular Bag of Holding, except you can only take things OUT of it, and what you get is usually junk.

Continue north to the next room (x 730 y 950) — a fight here and a Ramp leading to the next level. Don't go up yet — keep it in mind. Skip the next room east (it just connects to the first staircase from Level 1) and keep going east to (x 1560 y 615).

Entering this room puts you in the middle of a large Shadowed force. Keep your group together, take out archers and Shamans. Two treasures in this room. First on a table to the right (x 1830 y 420):

  • Gold
  • 2 Potions
  • Spells — Animate Dead (Mage)

Second on a mess of chairs to the left (x 1530 y 400):

  • Random item (any 1 of these):
    • Sanctified Morning Star +3 (2 more 1st level spells)
    • Morning Star of Lesser Phasing (+2, 15% chance of phase)

Go back to the Ramp (x 566 y 785) and up to the next level. This is a dead end, so once done here, come back down and head to the Center Stairs (x 1400 y 1300) to advance.

Level 3 (AR 5003)

Almost immediately besieged by more Shadowed enemies (x 1414 y 466). Go right then down into the inner circle. Shadowed Goblin Marksmen here, plus more across a gulf you can't cross. More monsters appear including Shadowed Ogres and Shaman — don't separate your forces. Archers should take out the goblins across the way. One enemy leaves behind:

  • Random item (any 1 of these):
    • Goktok's Chopper (Axe +2, +4 vs. dwarves, not by good)
    • Puny's Poker (+3 Spear)
    • Ring of Dwarven Bone (STR +1, not by good)

Head southwest to (x 700 y 970) to find some junk with treasure:

  • Misery's Herald (Flail +4, +5 vs. Elves, 10% chance of Horror)

Go back down the ramp, then up the center stairs.

Now across the way at about (x 1200 y 1300). Head southwest across the bridge (check for traps). Head north to a pile of junk (x 630 y 1265):

  • Random item (any 1 of these):
    • Shield of the Hand (+3 AC)
    • Great Shield +3 (-2 THAC0, +15% slash/crush/pierce res.)
    • Small Shield +1

Go south. You'll be attacked by Burning Skeletons (they launch fireballs) and Armored Skeletons. Take out the Burning Skeletons first. Head east into more Burning Skeletons, Armored Skeletons, and the new Bladed Skeleton (1300 exp each). This leads to a door (x 2420 y 1720) — go through.

More Bladed Skeletons through here. Go through the next door (x 2620 y 1450).

Another Burning Skeleton, more Bladed Skeletons, and the powerful new Shattered Souls who shoot energy bolts. A Serrated Skeleton leaves behind:

  • Random item (any 1 of these):
    • Bone Talisman (5 charges of Vampiric Touch)
    • Bone Marrow Belt (+1 AC, -2 CHA, +50% slash, -15% crush)
    • Bone Kris of Black Ichor (+2 dagger, 20% chance poison)
    • Serrated Bone Blade (2hnd sword +3, 20% 1d10 cold dmg)

Go back south to the previous room. To the west is a weird bit of floor (x 2025 y 1400) — actually an elevator called a "Lift." Go down to retrieve the first Piece of Machinery.

Machinery Piece 1 — Interlude: The Lift leads down to a previously inaccessible section of the level. You'll be attacked by Armored Skeletons and Shattered Souls. Head SE into the corner (x 2640 y 1870):

  • Short Sword of Action +2 (+1 Dexterity)

For another fight, head north to (x 2425 y 975). Cross the bridge north of the lift to the stairs going down (x 1860 y 1240). Immediately beset by Bladed Skeletons and Severed Souls. A Serrated Blade leaves behind:

  • Random item (any 1 of these): Shadowed Robe (AC 4, +15% Magic Res.), Shadowed Cloak (+15% Hide in Shadows), Shadowed Plate Mail (AC 0, +3 AC Missile), Shadowed Boots (+1 AC, +15% Stealth)

Three chambers to the right: the lowest leads to a big fight; the middle has a treasure in the top right corner (x 2640 y 1150):

  • Random item (any 1 of these): Heavy Crossbow of Accuracy (THAC0 +7), Light Crossbow of Speed (2 attacks/round), Light Crossbow of Defense (+1 AC)

The top room has the smallest enemy force but guards the most important treasure (x 2500 y 860):

  • Piece of Broken Machinery (1 of 4)

Return up the stairs and back up the Lift to Level 3.

With the Machinery in hand, go to the stairs south of center (x 1350 y 1600) — watch for traps — and up to the next level.

Level 4 (AR 5004)

Level 4 is different from previous levels: there are people to talk to and no battles. Each set of stairs leading up goes to a completely different towerlet. The basic strategy: explore this level, then go up each towerlet starting with the southernmost and ending at the rightmost.

Starting at about (x 1100 y 1100). Open the door south (x 860 y 1380) — in a cool effect, elves fade in and out. Talk to Telanis (x 380 y 1495) to learn about the tower's history. Three groups of 2 potions each:

  • 6 Potions total

Leave and go east past a broken lift (x 1450 y 1450). Skip the next door (nothing inside). The path curves north. Go inside the next room (x 2040 y 950). Search the table (x 2230 y 970):

  • Gold
  • 2 Potions
  • Spells — Cone of Cold (Mage)

A little dead shadowed elf girl is here (x 2360 y 895) — talk to her. You can't convince her that her mother is dead, but she'll provide a safe place to rest.

Follow the path west to the Shadowed Elf Lethias (x 1280 y 810). Convince him you aren't here to plunder and he'll tell you more about Larrel. (Killing Lethias nets only 3000 exp.) Go into the door just north and east (x 1450 y 720) and search the table (x 1300 y 380):

  • Spells — Emotion: Hope (Mage)
  • Berduskan Black Brew (Coffee, removes fatigue)
  • 2 other Potions

Continue west to the last door (x 880 y 950). Here we find Lehland (x 550 y 860), who will sell you items including the names of the five Towerlets. Buy all his Magic Arrows. Then go to the southernmost stairs (x 1450 y 2000) to enter the first towerlet.

Towerlet 1, Level 1 (AR 5201) — Priest's Tower

You are in a large elven shrine. In the middle is a priestess named Denaini (x 640 y 680). Talk to her, convince her you mean no harm, and ask about Larrel and the Tower. She'll ask you to kill the imprisoned priests in the levels above — agree (you ARE freeing their souls). This is also where you bring the Holy Water when you find it. Go up the stairs (x 315 y 875).

Towerlet 1, Level 2 (AR 5202)

Lots of Shadowed Elven Priests throughout this level. Prepare for a large battle — they wait for you to approach. Clerics are worth 1400 exp, Acolytes 1100 exp. No treasures on the enemies. Search the chest (x 790 y 530):

  • 1 Gem
  • Potion of Healing
  • Random item (any 1 of these):
    • War Hammer +2 (+1 Electrical Dmg.)
    • War Hammer of Sparks +2 (50% chance 1d3 electrical dmg)
    • Sanctified War Hammer +2 (Additional Spells)

At the left end of the room, casks (x 315 y 590):

  • Gold
  • Potion of Hill Giant Strength

Go up the next stairs (x 315 y 900).

Towerlet 1, Level 3 (AR 5203)

Again Shadowed Clerics — apparently in a meeting. A Shadowed Elven Priest here is worth 1700 exp and drops:

  • Random item (any 1 of these):
    • Symbol of Shevarash (Infravision)
    • Symbol of Corellon Lorethian (+2 THAC0)
    • Symbol of Solonar Thelandira (+2 Missile THAC0)
    • Symbol of Labelas Enoreth (+1 INT, mage only)

Search the treasure chest on the podium (x 680 y 420):

  • Piece of Broken Machinery (2 of 4)
  • Gold
  • 1 Potion
  • Random item (any 1 of these):
    • Elven Chainmail of the Hand +3 (AC 2, +20% cold res.)
    • Ring of Strength (+1 STR, -1 DEX)
    • Potion of Strength Transference (perm. -1 STR, +1 DEX)

Southern chest (x 650 y 710):

  • Spells — Minor Globe of Invulnerability (Mage)
  • 1 Cursed Potion

South of that chest (x 715 y 825):

  • Potion of Heroism
  • 1 Gem

Go up the next stairs (x 910 y 775).

Towerlet 1, Level 4 (AR 5204)

This level has actual rooms. Open the door at (x 530 y 680) to reach the center — 5 new rooms to explore. Starting one clockwise from the entrance room:

Room 1 (x 450 y 566) — Acolytes and a Priest. Search their chest (x 260 y 500):

  • Spells — Remove Curse (Mage)
  • Ring of Sanctuary (allows a Priest to cast Sanctuary 5x)
  • Potion of Regeneration

Room 2 (x 550 y 470) — No battle. Cabinet on north wall (x 550 y 212):

  • 2 Potions
  • Spells — Remove Paralysis (Priest)

Room 3 (x 700 y 466) — No battle. Treasure chest at far wall (x 830 y 300):

  • 1 Gem
  • Potion of Absorption
  • Spells — Protection from Fire (Priest)

Room 4 (x 790 y 590) — Chest (x 1080 y 540):

  • Spells — Flame Strike (Priest)
  • Potion of Mind Focusing

Room 5 (x 710 y 670) — Clerics present. At the end of the bed (x 730 y 800):

  • Spells — Cure Serious Wounds (Priest), Emotion: Courage (Mage)
  • Barrel of Holy Water (give to Denaini)
  • 2 Potions

At the other end of the other bed (x 905 y 805):

  • Spells — Flame Strike (Priest)
  • Elixir of Health
  • Symbol of Sehanine Moonbow (5 charges each: Know Alignment and Find Traps)

Go back down to Denaini's Level. Tell her you've killed the Priests — 24,000 exp and:

  • Edley's Sling (+2 dmg., +3 THAC0)

Talk to her about her duties, then talk again and give her the Holy Water — 52,500 exp and:

  • Sune's Laurel of Favor (Helm any can wear, +1 AC, +1 CHA)

Note: You won't get this item without the latest patch (v1.06).

Leave the Towerlet and return to Level 4. Go to the far left stairs (x 350 y 1160) to go up to the second Towerlet.

Towerlet 2, Level 1 (AR 5101)

You will immediately notice Larrel muttering to himself (talking backwards, like Yoda). He blew up this tower, so we'll have to go back down. The next staircase (x 1050 y 700) is blocked — go to the top right corner staircase (x 2050 y 500) instead.

Towerlet 3, Level 1 (AR 5301)

North of you is a door (x 640 y 760). Open it and prepare for a big battle — Shadowed Elves appear around the room. Take out the magic user and archers first. Search junk in the top right (x 940 y 360):

  • Random item (any 1 of these):
    • Long Bow of Marksmanship (+2 dmg., +3 Thac0, min 12 STR)
    • Long Bow of Action +2 (+1 DEX, min STR 12)
    • Composite Long Bow of the Hand +2

Go up the next stairs (x 800 y 1000).

Towerlet 3, Level 2 — The War Room (AR 5302)

Similar to the last level, but no door. Head north into the infamous WAR ROOM — take out the mage first, then the cleric. Search the table just right of the Map table (x 920 y 480):

  • Piece of Broken Machinery (3 of 4)

Table south of that (x 860 y 600):

  • Spells — Stoneskin (Mage), Ice Lance (Mage)
  • 1 Gem

Table left of the Map table (x 385 y 540):

  • Oil of Fiery Burning
  • Spells — Otiluke's Resilient Sphere (Mage), Cloudkill (Mage)
  • Gold

Of all the spells here, Stoneskin is the most useful for a mage — prevents him from getting killed. Go up the next stairs (x 825 y 975).

Towerlet 3, Level 3 (AR 5303)

Go around the stairs to find an Elven Officer at (x 345 y 725). His room has no treasure. Continue north to the next room (x 310 y 500) — a cabinet with treasure (x 515 y 460):

  • Gold
  • Potion of Freedom
  • Spells — Protection from Lightning (Priest)

Continue north then east to confront another Elven Officer. Go into the room (x 650 y 330) — more Officers. Search the cabinet (x 570 y 340):

  • Berduskan Black Brew (Coffee)
  • 1 Gem
  • Potion of Agility

Continue east to the next room (x 975 y 500) — another officer. Search the chest (x 850 y 500):

  • Potion of Storm Giant Strength (STR 24)
  • Arrows of the Hand (+2 arrows)
  • Random item (any 1 of these):
    • Life's Gift (Long Sword +2, 15% chance to heal self)
    • Long Sword of the Hand +3
    • Long Sword of Action +2 (+1 DEX)

Southwards to the last room (x 940 y 715). Cabinet (x 880 y 620):

  • Spells — Remove Curse (Priest)

Go up the stairs (x 465 y 850).

Towerlet 3, Level 4 — The Arboretum (AR 5304)

Talk to the caretaker here — he wants Seeds, Water, or Animals. You don't have these right now. When you do get them, return here and give them to him for experience. Go back down to Tower Level 4 and take the last set of stairs (x 2600 y 1200).

Towerlet 4, Level 1 (AR 5401)

Talk to the elf woman here — she is Kaylessa, the warrior trainer of the Tower. Like Denaini, she wants you to kill her former friends to set them free. Agree. She has the final piece of broken machinery and will trade it for that price.

You can also open the two locked doors here to fight some Shadowed Orc Grunts and a Shadowed Ogre for some gold (x 450 y 200). Go up the stairs (x 400 y 780).

Towerlet 4, Level 2 (AR 5402)

Immediately attacked — three Elves meet you at the stairs with archers from afar. No treasures on this level. The next stairs are blockaded; take the big ramp in the north (x 500 y 220) instead.

Towerlet 4, Level 3 (AR 5403)

Another battle with archers. Once cleared, search the northern table (x 640 y 250):

  • Spells — Beltyn's Burning Blood (Mage)
  • Gold
  • 1 Gem

Another table in the southeast (x 815 y 550):

  • Arrows of the Hand

There is a passage leading to the LEFT — that's where you want to go eventually. First go up the stairs (x 400 y 650).

The Roof (AR 5404)

The Elves of the tower once raised their Hippogriffs here. Now there's nothing but Wraith Spiders (1400 exp each). Once one door is opened, all doors open and the spiders attack. There's only some gold and a book about hippogriffs.

Go back down to Kaylessa's level (save before going to her, in case you get bad random treasure). Tell her that her soldiers are resting — 52,500 exp. She'll then ask you to kill her as well. Do so:

  • Piece of Broken Machinery (4 of 4)
  • Boots of Speed
  • Random item (any 1 of these):
    • Kaylessa's Ring (+15% Hide in Shadows)
    • Kaylessa's Gloves (+1 DEX, +1 AC)
    • Kaylessa's Chainmail (AC 2, +1 Dex, Elven Chain)
    • Kaylessa's Bow (+3 Dmg., +3 To Hit, +1 DEX, min STR 15)

Side Passage (AR 5502)

Go back up to the third level here and take the side passage noted earlier. The objective is to cross from right to left through Shadowed Elves. Take out the mage and cleric first, then leave to the left.

Final Towerlet, Level 1 (AR 5104)

This is the level just above where Larrel was blasting the tower. As soon as you arrive, the northern door opens and shadowed elves attack — mages and clerics first, ignore the warriors. Gradually several more doors open revealing new foes.

Western room (x 460 y 540) — chemistry set (x 200 y 460):

  • Spells — Greater Malison (Mage), Improved Invisibility (Mage)
  • Potion of Genius

Northwest room — table in the corner (x 315 y 325):

  • Diary of Evayne
  • Gold
  • Potion of Clarity
  • Random item (any 1 of these):
    • Robe of the Hand (AC 9, -2 DEX, 40% res Fire, Cold, Elec)
    • Dagger +2
    • Staff of the Hand +3

The northeast room has nothing but a mage. Eastern room — big long table (x 960 y 450):

  • Spells — Protection from Normal Missiles (Mage)
  • 2 Potions

Go back to the first room and up the stairs (x 950 y 777).

Final Towerlet, Level 2 — The Library (AR 5102)

Talk to the librarian here. He has many books to borrow, but the only significant one is the book on Mythal Theory. When you return to Kuldahar, give it to Orrick the Mage for some experience and an item.

Go up the last set of stairs to the END OF THE SEVERED HAND.

The Astrolabe (AR 5103)

You'll find Larrel (the man in black and red) in the center, but he has little to say right now. Talk to the mage just north of him and give him the pieces of machinery one by one (24,000 + 35,000 + 24,000 + 35,000 exp) to fix the Astrolabe.

Once done, talk to Larrel about the Heartstone Gem. You can also ask about the Tower's history and give him Evayne's journal from below. Talking about the Heartstone leads to a cutscene revealing that you need to go to Dorn's Deep. Larrel offers to teleport you there or to Kuldahar — go to Kuldahar first to deliver a book to Orrick.

Kuldahar

Go to Orrick's Tower (x 350 y 820) and give him the Book on Mythal Theory — 24,000 exp and:

  • Random item (any 1 of these):
    • Girdle of Labelas (cast Haste once/day, Free Action)
    • Mithran's Cloak (+3 AC, +2 Saving Throws)
    • Elfbone Ring of Kiran-Hai (+2 Save Para/Pois/Death)

Once resupplied, on to Dorn's Deep!

Dorn's Deep

When you first go to Dorn's Deep you start Chapter 4.

Exterior (AR 6000)

Wander left along the path until you are confronted by a Neo Orog. Fight him and his friends. Head north, kill the rest of the Orogs, and enter Dorn's Deep Cave (x 460 y 160).

Main Cavern (AR 6001)

This cavern could also be called the Blue Mushroom Cavern. You'll be attacked by Blue Mushrooms (Myconids) — easy to beat, only 750 exp each. Three major places to go here with a couple minor ones. The eventual goal is to enter Dorn's Deep Hall in the far Southwest.

Start by going right. At (x 580 y 330) a path follows the north wall rightward. Follow it past various Myconids to the south, continuing to the cave at (x 2090 y 220) — a Neo Orog lair (AR 6008). Clear it out and leave.

Continue right to a small building (x 3030 y 560) — enter it (AR 6014). Here you find Bandoth the Recluse. Save before talking to him. Two reasons to talk to him: a subquest and spells to buy. He is temperamental and will attack if insulted. Don't mention snooping around! And if you get the Razorvine without speaking to him first, the subquest won't come up. Talk until he brings up Razorvine and agree to find it.

QUEST: Find Bandoth's Razorvine Extract

Head back along the path to the left, then south. Slip down the passage at (x 633 y 1775) and continue south as far as possible, then east, then north to a really big cave (x 2280 y 1865) — enter it (AR 6007). This is an Ettin Lair with about four Ettins. Take them out one by one. Find the corpse of Bandoth's Assistant at (x 720 y 560) and search it for the Razorvine Extract. Return to Bandoth and hand it over — 42,000 exp and some "information."

Return to the left near the entrance. Drop south then head east to the cave (x 1550 y 450) — enter (AR 6009). This is an Orc Elite cave. Clear them out. A good place to rest.

Head west to (x 930 y 1500), then south, east, and eventually north to a plaza with large statues and some Ettins. Head east, then south. Cross the bridge at (x 3150 y 1890) and enter the main complex (x 3500 y 1700).

Dorn's Deep Main Hall (AR 6002)

Just north of your position is a very large Drow ambush. Inch forward until you spot a few enemies, then halt, retreat a little, and slaughter them. Launch area spells too. Drow Spellswords carry +1 weapons. Drows are worth about 3000 exp each. Neo Orog Marauders (1500 exp, High Quality LS) and Orc Elite Archers are also here.

Two directions: left or right. Go right (x 2500 y 1700) to the Orog Barracks — a big Neo Orog General (2000 exp, High Quality Two Handed weapon) is here. Just north of this room is a forge (x 2150 y 1000). Continue north and east for more Drow, including the new Drow Vanguards with nasty crossbows. Kill Vanguards quickly to get their Bolts of Biting. Search near one of the forges (x 2400 y 640):

  • Mithral Field Plate +2 (AC 0, not magical)
  • Axe of Caged Souls (+3, +5 vs. Cadaverous Undead)
  • Bolt of Lightning
  • Bolt of Biting
  • Heavy Crossbow of Accuracy (+2 Dmg., +7 THAC0)

Head west to the little round room (x 1630 y 1150) — more Orogs. The north passage leads to a conference table — don't go that way yet. Continue west through more Orogs. Go north into yet another Drow ambush (Spellswords and Vanguards). Use Haste. Then enter Krilag's Cave to the north (x 600 y 750).

Krilag's Cave (AR 6003)

Head westward until an Umber Hulk named Saablik Tan talks to you. He wants you to retrieve an item for him and kill the Orog leader, Krilag.

First head southwest then west to find some Ettins, then south to find a corpse (x 690 y 1940). Just left of him:

  • Kalabac's Journal
  • Random item (any 1 of these):
    • Battle Axe +3: Fatigue (20% chance target is slowed)
    • Doom Halberd +3 (50% chance 2d3 fire dmg., 15% slowed, removed in HoW)
    • Star Forged Halberd +3 (+1 DEX, 15% slowed, +5% slash, removed in HoW)
    • Poisonous Battle Axe +2 (HoW only, 25% poison)
    • Charged Battle Axe +2 (HoW only, 50% 1d3 elec dmg. 15% stun)
    • Life Halberd +2 (HoW only, 10% chance to heal 1d6)

Kalabac was Bandoth's assistant. Head north back to where the Ettins were, go east, then northeast to (x 2200 y 950). Go east then south to find Krilag the Orog leader. Ask him for his badge, then fight him and his goons. Krilag is worth only 3000 exp. Search his body:

  • Note to Krilag
  • Gold
  • Krilag's Badge (1 of 6)
  • Cairn Blade (Two Handed +4)

Return to Saablik and talk to him — 56,000 exp (and you keep the badge). Leave the cave.

The Great Dwarven Trap of Dorn's Deep (AR 6010)

Go south, east, and north to the great circular table (x 1448 y 713) — three rings: an outer ring (Hammer & Anvil), a middle ring (Two Crossed Axes) and an inner ring (Two Interlocking Circles). Go north of the table to find the hidden door (x 1575 y 500). Open it and go in.

Step on the correct symbol for each ring to disarm it. Stepping on an incorrect symbol triggers a bolt of lightning.

  1. Go around the outside to the first symbol — the Hammer and Anvil (x 900 y 410) to unlock the outer ring.
  2. Move to the second symbol — the Two Axes (x 590 y 740) to unlock the middle ring.
  3. Step on the final symbol — the Interlocking Rings (x 533 y 525) to unlock the rest.

Return to the table room. Of all the statues, only one has his hammer down — the statue immediately to your right. Click the hammer (x 1685 y 540) — another 56,000 exp. Return to the trap room; the inner ring has turned into a spiral staircase leading downward.

You are now right under the trap room (AR 6011). Going down the stairs you'll see a corpse. To the left is a trap; to the right is a scroll. Head south and out to the next area.

The Great Forge (AR 6004)

Up the stairs you'll find the Ghost, Norlinor. Tell him you aren't the defiler, then pump him for information on what happened and anything about the mage Terikan. Offer to destroy TerikanNorlinor tells you the only way is to find Terikan's life force and place it within Jamoth's Tomb. Past Norlinor are 3 doors — they all lead to the same place.

Undead Crypts (AR 6005)

Immediately beset by many undead: ghouls, zombies, and more. Nothing serious yet.

Note: If you need to rest, go back to the furnace room.

Right in the middle are 6 searchable crypts (x 1130 y 1450):

Bottom Left (Trapped):

  • Large Shield +1, +4 vs. Missiles
  • Random item (any 1 of these): Studded Leather of Resistance +3 (15% weapon resist., removed in HoW), Chaos Dagger +3 (20% chance enemy is diseased, +1 AC), Mage Dagger +3 (+1 1,2,3 level spells, +20% fire res), Large Shield of STR +1 (+1 STR, +2 AC, +10% slash res, removed in HoW)
  • Random missiles: Arrows of Fire, Arrows of Piercing, Static Darts +3 (+2d3 electrical dmg), Bolts of Biting

Middle Right (Trapped):

  • Random item (any 1 of these): Warhammer +3: Lifegiver (20% chance heals 1d4), Fire Flail +3 (50% chance of 2d6 fire damage, removed in HoW), Star Forged Warhammer +4 (+10% magic res, +2 save spells, removed in HoW), Morningstar of the Gods +3 (WIS+1, AC+1, +1 L1,L2 spells, removed in HoW), Reinforced Large Shield +2 (HoW only), Large Shield of Strength +1 (HoW only)

Top Left:

  • Small Shield +1

Top Right:

  • Random missiles: Bolts of Lightning, Arrows of Fire, Bullets of Fire +2

Go left (watch for traps) — 11 more crypts (x 600 y 870):

  • Dagger +1
  • Random item (any 1 of these): Short Sword of Shadows +3 (+15% stealth), Holdfast (long sword +3, 15% chance to Hold), Two Handed Sword +3: Bane (10% magic res., 25% disease, removed in HoW), Bastard Sword +2 Conflagration (10% chance of fireball), Bastard Sword +3: Defender (+2 AC, 10% weapon res., removed in HoW), Bastard Sword of Greater Phasing +3 (15% phased, removed in HoW)
  • Random missiles: Bolts of Biting, Static Darts +3, Bolts of Lightning
  • War Hammer +1
  • Two Handed Sword +1
  • Large Shield +1, +4 vs. Missiles
  • Random missiles: Bullets of Fire +2, Arrows of Fire, Arrows of Piercing

Go back to the middle and up the stairs (x 1200 y 1275). You'll quickly bump into Terikan, the Lich. You can destroy his physical form, but it doesn't kill him — he'll get back up. The first time you kill him: 10,000 experience and all his minions die. If he comes back, you get no experience for the repeat kill.

Eight crypts on this level (some trapped):

  • Short Sword +1
  • Terikan's Key (opens the door behind you)
  • Heavy Crossbow of Accuracy (+2 Dmg, +7 Thac0)
  • Random missiles: Static Darts +3, Bolts of Lightning, and more
  • Random item (any 1 of these): Ring of Aura Transfusion (increased regen., -5% mag res., removed in HoW), Ring of Reckless Action (-2 AC penalty, +1 attack/round, removed in HoW), Ring of the Protector +2 (+2 AC, 10% magic resistance), Potion of Arcane Absorption (permanent +10% magic res., removed in HoW), Scarab of Defense (+2 save vs. petrification/polymorph), White Bishop (summons a Priest), Potion of Aura Enhancement (perm. +1 INT, +5% mag res., removed in HoW)

Open the doors (x 1620 y 460) to enter the Hall of Heroes.

Hall of Heroes (AR 6006)

Dispose of Terikan as fast as possible. Head to the fourth crypt on the left (x 750 y 925). Enter the crypt, detrap the coffin and the pedestal near it. Search the pedestal (x 435 y 985):

  • Terikan's Phylactery

Search the coffin:

  • Terikan's Journal
  • Spells — Antimagic Shell (Mage), Chaos (Mage), Domination (Mage)

Now enter Jamoth's Tomb (x 1675 y 1075) — the second tomb on the right from the entrance. Once inside, you'll hear screaming as Terikan is destroyed. (52,500 experience)

With Terikan gone, loot the Hall of Heroes. Jamoth's Tomb pedestal:

  • Axe of Caged Souls +3 (+5 vs. cadaverous undead)
  • Potions
  • Spells — Monster Summoning III (Mage)

First tomb on the right (x 1920 y 1270) — trapped pedestal:

  • Random item (any 1 of these): Short Sword of Shadows +3 (+15% stealth), Holdfast (long sword +3, 15% chance to Hold), Two Handed Sword +3: Bane, Bastard Sword +2 Conflagration, Bastard Sword +3: Defender, Bastard Sword of Greater Phasing +3

First tomb on the left (x 1475 y 1540) — trapped coffin:

  • Mail of Life (AC 2, +10 HP, regenerative)

Second tomb on the left (x 1225 y 1340) — a Greater Mummy inside (8000 experience). Search the coffin:

  • Owain's Lullabye (casts Cone of Cold, bards only)

Gaznak's Tomb, third on the right (x 1440 y 890) — trap on the floor. Search the coffin:

  • Blessed Helm of Lathander (AC +2, can cast Cure Moderate Wounds, etc.)

Reznath's Tomb, third on the left (x 990 y 1140) — coffin:

  • Reznath's Journal (not terribly important)

Evayne's Tomb, fourth on the right (x 1200 y 700) — search one of the pedestals behind the coffin:

  • Evayne's Journal (take this to Larrel in the Severed Hand for experience)

That's it for the Hall of Heroes. Go back two screens to find Norlinor the Ghost at the BOTTOM of the Forge room (x 1350 y 1280). Talk to him — 84,000 experience. Then open up the Forge itself (x 1370 y 1140):

  • Forge Key (opens the big doors at the end of the Hall of Heroes)
  • The Celebrant's Blade (Axe +4)

Return to the Hall of Heroes and go to the far end. Two Bronze Sentries (5000 exp each) guard the doors (x 500 y 400). Kill them (or simply walk past them) and go through to enter Wyrm's Tooth and Chapter 5.

Note: You don't actually need to kill the Bronze Sentries — you can walk right past them and through the door.

Wyrm's Tooth

Exterior (AR 7005)

Once arrived, you'll be attacked by Ice and Snow Trolls, as well as Yeti. You are in the top left of the map — go down. At (x 835 y 2000) you find a broken bridge that will need to be repaired. Go right across the little ice bridge, then up into the Aquarium (x 1920 y 1275).

The Ice Aquarium (AR 7001)

An Ice Salamander confronts you. Tell him you are there to see his leader. He takes you to Kerish. Tell him you are a "simple traveler" and he assumes you're a spy from the Boss. Ask about who is in charge to learn about Joril the Frost Giant, who lives in the cave across the broken bridge — currently a lieutenant of the Boss with one of the 6 badges. Ask about the bodies and he asks your help gathering up the slaves from the lower level. Agree for now.

Note: Whenever you get close to an Ice Salamander you will take damage from their "cold aura."

There is one other person to talk to on this level, but we'll get to her later. Go left, below the frozen tank, to the stairs to the lower level (x 2360 y 2425).

The Slave Level (AR 7003)

Many slaves here, but only two to talk to. Go left and talk to Soth (x 100 y 340). Ask about the books, then mention that you need an Engineering book to fix a bridge. He gives you one — 112,500 experience. Go right and talk to Gareth at the table (x 1425 y 300).

Gareth wonders if you're there to re-enslave them — reassure him you aren't. He tells you the story of their escape to this lower level. They can't go up because of monsters, and they can't get out without a key. Agree to try to get the key from the Salamanders. Go back up.

The Ice Aquarium (AR 7001, continued)

Go up, skip the next 2 passages to the left, and go left on the third passage. Continue left to find the slave Vera (x 230 y 1250). Talk to her, convince her you're a friend helping Gareth and the others.

The Ice Salamander near Vera sometimes hears "noises" around the corner. Offer to check it out. Either tell him there's nothing to worry about or tell him about Vera (though he'll go kill her). Either way: 80,000 exp. Vera has an Amulet +1 (pickpocket her) if you need it.

Go back to Kerish on the right side of the Aquarium. Ask for the key to the surface — he gives it easily (60,000 experience).

Evil Note: Alternatively, you can kill Vera for experience from Kerish, then kill the slaves for more experience from him.

Return to the lower level and give Gareth the key (60,000 experience) — all the slaves leave. Tell Gareth that Vera is alright for 80,000 more experience. Follow them through the doors south if you like, but then return to the main level and kill all the now-hostile monsters. Be sure to take out Kerish for his treasure:

  • Spear of Kerish (+3, +10% fire res., 5% chance 1d6 cold dmg)
  • Random item (any 1 of these):
    • Two Handed Axe of Greater Phasing +2 (1D10+2, 15% Phased, 25% 1D4 Cold, removed in HoW)
    • Spendelard's Protector (Staff +1, +1 AC, +1 save spell)
    • Two Handed Axe of Resistance +3 (1D10+3, +2 all saves, +10% resist all, removed in HoW)
    • Long Cleaver (Halberd +4)
    • Potion of Life Transference (+1 STR, -1 CON)

Talk to Vera again for another 80,000 experience. She leaves happy. Head outside again.

Exterior (AR 7005, continued)

Go back to the bridge (left and a little down at x 835 y 2000). The bridge will automatically be repaired (60,000 experience) — cross it and enter the cave (x 330 y 2250).

Joril's Cave (AR 7004)

A pack of Winter Wolves with nasty Cones of Cold greets you. Kill them and go left — very narrow passage. Another passage goes up; ignore it for now and continue left. Two big Frost Giant guards — ignore them and continue left to the Throne, where you'll find Joril (x 1200 y 2050). Three ways to handle Joril:

  1. Talk to him. Trick him into giving you the badge for 80,000 experience (requires 12 Charisma or higher). If you're a Paladin, ask him to free the slaves for 180,000 experience (though he'll then attack). You get 80,000 experience plus Joril's Badge and another 80,000 if you tricked him. Joril's death is worth only 9000 exp but has neat treasure.
  2. Simply attack him. You get only the 9000 exp for killing him, the 80,000 for the badge, and his items.
  3. Ignore him entirely. (from Andrew Quah) Don't talk to him. Wander over to the slaves and help them escape. After clearing the caves of trolls and Kontik, Davin will ask you to kill Gorg the Giant at the entrance. Do so. Davin and friends are freed for 180,000 exp plus extra experience for not blowing your cover. Even better, have your Paladin insist Joril free the slaves for another 180,000 exp (after which events unfold as in option 1). Does NOT work if you already talked to Joril and obtained his badge.

Joril's treasure (if killed):

  • Joril's Badge (2 of 6) (if not given earlier)
  • Random Gem
  • Chainmail +2
  • Joril's Axe (2 handed, 1d12 +3, +1 CON, -1 DEX)
  • Random item (any 1 of these):
    • War Hammer +5 Redemption (Dispels Charm and Dire Charm)
    • War Hammer +3 Giant's Sleep (+4 THAC0)
    • War Hammer of Phasing +2 (10% disease, 15% 1d4 cold dmg, removed in HoW)
    • Static Star +3 (15% Slow, 25% 2d3 elec. dmg., removed in HoW)
    • Sanctified War Hammer +3 (bonus priest spells, removed in HoW)
    • Fire Flail +3 (HoW only, 50% 2d6 fire dmg)

Take the small passage continuing left — more Frost Giants and Winter Wolves. Search the giant bags. Bag at (x 140 y 1750):

  • 3 Potions
  • Spell — Raise Dead (Priest)

Bag to the right (x 600 y 1820):

  • 2 Potions

Go up. After more Giants and Wolves, a bag on the left (x 300 y 1370):

  • 2 Potions
  • Wand of Heaven
  • Spells — Insect Plague (Priest)

To the right, search a rock (x 415 y 1250):

  • 2 Potions

Continue up and search the bed (x 320 y 910):

  • Spells — Spike Stones (Priest)
  • 2 Potions
  • Dagger of Venom

At the top of the wall, left corner — two bags (x 380 y 650), (x 425 y 630):

  • Spells — Champion's Strength (Priest)
  • Cloak of Protection +2
  • Leather Armor +2
  • Dagger +2, Longtooth
  • 4 Potions

Go down then right to the next bag (x 890 y 1080):

  • 2 Potions
  • 13 Darts

Go right and up to the last bag (x 1070 y 570): (from Fellcor Lim)

  • Oil of Speed
  • Elixir of Health
  • Blur Deck
  • Scimitar +3, Frostbrand (+50% fire resistance)

Go down then right, past the giant skeleton of a dead dragon, to the human slave pens. Talk to Davin (x 1675 y 1400) — he says the humans are sacrificed to a beast to the south. Agree to help. Return to Joril's throne room, go right, and up to the sacrificial altar (x 1900 y 1950):

  • Ring of Holiness (Bonus Priest spells)
  • Gauntlets of Infernal Damnation (CURSED)
  • Spells — Symbol of Pain (Priest)
  • 4 Potions

Go right from there to find the Wyrms. Talk to the main Wyrm, but you'll have to fight them anyway. Kill all 5. Search their lair. First treasure (x 2800 y 1980):

  • Gold
  • Lots of Gems

Second treasure (x 2875 y 1900):

  • Mithril Field Plate Armor
  • Broken Armor
  • Citern of War (Lute, plays Emotion: Courage)
  • Long Bow of Marksmanship
  • Gold
  • Rings

Return to Davin for a reward — 420,000 experience. He then asks you to remove any other "hazards" so he and his friends can escape. Go right then up to the doorway (x 1820 y 700). Yeti inside — beat them. Go down and kill the trolls. Ignore the passage further south and go right, clearing all the trolls. Then go back left and south under the skeleton to find the second worshiper of Auril, Kontik, and his Black Ice Knights. Kill Kontik first to prevent spellcasting, then work on the Knights. Kontik's treasure:

  • Robe of Evil Archmagi
  • Breath of Auril (Dagger +3, +1 INT, -1 CHA, CURSED, can't be removed)
  • Ring of Protection +2
  • Kontik's Ring of Wizardry (doubles 1st and 2nd level spells)
  • Random item (any 1 of these):
    • Static Short Sword +3 (+1d4 electric dmg)
    • Long Sword +3, Enforcer (bonus mage spells)
    • Two Handed Sword +4, Backbiter (+1d6 piercing dmg, removed in HoW)
    • Patriot Helm (+2 AC)
    • Two Handed Sword +3: Bane (HoW only, 25% disease, 10% mag res.)
    • Bastard Sword of Greater Phasing (HoW only, 15% phased)

Search the 2 huts to the left (x 2500 y 1575), (x 2400 y 1635):

  • Barrel of Pure Water (give to elf in Shattered Hand Arboretum)
  • Spells — Globe of Invulnerability (Mage), Chain Lightning (Mage), Otiluke's Freezing Sphere (Mage)
  • 4 Potions

Return to Davin to free him — 180,000 experience. Leave the cave.

Exterior (AR 7005, continued)

Go back across the bridge, then right across the other bridge and across the circular plaza. Cross the next bridge, then go up. More ice/snow trolls. Continue up to the stairs at (x 3600 y 170). Go up.

Wyrm's Tooth (AR 7000)

If you came to Wyrm's Tooth from the Main Map, this is the area you would come to. The Aquarium Exterior (where we came from) is in the lower left cave. The Main Map can be reached from the Top Right. The big cave at the top leads inside the lower slave level of the Aquarium.

Note: At this point you probably want to drop by Kuldahar to sell off excess items. Then give Evayne's Journal to Larrel (if you haven't already) and the Barrel of Pure Water to the Arboretum, both in the Severed Hand. Giving the Pure Water is worth 120,000 experience and the Journal is worth 56,000 exp.

Go right to the lower right passage which leads to Lower Dorn's Deep and Chapter 6 (x 1100 y 625).

Lower Dorn's Deep

Lower Dorn's Deep is the most non-linear part of the game. You are fighting the final four Evil Bosses to get their badges. Once you have the 4 badges, you can unlock the staircase to find the big bad guy. The 4 badges you need:

  • Marketh
  • Malavon
  • Ilmadia
  • Brother Perdiem

(Remember you already have Krilag's and Joril's badges.)

Lower Dorn's Deep, Main Cavern (AR 8001)

If the previous two areas were Ice, this area is Fire. You'll find Fire Salamanders, Giants, etc. When fighting the Tarnished Sentries, remember to use BLUNT weaponry. Little gnomes called Svirfneblins run around here — enslaved by the evil forces.

Go down and fight your way through Salamanders. Go right a tiny bit, then up. A whole bunch of monsters are hiding here — summon Elementals, take out Tarnished Sentries first, then finish off the Salamanders.

There is a gnome in a house named Norl with information about Marketh (x 2325 y 600), guarded by more Tarnished Sentries. Not critical to talk to him.

Cross the bridge (x 2180 y 1560) to a large building. On the steps is a dwarf named Seth who demands identification. Say "Uh... what?" to fake him out. You need 13 INT & CHA and can say: "Yes. I have connections with the Kraken Society. I've done some jobs for them in the past, so they thought they could trust me with a job here." He then asks:

  • What Color is a Kraken? → Purple
  • Who did you come here to work for? → Marketh
  • Under whose banner do we fight? → Ilmater

Get the questions right and no battle (no experience either). Otherwise Thieves leap out and backstab you — 46 gold and 2000 experience each.

Go right and down the pathway to find the little girl (x 3385 y 2280). Get on her good side and ask for the key to the watchtower. Once you have it, go left inside the tower (x 2940 y 1960). She may also be in the doorway of the building where Seth was.

Watchtower Level 1 (AR 8002)

Immediately attacked by Tower Archers — kill them quickly before they cut you to ribbons. Kelly (an archer near the top of the stairs) has:

  • Arrows of Piercing
  • Full Plate +1

The other archers also have Arrows of Piercing. When archers are dead, Fengla walks in, shakes your hand, gives you 80,000 experience and leaves. You can rest safely here. Then leave.

Lower Dorn's Deep, Main Cavern (AR 8001, continued)

You now have 4 bosses to defeat in any order. The plan: Marketh, Malavon, Ilmadia, and finally Brother Perdiem. Get to Marketh via the big temple complex north of the Tower (x 3180 y 590) — through the door into the Mushroom Chamber.

Mushroom Chamber (Gardens) (AR 8005)

Two side chambers from your position, but nothing in them. Forward to the center of the Garden, surrounded by 8 stationary Mushrooms called Shriekers. They shriek and summon Red Myconids to fight for them. Kill the Screamers outright unless you want the experience from their summoned Myconids. Also Salamanders and Minotaurs here.

Two gnomes near the center by the statue — talk to them (only one can talk). As you leave he gives you a portrait of Marketh.

Looking around you'll see four new doors. The one we want is directly up — the door in the corner, second from the left (x 1560 y 280).

Marketh's Domain, Level 1 (AR 8006)

Marketh being a thief, you'll have shadowed Thieves attacking at will with backstab damage. Leave weaker party members at the entrance while stronger characters deal with thieves in the halls.

(If you have a Bard and got the portrait of Marketh from the gnome outside, go to the last door first — the Flozem Door. Your Bard can convince him to become an artist, getting 60,000 exp and he'll drop his items and leave.)

First door (x 700 y 750) — the "Red" guard, Fleezum. Kill him for:

  • 3000 experience
  • Bathed-In-Blood (Plate Mail, AC set to -1)

Loot the room chest:

  • Random item (any 1 of these):
    • War Hammer +4: Defender (+2 AC, 15% resistances, removed in HoW)
    • Shocking Flail +4 (50% chance 2d3 elec. dmg. 20% stun, removed in HoW)
    • Demon's Breath (Hmr +3, 50% 2d3 fire dmg., 20% fireball, removed in HoW)
    • Morningstar of Action +4 (+1 attack, 15% stun, removed in HoW)
    • War Hammer of Phasing +3 (15% phase, 25% 1d4 cold dmg, removed in HoW)
    • Morningstar +4: Defender (+2 AC, various res.)
    • Static Star +3 (HoW only, 15% slowed, 25% 2d3 elec dmg)
    • Sanctified War Hammer +3 (HoW only, 2 extra 1st level spells, 1 2nd level, 1 3rd level)
    • Morning Star of the Gods (HoW only, AC +1, +3 THAC0/DMG, +1 WIS, +2 1st level spells, +1 2nd level)
    • Star Forged War Hammer +4 (HoW only, +10% mag. res.)

North of his bed is a wardrobe with 4 potions. Continue to the next door (x 950 y 1080) — the Dark Elf Ginafae, sister of Malavon. She begs you to spare Marketh's life. Promise to do so, then leave the room, go across the hall to the room opposite (x 1285 y 735).

This is the dining hall — mostly hidden Thieves. Open the next door to the right for a sniveling chef (unimportant). Search the kitchen for the infamous Sack of Potatoes. Keep those! Exit through the kitchen door and go across the hall to the last room on this floor (x 1485 y 1200).

Here is Flozem, brother of Fleezum — naturally vexed with you. Kill him — 3000 exp and some standard items plus:

  • Girdle of Stromnos (sets STR to 19)

His room has 2 bookcases containing 4 potions. Go to the end of the hallway and up the stairs (x 2165 y 960).

Marketh's Domain, Level 2 (AR 8007)

More hidden thieves attacking out of nowhere. If you didn't eliminate Fleezum and Flozem downstairs, you may face them here. Go left and up to a semi-circle of rooms on the outer side. First room may hold Seth:

  • 7000 exp
  • Gauntlets of Elven Might (sets STR to 18/51)
  • Salamander's Tongue (Dagger +3, 20% hits do 1d4 fire dmg)

Second room contains Marketh, who immediately parleys with you. Tell him Ginafae made you promise not to kill him — he hands over the badge and you get 150,000 experience. You can even force him to give you all his items except his ring (it's cursed). Not bad.

Alternatively, kill Marketh:

  • 8000 experience
  • Black Dragon Scale (AC of 4, 20% res. to acid)
  • Valiant (long sword +2, +1 attack)
  • Ring of the Gorgon (turns you to stone... CURSED)
  • Marketh's Badge

Ransack his room (5 containers, 3 to the left and 2 to the right):

  • Random item (any 1 of these):
    • Short Sword of Health +4 (15% chance to heal self)
    • Shadowed Leather +4 (AC3, +30% stealth, +20% res., removed in HoW)
    • Mage Dagger +4 (THACO+2, +1 1,2,3 spells, +15% Mag Res)
    • Short Sword +4: Hammer (+1d3 crush, 20% stun, removed in HoW)
    • Studded Leather of Resistance +3 (HoW only, +15% res.'s)
  • Potions

Note: Even after Marketh is gone, his thieves remain and will continue to harass you. Go back down the stairs.

Marketh's Level 1 (AR 8006, revisited)

Talking to Ginafae won't do any good yet — you need the Oil of Null Effect (from Malavon's room later) to break Malavon's spell. When you have it, return here and use it to free her for 80,000 experience. For now, leave back to the garden.

Mushroom Garden (AR 8005)

Go left into the next door (x 1030 y 530).

Malavon's City (AR 8009)

Fight any monsters you find and check for traps — the drawings of an "eye" on the ground are usually trapped. Besides Minotaurs you'll encounter Umber Hulks, giant insect men with an ability to Confuse your party. Their shells when killed are NOT needed.

At (x 1000 y 1730) the buildings will explode revealing Umber Hulks. Go up into the right tunnel to find a corpse (x 920 y 1350):

  • Pale Justice (Long Sword +4, +7 vs. Evil, immune to Fear, Charm, etc.)

The best weapon in the game for your Paladin, the only class who can wield it. Since most enemies are Evil, you almost always get the +7 bonus.

Right section of the city — a couple of barrels (x 2275 y 1760):

  • Spells — Mordenkainen's Sword (Mage), Power Word: Stun (Mage)

Further right — 2 more barrels (x 3075 y 1715):

  • Spells — Power Word: Silence (Mage), Monster Summoning V (Mage)

Head up to the top of the area (x 1930 y 1100) and enter the large green building. Rest beforehand if needed.

Malavon's Lair (AR 8010)

Get through the Umber Hulk guards and the one in the small hall above. Don't bother talking to the tongueless gnomes. Malavon is to the right (x 1700 y 470). Prepare thoroughly first (cast Haste, Protections, etc.). When ready, go right and talk to him.

It doesn't matter what you say to Malavon — he kills all the gnomes anyway. And above all, DON'T AGREE TO DROP YOUR WEAPONS! He casts Cloudkill to remove the Gnomes, then sends Iron Golems to attack you.

Move only one person to talk to Malavon, then immediately pull back. Let the Iron Golems come to you. Use anyone who can't damage the Golems on the Umber Hulks. Once those goons are dead, rush in and kill Malavon. (11,000 experience, Robe of Evil Archmagi) However, that wasn't the real Malavon, who appears in the previous room and taunts you.

Chase him — he'll teleport around his palace. Eventually he teleports into his room (just below the room where you killed his double). Stand around a few minutes to let his spell protections wear off (he'll send summoned monsters, but those aren't tough). Then go right, down, and attack him.

  • Malavon — 50,000 experience
  • Robe of the Watcher (AC 3, +10% mag. res., immune to umber hulks)
  • Fire Kiss (Dagger +3, 5% chance of shroud of flame)
  • Spell — Malavon's Rage (Mage)
  • Malavon's Badge

Once you have the badge: 337,500 experience.

Within Malavon's Room are 5 containers. Table by the bed (x 1900 y 840):

  • Oil of Null Effect
  • 3 Potions
  • Spell — Monster Summoning VII (Mage)

Bottom right table (x 2160 y 850):

  • Seeds (for the Shattered Hand Arboretum)
  • Spells — Tenser's Transformation (Mage), Flesh to Stone (Mage)
  • 3 Potions

Small chest above table (x 2180 y 775):

  • 3 Potions
  • Amulet of Dark Flesh (CURSED)
  • Spells — Finger of Death (Mage), Mass Invisibility (Mage)

Small container above that (x 2160 y 735):

  • 5 Potions
  • Spells — Power Word: Kill (Mage), Incendiary Cloud (Mage)

Bookshelf (x 2100 y 675):

  • Spells — Death Fog (Mage), Death Spell (Mage), Disintegrate (Mage), Shades (Mage)

Search Malavon's Throne:

  • Random item (any 1 of these):
    • Ring of the Warrior Thief (+1 STR, +1 attack, for thieves, removed in HoW)
    • Potion of Holy Transference (+2 WIS, -1 DEX)
    • Potion of Dissipation (+15% magic resistance, removed in HoW)
    • Ring of Greater Resistance (+2 AC, +25% cr. res, +3 sv sp, removed in HoW)
    • Ring of Aura Transfusion (HoW only, increased regen., -5% mag. res., -2 save v. spells)
    • Ring of Reckless Action (HoW only, -2 AC, +1 attack)

Exit the palace.

Some Errands

Go back to Ginafae and use the Oil of Null Effect to free her — 80,000 experience. The exit back to the Garden is at (x 2030 y 2860). Take the top door back to Marketh's and find Ginafae.

You also now have Seeds, but hold off until you can pick up the Animals for the Arboretum as well — do it all at once.

Exit Marketh's using the VERY bottom exit back to the normal part of Lower Dorn's Deep. Head left across the bridge, then up until you find the Well (x 830 y 715). Enter the well.

The Well of Gnomes (AR 8003)

Down the well you'll meet the leader of the gnomish resistance, Tarnelm. Convince him you aren't there to harm the gnomes — he'll mention how hungry they are. Give him the Sack of Potatoes (80,000 exp) and he'll trust you and ask you to handle an Umber Hulk infestation. Agree.

Don't bother talking to the other gnomes. Head down then right — you'll fight a Rhino Beetle the size of a tank. When dead, take its shell (makes a great shield later). The path goes upwards through Umber Hulks and more Beetles. Finally the path reaches a dead end — have someone walk to the ledge (x 2050 y 1100) and the Umber Hulks will crash through the wall. Once all Hulks are dead, enter their holes.

Hidden City of Gnomes (AR 8004)

Beorn comes up to you — tell him about Tarnelm and that you can be trusted. He thanks you and asks you to see him in the temple later.

Note: Although you'll hear about Boots of Levitation, Paladins, and so forth, don't listen to it. There are no boots or paladins around here. Never were.

Just ahead is the Dark Elf shopkeep Nym who sells, among other things, a Birdcage full of birds and a set of squirrels — both taken to the Arboretum for experience. Also remember the feud between the Elves of Shattered Hand and the Dwarves of Dorn's Deep? Guess who started it: Nym! You can accuse him, but all that does is chase him away (killing him nets nothing).

Right, across the bridge, find a Duergar named Dirty Lew (x 1630 y 1340). For 10,000 gold he'll turn your Beetle Shell into a spiffy shield — takes 10 days to complete. Since you'll be heading to the Shattered Hand, that time will pass quickly. Lew also sells the Umber Hulk Plate, the best armor a Druid can wear.

Within the house at (x 950 y 900) is a safe place to rest.

Go up the stairs to the roof of the safe house and across the bridge to find Beorn again. He wants you to rescue a certain Guello from the mines.

Leave the city, the well, and even leave Lower Dorn's Deep.

Completing the Arboretum

Return to the Shattered Hand. Go up to where the Towerlets split off. Take the top right stairs up to the top and the Arboretum. Talk to the elf and give him:

  • Seeds — 150,000 experience
  • Birds — 84,000 experience
  • Squirrels — 84,000 experience

Although he doesn't think the Arboretum is complete, those are all the objects you'll ever find. Back to Lower Dorn's Deep! To get there you must head to Wyrm's Tooth first, then take the lower right cave.

Lew's Shield

Simply walking to the Shattered Hand and back took about 6 days and 16 hours, and your shield requires 10 days. Head back to the Gnomish city down the well, enter the house there, and sleep about 10 times (8 hours × 10 = 80 hours, or 3 days and 8 hours; plus 6 days and 16 hours = 10 days). Get your shield from Dirty Lew.

Go see Nym about your new shield. He wants 30,000 gold to enchant it. Complain — he asks for 33,000 and a piddling dagger. Refuse the dagger and he'll do it for 28,000 gold. The enchantment takes another ten days. In the meantime, get the final 2 pendants. (Alternatively, just rest 30 times.)

Note: Nym is essentially trying to sell you a +2 dagger for 5,000 gold. The final stats on your shield:

  • Nym's Shield +3, +4 vs. Missiles
  • Armor Class Bonus: 3
  • Special: +1 vs. Missile Weapons
  • Resistance Bonus: +15% Fire Resistance
  • Weight: 5
  • Not Usable By: Bard, Mage, Thief

Leave the city and the well. On to the mines! Entrance at (x 3400 y 2400) in the lower right portion of Lower Dorn's Deep.

Guello's Mines (AR 8008)

Immediately confronted by Salamanders. Follow the track rightward to find Guello. He asks you to kill the Salamander King so he can get out. Go up the north track, then right, fighting more Salamanders. Then up, then left to find Shikata the Salamander King. Kill him.

  • Shikata — 5500 experience
  • Slayer (Spear +5)

Continue left and kill the remaining Salamanders. Return to Guello to set him free — ALL the salamanders in the area must be dead! Guello thanks you and sends you on your way (80,000 experience).

There are 3 doors from this point — take the one in the bottom left corner, on the higher level (x 2400 y 1030).

Ilmadia (AR 8011)

A Fire Giant guard asks what you are doing here. Tell him you're there to see Ilmadia and he'll let you by (telling him you're lost also works). Drop down to the fire lake, then head right and across the bridge. The shack you find leads further into Ilmadia's domain — continue from here to confront her and claim the next badge.

Ilmadia (continued)

You can see right there has Ilmadia. Before going over and talking to her, make ready for battle (spells and whatnot).

Drop down until she talks to you. This is going to come to blows. And as soon as you hit her, her fire giants attack you. Be sure to kill Ilmadia first as she is a much greater threat than the giants. If anyone gets injured move them out of the way.

  • Ilmadia — 7,000 experience
    • Alamion (Long Sword +3, +5 vs. Salamanders, 10% Fire Res)
    • 85 gold
    • Oil of Speed
    • The Argent Shield (+3 AC, +25% magic res., elves only)
    • Black Swan Armor (AC 1, +1 CHA, +10% fire, ice, elec, acid res)
    • Ilmadia's Badge

When you grab her badge you get 225,000 experience.

Behind Ilmadia are 3 containers:

  • 4 Potions
  • RANDOM ITEM (any 1 of these):
    • Foe's Fate (2 hnd axe +4, 25% berserk and 1d6 elec dmg, removed in HoW)
    • Long Bow +4: Hammer (+5 THAC0, 4 attacks, +1 AC, removed in HoW)
    • Repeating Heavy Crossbow +5
    • Repeating Light Crossbow +3 (+5 THAC0, 3 attacks)
    • Reinforced Heavy Crossbow (HoW only, +7 dmg, +4 THAC0, 2 attacks per round, requires 18 STR)
  • RANDOM ITEM (any 1 of these):
    • Static Two Handed Sword +4 (50% 2d3 elec dmg, 25% stun, removed in HoW)
    • Cancerous Bastard Sword +4 (15% chance of disease)
    • Bastard Sword +3: Incinerator (50% 1d8 fire dmg, 10% stun, removed in HoW)
    • Two Handed Sword +4: Life Giver (Regen, 5% heals self, removed in HoW)
    • Long Sword of Action +4 (+1 AC, +1 attack, 15% slash res, removed in HoW)
    • Bhaal's Fire (1d8+3, +2d4 fire dmg., 15% stun, removed in HoW)
    • Bastard Sword +3: Defender (HoW only, +2 AC, +10% res's)
    • Two Handed Sword +4: Backbiter (HoW only, +1d6 pierce, 25% chance user takes 1d4 dmg.)
    • Two Handed Axe of Greater Phasing +2 (HoW only, 15% chance target is phased, 25% +1d4 cold dmg)
    • Doom Halberd +3 (HoW only, 50% chance 2d3 fire dmg)
    • Star Forged Halberd +3 (HoW only, +1 DEX, 15% stun, 5% slash & pierce res.)

Now we need only one last badge, that of Brother Perdiem. You can simply follow the track here upwards to a big double door that leads to Perdiem. I prefer a different route. Leave the mine back to Lower Dorn's Deep, then go back to the Mushroom Garden. From the garden take the upper right door (x 2075 y 375), which also leads you to Perdiem, but a much easier route.

Perdiem, the Last Badge (AR 8012)

Your goal is NOT to kill Perdiem. Your goal is to destroy the Idol. If you went my way, you'll have to fight through quite a few Boneguard Skeletons. Then work your way to the right. The Idol is at (x 915 y 585) and is surrounded by all manner of undead beasties. You don't NEED to kill anything but the Idol. When the Idol dies, every undead in the area dies as well.

This battle is pretty easy with a few spells cast beforehand, Haste especially. Then ignore all other monsters and concentrate on the Idol! Once it is destroyed, the other monsters fall. Then go south and find Perdiem. He says that he is sorry, and gives you his badge. For this you get 150,000 experience.

We now have all the badges! Go north to find the Staircase. Around the staircase are 6 small icons which correspond to the 6 badges. Simply click on each of the icons to unlock the stairs. Go up.

Lower Dorn's Finale (AR 8013)

Walk forward to find Poquelin who will spill his diabolical scheme to you. After a fairly LENGTHY evil rant, it's time for battle! Not only must you contend with Poquelin, but also his monsters, which represent almost all your recent monsters fought. The monsters are unimportant, concentrate all your attacks on Poquelin. Once he is dead, both you and he are teleported out. A quick cutscene later and you're back in Easthaven... but my has it changed.


11. Easthaven (Again)

Only a few things to do here, get a weapon, talk to Everard and get inside the Crystal Tower. If you need to rest, go inside the Inn (x 2920 y 430) and rest in the basement. Also Easthaven is now crawling with Cyclops, a weak type of giant.

Easthaven (AR 1100)

Drop down to the shore where you found the Aqua Elf (waaaaaaaay back) and talk to Jhonen (x 320 y 2560). He tells you a few things about what has happened and tells you to seek out Everard. Then he gives you the Restored Blade of Aihonen (280,000 experience). This is essentially a +5 weapon, which makes it the second best weapon you'll have (the Pale Justice is still a +7). If he doesn't give you the sword, then that means you didn't help him out with the Aqua Elf at the beginning of the game.

Now let's find Everard. Go up, then right, follow the path as it goes right then down again. Cross the bridge and go south into the concentration camp. You'll find Everard (Priest of Tempus) just left of center (x 2565 y 2090). Ask him for an entrance into the Tower and he says he can arrange it. (280,000 experience) Also, Duncan Clay mentions that you can pick his pockets for 2 Potions of Healing.

Go back to the Tower (x 715 y 600). You can't see it, but if you put your mouse over the tower you can find the entrance. Everard follows you in, after which you're on your own. Take the stairs up to the first level (x 510 y 450).

Cryshal Tirith (AR 1102)

Absolutely nothing here, although you can REST if you need to. So, memorize all your spells and whatnot, then exit this room through the door at the bottom left side.

False Pomabs (AR 1103)

Remember that arrogant shopkeeper from the beginning of the game? Well it seems that he has betrayed his fellow mortals. He tells you that the expedition that you went on was actually a diversion to get all the heroes out of the way for this invasion. Of course, then he sets his monsters to attack you. His creatures can't really be killed (see the Note), so focus your energies on Pomab. Then there appears about a million "False Pomabs", keep attacking the Pomabs until you happen upon the right one (he'll say 'this cannot be'). When he dies you get 20,000 experience.

Note: Pomab's Cryshal Sentries are extraordinarily difficult to kill. In fact, I suspect that the makers didn't want you to even be able to kill them. The only way I know about, is to knock them down AND get them Phased at the same time. The Phasing will then damage them while down and kill them.

You will probably want to go back to the previous room to rest and recuperate. When you're ready, go up the ladder (x 680 y 325).

Crenshinibon (AR 1104)

There's nothing on this level either, just enter the Mirror (x 220 y 250). This will lead you to the end of the game, so bear that in mind before entering. Don't bother casting any protective spells on yourself, they'll get dispelled.

Jerrod's Stone (AR 1105)

You are immediately confronted by the dreaded Poquelin. He goes through a nice Evil Villain Rant before opening up a portal to hell. However, Everard pops in to save the day. Poquelin gets pissed and reverts to his normal demony form as Belhifet.

Poquelin dispels all effects on you, and summons forth a few Iron Golems to help him out. You don't suppose Conlan's Anti-Iron Golem Hammer will come in handy here, do you? The only creature you have to kill here is Belhifet, so you don't need to attack the Golems at all if you don't want.

Upon getting your effects dispelled, the first thing I'd do is PAUSE, cast Haste on your party, then move out of the way (Stinking Clouds). With a hasted party, rush one Golem, then the other (you should have 3 weapons at least that can hit them: Conlan's Hammer, Pale Justice and Aihonen). Try to avoid getting near Belhifet until the 2 golems are thus disposed of. The Iron Golems are worth 13,000 experience.

With just Belhifet left, surround him with your party and attack. If anyone gets wounded severely, pull them off. If you surrounded him properly, he won't be able to chase after them for the kill. (Even better, if he does start chasing, just keep your party member ahead of him and have the rest of the party follow him and keep attacking)

When he dies, you win the game and see the final movie. Your characters are all exported (as IWD1 through IWD6) in case you want to go through the game again. Also you can use your characters in the expansion pack, Heart of Winter.

Congratulations!


Heart of Winter Walkthrough

All of Heart of Winter is accessed through the "Mystery House" in Kuldahar. Which means, if you have a saved game that has access to Kuldahar, you can easily do the expansion. The other two ways to get to it are to create a new Full Game (which is what I did, importing my old characters), and to do an Expansion Game. The Expansion-Only Game is just that, you can't leave the expansion areas to do the old IWD areas.

If you are using characters who have beaten the game (levels 11+) you should probably set the difficulty to HARD for the expansion. If you went over level 15 you should try INSANE. If you went over level 21 (technically impossible with IWD, unless you used an EXP CAP REMOVER) you should try it on Heart of Fury mode. You can access Heart of Fury mode through the Config.exe program in the game directory. Remember, you can always lower the difficulty later.

If you do the FULL GAME (or are coming in from an earlier save) the entrance to Heart of Winter can be found in Kuldahar, at the door at (x 2750 y 1270). If you do start a new game that way, remember that many of the old RANDOM ITEM charts are different now, so don't expect the same items.


1. Lonelywood

Kuldahar

Hjollder tells you that you are the heroes of his dreams. After a bit of talking, he convinces you to come with him to aid his people.

Lonelywood (AR 9100)

People to Pickpocket in Lonelywood:

  • Kieran Nye — Tavern (x 2250 y 1190) — Ring of Greater Resistance
  • Purvis — Hut (x 3360 y 1340) — Ring of Free Action

Note: I managed to pickpocket Purvis 3 times for a total of 3 Rings of Free Action and two Speed potions. I pickpocketed him when I met him, got a ring of free action, then pickpocketed him after the first brother was killed. Just for fun, I tried it again after completing the burial island (and after the second brother was killed). Sure enough, he'd gotten another ring of free action and Oil of Speed. (from Andy Finkel)

Your party is deposited in the southern part of the small town. Hjollder disappears and tells you to find your own way. Typical. Go right into the little stable area and talk to Rawleigh Galloway. Find out how he intends to leave Lonelywood and be sure to ask about the Burial Isle.

QUEST: Hailee Dunn and the Well

Near the well (x 1775 y 2200) you'll find a little girl who claims that her brother fell down the well. Agree to find some rope, and she tells you that her father has some. You'll find his house FAR to the north (x 2800 y 430), enter and talk to the man. He tells you that Hailee was spinning tales at you, and that you should tell her to return home. (he also has some information on the upcoming barbarian incursion) Also within his house you can find a pair of Boots of the North (in a locked chest in a room to the right).

Evil Note: Evil characters don't care much for Hailee's stories, and don't fall for them.

Return to Hailee and tell her to stop tellin' lies and get 15,000 experience. She then mentions how little she has to do all day long, ask her what she DOES do, and she'll say that she spies on the Inn.

You could just offer her a gold piece and she'll tell you her secret, however it is more entertaining to tell her that you have a secret as well. Then if you are a Bard you can write her a little song for 15,000 EXP (when you get to it, pick the Fishing story). Then she tells you her secret (15,000 exp). Seems the innkeeper might have a magic mirror, and the gravedigger has to be up to SOMETHING... no one has died in town for years!

Walk to the right, and enter the next building (x 3000 y 2275). Talk to Emmerich here (he's also a merchant) and learn where the barbarian camp is located.

Temple (AR 9103)

The next building to the left is a Temple to Waukeen (x 2300 y 1885), which sells some interesting items. In the back of the temple (after going through 2 curtains) you will find a secret door. Open it. Disarm the trapped chest, pick it open and take the treasure:

  • 1500 gold
  • 5 gems
  • Quinn's Fancy Sling (+3 dmg, +5 THAC0)

Then for good measure, I sold these things back to Quinn. Also be sure to talk to Quinn about Dunn the Cooper... he'll have some advice.

Tavern (AR 9101)

The building located above the temple is the Tavern (x 2250 y 1190). Inside you'll find Hailee's mother, a dwarf who also knows the location of the barbarians, and a drunk elf. Ignore them for the moment.

First, talk to the barkeeper and ask about the door behind the mirror and he'll offer to sell you "special items" to keep his secret. If you have 14 INT or higher, you recognize his accent as being different... how odd.

If you take advantage of Ambere Dunn your reputation drops a little. Why does that matter? If you have a Paladin or Ranger in your party, they could become Fallen. Talk to her about being Tybalt's wife, and try to convince her to return home. If you have at least 13 CHA you can convince her to return to her family (mostly by shaming her), which is worth 15,000 EXP.

Note: Once Ambere is convinced to go home, you can easily tell Hailee to return home, which is another 15,000 exp for you.

Talk to the drunk elf, Murdaugh, and bug him until you learn that he is a Bard. Pester him to tell you a tale, offer to buy him a drink even, and he'll spin the tale of the Ice Rose. If only you knew where one was...

Search the lower left room to find:

  • Robe of the Neutral Archmagi

You can also find the mirror with the door behind it. There are some scrolls here:

  • Spell — Seven Eyes (mage)

Go upstairs. The first door on the right has a loose floorboard (use ALT to see it):

  • Rogue Stone Gem
  • 5 Translocation Arrows

Also on this level is a gold piece, a cursed potion of speed and a traveler's robe.

Lonelywood (AR 9100)

Leave the Tavern and go back to Dunn's house at the top of town. Tell him that you've met his family, and offer the solution that Quinn gave you. For this you get 20,000 experience.

To the left (x 1550 y 725) you'll find Baldemar's house. On the main level you can find 4 Elixirs of Health, in the top corner. Go upstairs. You'll find Baldemar in his study. Grill him as much as you can, but he is very evasive. In his bedroom you'll find a scroll addressed to him by someone named KT. Looks like evidence, don't it? Leave the house.

Further to the left you'll find the three trappers — dimwitted brothers all, with nothing to add... yet.

South of there you'll find a house on stilts. Go up the ladder (x 1070 y 1525) to find a fellow named Thom. He doesn't have much to add either, but you can loot his house. (minor treasures)

Lonelywood's done all it can do for us right now, on to the next place... the Barbarian Camp.


2. Barbarian Camp

Camp (AR 9200)

Walk to the right just a little and Angaar will approach you. Ask to see their leader, and he'll surround you with Barbarians. Tell him that the Ten-Towns wishes to sue for peace, and he'll agree to let you see Wylfdene. They then march your party into his mighty complex.

Wylfdene

Talking with Wylfdene, make sure to ask him about Jerrod (84,000 exp). Attempt to convince him that the Ten-Towns want peace. However, you will soon run out of words, and he'll point out that he would listen to an actual delegate (84,000 exp), but that you aren't one. Tell him that you know nothing of the spy and you get 84,000 experience. He is deeply suspicious of you, and would kill you but Hjollder stays his hand. However, Hjollder is unable to say WHY you are there in the first place, and Wylfdene banishes him to the Burial Isle.

You are then kicked out.

Camp (AR 9200)

Now you are back to being killed by the barbarians. Before that happens be sure to ask what will happen to Hjollder for 42,000 experience. If you have at least 14 CHA then convince the barbarians that killing you would defy the will of Tempos and get another 42,000 experience. Otherwise you'll have to fight them.

Assuming Angaar is still alive, talk to him again, and ask him about Wylfdene for another 42,000 experience. Say farewell, talk to him again and ask about the assassin sent against Wylfdene for another 42,000 experience. The assassin claimed to have been sent by the Ten-Towns, after having been paid by a representative there. Nothing more is forthcoming, time to go back to Lonelywood.

Lonelywood (AR 9100)

Back in town we now have a goal (to reach the Burial Isle). In the mean time there is a bit of a murder mystery going on. Go to the house in the top left corner (x 340 y 380), enter and talk to the two brothers there. Seems a wolf has eaten the third brother. Shameful. If you recall, Emmerich saw a big wolf that nearly ate him, so that sounds like a good place to start. (x 2990 y 2270) He believes that it is indeed the same wolf, but believes it to be a clear cut case of self-defense.

Anyway, go talk to Baldemar about that whole assassin thing. Talk to him about it for awhile, then threaten to tell the council about it, and he cops to the whole thing. Tell him that he isn't blameless in this affair, then tell him to come clean before the council. This is worth an amazing 420,000 experience.

Now to get to the Burial Isle. Go talk to Young Ned (around x 370 y 1930) and get him to take you to the Burial Isle.


3. Burial Isle

Whenever you want to return to town, simply talk to Ned again. He'll hook you up.

Burial Isle (AR 9300)

Walking northward a foot will result in a group of undead attacking you. Welcome to the first new enemies of the expansion, Barrow Wights and Ghost Shaman. (3750 exp and 4500 exp)

From here I'd recommend going left until you reach Edion's Tower (x 570 y 2330).

Edion's Tower (AR 9301)

Talk to Edion the Necromancer. He is wasting away due to a negative-energy sickness, and only a divinity can cure him now. Oh well, guess he won't need those magic trinkets he has! You can buy his nifty objects. You can also ask him about the island, but he isn't terribly helpful there. Mostly he just sells trinkets.

Evil Note: If you try to force him to give you his objects, he will fight you. He is a level 24 mage with 19 INT. If you kill him you get no items and 20,000 experience.

Jean-Philippe Rodriguez notes:

He sells his own Wizardry ring (double 5th spells) and some cool spells like Sunfire (5th level spell), Mordenkainen's Force Missiles (4th), or Vitriolic Sphere (4th)
Now, with this ring and Sunfire, you can use a very successful tactic against the Burial Islands Undead: just learn a bunch of Sunfire, Mirror Image, Stoneskin, have some protection against fear and confusion (spells, items, potions), equip boots of speed, and with your wizard alone, run around and gather as many undead as possible before using some Sunfire... As far as I know, they haven't any sort of fire or acid resistance... You can kill them all with your mage alone... (with a fighter/mage and piercing weapon, it's even better!)
And one more thing about Edion, you can rest securely in his tower!

Leave the tower.

Burial Isle (AR 9300)

Head right, then up and into the cave (x 1560 y 1750).

Burial Crypt (AR 9400)

Once inside, you'll find more Barrow Wights. The entrance we have taken to this area (there are 5 entrances to this crypt from the surface) places us about in the dead center of the cave. Go up to find three containers full of treasure (the big one in the middle is TRAPPED) (x 1725 y 750). From left to right. Container 1:

  • Cloak of Displacement
  • Winter Wolf Pelt

Container 2:

  • Blood Iron (Short Sword +4, a hit heals 3 HP for user, not usable by Good)
  • 318 Gold

Container 3:

  • 4 Water Opals
  • Chainmail +1
  • Battle Axe +1
  • 21 Arrows +2

Go right to find more Barrow Wights and 3 more containers of treasure (x 2545 y 760). Again from left to right, Container 1 (TRAPPED):

  • 153 Gold
  • 12 Gems

Container 2 (TRAPPED):

  • 525 gold
  • Svian's Club +5

Container 3:

  • Broken Armor
  • Protection from Cold scroll
  • Elixir of Health

Go down the stairs here, then right (x 2828 y 1310). You will see Vexing Thoughts here so talk to him. Learn that he is a demon that is trapped as armor because his former master forgot his True Name. To learn his real name cast the spell Contact Other Plane and ask what his True Name is. Once you know it, go to Vexing Thoughts and tell him that he will be commanded, use his name and you get... well HIM:

  • Vexed Armor (AC 1, Cold res 100%, CON +2, cast Fire Storm 1/day, can summon Chalimandren the glabrezu)

If you get the armor using a different method, you will end out with lesser quality armor. Whatever you do, DO NOT SIMPLY DEMAND TO WEAR THE ARMOR. This results in whoever's instant death upon wearing.

Once that is done (or not, depending on whether you have the spell Contact Other Plane or not) go down again until you run into some more undead. This time you also must take out some Wailing Virgins. They seem to work like Bards, singing songs that either help your foes, or hurt you. From (x 3040 y 1985) go left, across the bridge and take on the Drowned Dead. (x 1050 y 1440) I found these guys annoyingly difficult, especially with their Wailing Virgin counterparts.

Go left to find more treasure (x 235 y 1366). There are 2 containers here, each trapped. From left to right, Container 1:

  • 325 gold

Container 2:

  • 169 gold
  • 6 gems
  • Spells — Holy Smite (priest), Blade Barrier (priest)

Go left to the edge of the screen, then down until Mebdinga talks to you. From her you must find out some information about Wylfdene. She won't listen to you for long before attacking with her Wailing Virgin buddies. This was a nasty little battle since Mebdinga and the Virgins can do near continual damage to my party. Check the tomb here (x 450 y 1800) for treasure:

  • 735 gold
  • Wylfdene's Tribal Symbol

Go right. There should be a bunch of undead in your way (like you needed more). Kill them (again) and continue right to the next spot of treasure. (x 1240 y 1950). There are three containers, from left to right, Container 1:

  • Battle Axe +3: Fatigue (20% chance of slow)
  • Fire Darts +2 (+1d4 fire damage)

Container 2 (TRAPPED):

  • 740 Gold
  • Young Rage (Axe +5, 5% chance user goes berserk)

Container 3 (TRAPPED):

  • Spells — Heal (2, Priest)
  • Yeti Pelt
  • 12 Inferno Arrows +2 (+1d10 fire damage)

Head right across the tiny bridge. After clearing out the drowned dead, barrow wights and wailing virgins here, you can check for treasure above (x 1530 y 2000) and (x 1730 y 1940). Container 1:

  • 309 Gold
  • High Quality Bastard Sword

Container 2:

  • Jade Ring
  • High Quality Battle Axe
  • Small Shield +1

If you go further right, you can find more undead to kill, but nothing else. If you like killing things that are already dead, go on over there. Otherwise we're pretty well done with this level, and can start thinking about going back up. There are 5 exits from this area to the area above, however, we only need to use one.

Go all the way to the left, then go up to the exit at (x 300 y 560).

Hjollder (AR 9300)

Here we find Hjollder in exile. At first he believes you to be more spirits come to torment him. Tell him that you are no spirits to get 280,000 experience. He says that he won't leave the island until he dies, after all, his rightful king put him there. Comment that maybe Wylfdene isn't really his king and he asks for proof. Show him the insignia you got from the tomb (where you fought Mebdinga) and you get 420,000 experience. This tells Hjollder that Wylfdene isn't Jerrod... but then who is he? In order to figure that out, you need to find the Gloomfrost Seer. He marks Gloomfrost on your map, and tells you to get over there pronto.

Go back down.

Burial Crypts (AR 9400)

The easiest way out is probably to go to the bottom right corner (x 3720 y 1970), which takes you to the cave just north of young Ned.

Note: If you want to go out the other exits and fight the monsters on the rest of Burial Isle, be my guest. It results in extra experience, but isn't necessary. There is some quite good experience to be had up there (Spirits are worth 15,000 each, for example), but as it isn't necessary, it doesn't need a walkthrough.

When you want to leave, talk to young Ned. Back to Lonelywood.


4. Lonelywood Interlude

Lonelywood (AR 9100)

In case you're wondering, yes, another of the three idiots... er... brothers has been eaten by a wolf. If I didn't know better, I'd say someone wanted them dead for some reason. Go up to their cabin (x 330 y 390) and talk to the lone survivor.

At night, go right, and down to (x 2850 y 1280, near Purvis's shack) and you will find a likely suspect, a Greater Werewolf. When he gets damaged, he transforms to a white wolf and runs off out of town.

If you check Emmerich's shack, you'll notice that he isn't in it. Suspicious. There's a werewolf in town bumping off Emmerich's enemies... Emmerich was bitten by a wolf... Emmerich isn't currently around...

Alternatively: If you don't fight the werewolf, Doogal told you that his weapon had no effect on the wolf. Talk to Emmerich about this and he mentions that Doogal went to Kieran for an enchanted weapon. Kieran then mentions that the wolf is likely a werewolf. Then things proceed about as described below.

Wait until daylight and go pay a visit to Emmerich (x 3000 y 2270). Talk to Emmerich about the Werewolf and he starts thinking that maybe the wolf that attacked him WAS a werewolf, and that he is in fact the "wolf" responsible for killing the Three Brothers. This gets you 420,000 experience. Offer to find a way to help him.

Note: The first time I went to visit Emmerich in his home, he wasn't there. I then wandered over to the Barbarian camp, and immediately came back. He was there the second time.

We need a magical solution to this, so let's go talk to Kieran in the Inn. (x 2250 y 1200) Ask Kieran for information, then tell him the news about Emmerich the Werewolf. He gives you an artifact that will prevent Emmerich from transforming. Back to Emmerich and give him the necklace. For this you get another 420,000 experience.

Evil Note: On a pickpocketing that went south, I accidentally killed Emmerich. Sure, I lost 5 reputation (which wasn't enough for my Paladin to Fall), but I got some interesting items:

  • Shadowed Cloak (+15% hide in shadows)
  • Bracers of Archery (+2 THAC0 w/ bows)
  • Long Bow +4: Hammer (+1 AC, +5 THAC0, 4 attacks/round, min of 17 DEX to wield)
  • Finest Long Sword (+2 THAC0)
  • 3 Potions of Extra Healing
  • 20 Confusion Arrows +3
  • 20 Piercing Arrows
  • 20 Inferno Arrows +2

You cannot pickpocket these items, you have to get them off of his corpse.

When you're ready, go on to the Gloomfrost area.


5. Gloomfrost

Gloomfrost Main Area (AR 9500)

Gloomy. You'll have to fight Snow Trolls here, so remember that they require Acid or Fire to kill once they have been knocked down. Head up for a LONG time (or until you can't go up any farther), then go left. There will be Salamanders here for you to fight. Keep going left until you find the dwarven camp (x 2395 y 812). Search for treasure:

  • 3 Flaming Oils

Head down a bit until you see the path to the right (x 3160 y 2020). Take this path right, then up to find a bit of treasure (x 3200 y 1590):

  • Tiernon's Sundered Shield (+2 AC vs. all but crushing, +3% resistance vs. all but crushing)

Back on the main path, continue going down. When the path turns, go left, then up. This path leads to a cranky Frost Giant (x 2380 y 1585). Continue up, then left. At this point (x 2035 y 1311) you can go down and fight some Winter Wolves and another Giant, or you can continue to the path on the left (x 1750 y 1315). Take this new path downwards. Some glacier yetis will attack you from a path to the left. Keep going down.

The path then curves to the left. At the fork (x 800 y 2500) go up, then right. Follow this path as it winds its way in a general up direction. Go up to (x 630 y 1280) — through some salamanders — then take a right — through some trolls. After the right, go up, right, then at the switchback turn left and follow this along to the cave entrance (x 1280 y 380).

Inner Cave (AR 9501)

This area is even more straightforward than the last. Although the path snakes around it keeps going in one direction — no side paths. The enemy of choice in this area is the giant worm, the Remorhaz, which are worth 10,000 experience each. Nice. Anyway simply follow the path for a long time. It goes past holes of all shapes and sizes (none large enough to fit you), the occasional bones, eggs and whatnot. You'll have to fight many Remorhaz along the way, and remember, they can appear suddenly behind you. Just wander along until you find Tiernon's workshop (x 3200 y 500).

Find and talk to Tiernon. If you have a Bard or Dwarf, make sure they talk to Tiernon to get 26,250 experience ("wait a moment..."). Ask him if you can see the Seer and he'll tell you no. After explaining yourself, he decides that you're not so bad. He goes about making you a Mirror which you can use to open the door to the Seer's place. A brief cutscene later and you get a Black Ice Mirror.

If you talked to Murdaugh before you left, and heard of his desire for an Ice Rose, you can ask Tiernon to make you one. He does. Next time you are in Lonelywood you can give it to Murdaugh.

Also, show the Dented Shield to Tiernon and he'll repair it for you:

  • Sundered Shield of Tiernon (+3 AC, +10% res. all attacks, extra +2 AC & +15% res. all attacks 1/day, Casts Unfailing Endurance 1/day)

After repairing the shield, Tiernon saw that I had Aihonen's Blade (which you get from the Fisherman when you return to Easthaven at the end of IWD) and he decides to fix that as well:

  • Singing Blade of Aihonen (1D8+1, +5 when near Lac Dinneshere, +30% res. to fire and ice, +10 HP when near Lac Dinneshere, Casts Cure Critical Wounds 3/day, +3 STR 1/day)

Talk to him again and ask him what he is doing in Gloomfrost. He is here because of the "call", when dwarves pack up and head to the forge to make their most perfect weapon. Ask what he has made, then offer to guide his hands for him. Keep at it until he asks what you would like to make. You get 7 options: (you only get to do this once, so choose carefully)

What you say... What you get...
A hammer, but black... (Dwarves Only) Blood of the Gloomfrost (Hammer +4, THAC0, +10% Fire & Cold Resistances, Storm Shell 1/Day, 5% heals 2-12 points of damage)
I see a finger... (Druids Only) Talon of the Gloomfrost (Scimitar +4, 10% Fire & Cold res., Storm Shell 1/Day, 15% Entangle on the target)
My eyes see a huge... Hand of the Gloomfrost (Great Sword +4, 10% Fire & Cold res., Storm Shell 1/Day, 5% chance of Suffocate on the target)
A blade like an icicle... Kiss of the Gloomfrost (Long Sword +4, +10% fire & cold res., Casts Storm Shell 1/day, 5% chance 2-12 extra cold damage)
I see the ice stretch... Fist of the Gloomfrost (Mace +4, +10% Fire & Cold res., Storm Shell 1/Day, 5% chance of 1-10 additional Bludgeoning damage)
A small black dagger... Fang of the Gloomfrost (Dagger +4, +10% Fire & Cold res., Storm Shell 1/Day, Anti-Magic Shell 1/Day)
A pillar of ice, massive... Tongue of the Gloomfrost (Halberd +4, +10% Fire & Cold res., Storm Shell 1/Day, 3% chance of Cone of Cold on the target)

For making a weapon you get 80,000 experience.

Pick Tiernon's pocket to get:

  • Tiernon's Hearthstone (Casts Resist Fire/Cold 1/day, Casts Burning Hands 1/day, Removes Fatigue 3/day)

Then talk to Tiernon afterwards and he calls you on stealing his hearthstone. He lets you keep it anyway, saying that he would have given it to you had you asked. (Not that you COULD ask him...)

After all that you can also buy items from him too. He has some interesting things that might be worth a look.

Time to go to the final level, go left, then up to (x 2600 y 50) and out.

The Seer (AR 9502)

Go right, and then follow the path as it curves down, then left. At (x 1150 y 1100) there will be a circle to the south filled with Ice Golems (14,000 exp each). (Just before that I got an Ice Storm dropped on me)

Anyway, continue left until you can go no more left, then drop all the way down. There will be more Ice Golems and traps along the way. Once you are at the bottom, go right. There will be another circle above you, ignore it. (It contains only Ice Golems and traps) Continue going all the way right.

At (x 2265 y 2600) go up. Near the top of this passage are several traps. At (x 2675 y 1780) go right, then down to (x 3080 y 2130) and right again. Again you'll find more Ice Golems lurking about. There's also a Remorhaz stuck in a pit here. I just shot it with a crossbow.

Note: I don't know why, but the Remorhaz had the really cool item, Kossuth's Blood, which reduces casting times. Unless you cheat, the only way to get this item is the spell Dimension Door.

Anyway, continue right, then up. The passage sorta leans off to the left, continue to follow it. This passage is trapped. At (x 2700 y 220), if you have the Black Ice Mirror, the passage clears out and lets you get through.

Inside you'll find the Seer (x 3260 y 310). The Seer has a LOT of information for you. Start off by asking why the seer is hiding, this leads to a conversation about "she", ask who "she" is. The Seer points out that Wylfdene is possessed not by Jerrod, but by this mysterious "she." Ask how to kill her, and the Seer tells you to take the mirror to Wylfdene. This is worth 280,000 experience. Then ask for the Seer to come with you and she refuses. If your speaking-character has at least 14 INT or WIS then you can ask: "If your Sight is true, then death will come for you whether you hide within these caves or not." Follow that up with: "So you will allow your enemy to choose the time of your death, rather than face it on your own terms? Fear has truly claimed you." to get 280,000 more experience. After that the Seer has more things to say, but nothing that important.

The Seer then offers to teleport you to the surface, or to Tiernon (if you need items, or didn't get your Special Item made). Do NOT kill the Seer!

Return to Lonelywood.

Lonelywood (AR 9100)

Go to the tavern and give Murdaugh the Ice Rose you had Tiernon make to get 630,000 experience. Oh, and Murdaugh seems happy too. That's it for the town, on to the Barbarian Camp.

Barbarian Camp (AR 9200)

Talk to Angaar and get an audience with the big cheese. Tell him that you passed the test of Tempos and he agrees to let you see Wylfdene.

Wylfdene

Once again you are before Wylfdene. Tell him that you have seen the Seer and that you want to give him a mirror. He doesn't want it, but you managed to twist his words enough to get him to take it. The mirror reveals Wylfdene to be Isasaracht and you get 84,000 experience.

Suddenly the Seer appears in the tent and taunts not-Wylfdene. Wylfdene kills the Seer before dying him(her)self. The dragon spirit leaves Wylfdene to fight again another day. The Seer is dead, Wylfdene is dead, and anarchy reigns in the tent. Half the Barbarians are cyan, the others are red. Kill those who are red. Then check the Seer's body for treasure:

  • Wailing of Virgins Cloak (+4 AC vs. crushing, piercing and missile, +2 AC vs. slashing attacks, wearer is immune to fear type effects, Casts Cloak of Fear 1/day, only wearable by Elves, Half-Elves and Humans, CURSED — cannot be removed)

Leave the tent and the carnage continues. Be sure to kill all of the Wyrm's Tribe barbarians and you get a 300,000 experience bonus. After finishing off the wyrm tribe, go to leave the camp (to the left) and you'll find Hjollder. He tells you that you must hunt down the vile spirit to rid the world of this evil. He has tracked it down to the Sea of Moving Ice and has a boat ready to take you if you are prepared.

However, first we have some looting to do around camp. There are 8 containers around here. The first is in the top left of the camp (x 420 y 815):

  • Potion of Healing
  • Elixir of Health

The second is just below that one (x 320 y 1180):

  • War Hammer +2
  • Studded Leather Armor +2
  • High Quality Long Sword (+1 THAC0)
  • Potion of Extra Healing

The third is a little down and right of the second (x 370 y 1585):

  • Potion of Regeneration
  • Ring of Protection +2

The fourth is somewhat below those, have to go right first (x 710 y 2450):

  • Reinforced Large Shield +1
  • Studded Leather Armor (AC 7)

The fifth is just above the dead center of camp (x 1940 y 885):

  • Potion of Magic Shielding
  • Potion of Fortitude

The sixth is to the left of the fifth (x 1900 y 900):

  • Potion of Strength

The seventh is down and way to the right of those (x 3280 y 1290):

  • RANDOM ITEM (any 1 of these):
    • Ogien's Scale (AC 2, cast Animal Rage 1/day)
    • Cloak of Invisibility (casts Invisibility 3/day)

And the eighth is just a little above and to the right of the seventh (x 3385 y 1000):

  • Halberd of Sparks +1 (15% +1d10 electrical damage)

Re-enter the large Tent, then take the far right exit. Talk to Beornen and ask him where the Dragon spirit fled, then "what do you mean", "what was this wyrm" and "what does this mean" again to get 120,000 experience. Beornen will also take you to the Sea of Moving Ice, but don't go yet.

Now back to town.

Lonelywood (AR 9100)

Back at town, go to the Inn and rest a bit. When you leave you will be confronted by Vaarglan the mage. He is looking for Kieran (who did say that people are after him). So, should you rat out Kieran? Doesn't matter, if you lie and say you have no idea what they're talking about, they know you're lying. If you rat him out, they learn directly from you. Either way they know. You're better off NOT telling them, however. I personally detest dealing with mages, so insult him and prepare for a fight.

I'd deal with the mages first, Alpheus is particularly easy to kill, then work on the Priestess and then finally the rest. For your trouble you get some pretty good items:

  • Vaarglan — 8,000 experience
    • Wand of Paralyzation (15 charges)
    • Ring of Protection +2
    • Ring of Free Action
    • Barrier Amulet (casts Stoneskin & Minor Globe of Invulnerability on the user, 2 charges)
    • Golden Girdle (+3 AC v. slashing weapons)
    • Robe of the Neutral Archmagi (AC 5, +5% magic res., +1 saves)
  • Alpheus — 4,000 experience
    • Mage Robe of Fire Resistance (+20% fire res.)
    • Potion of Magic Shielding
    • Bracers AC6
    • Amulet of Metaspell Influence (+1 2nd level spell)
    • 2 Potions of Extra Healing
  • Priestess of Shar — 3,000 experience
    • Shadowed Plate Mail (AC 0, +3 AC vs missiles)
    • Fast Flail +2 (+1 attack/round)
  • Mercenary Thief — 4,000 experience
    • Boots of Stealth (+35% stealth)
    • Studded Leather +4: Shadowed (+30% stealth, +20% weapons res.)
    • Short Sword of Backstabbing +3
  • Mercenary Warrior — 3,000 experience
    • Battle Axe +3: Fatigue (20% chance target is slowed)
    • Full Plate Mail +1 (AC 0)
    • Gauntlets of Ogre Power (sets STR to 18/00)
  • Mercenary Warrior 2 — 3,000 experience
    • Full Plate Mail +1 (AC 0)
    • Gauntlets of Weapons Expertise (+1 THAC0, +2 Damage)
    • Long Sword of Action +4 (+1 AC, +15 slash res., +1 attack/round)
    • Large Shield +1

Go inside and talk to Kieran. Doesn't matter what you ask for (Rest, Items, etc.) you'll end out getting 630,000 experience for protecting him. (Unless you betrayed him, that is)

We're not finished with Lonelywood just yet, we still have a mysterious grave digger to deal with. Go to the Mayor's House (x 1560 y 720), enter and discover the mayor's wife is dead. Go upstairs. Enter the Mayor's study and a brief cutscene results (the party arranges itself around the body). Purvis appears and threatens you. He was contracted out to kill Wylfdene and was embarrassed by the fact that YOU killed the barbarian. Naturally he just had to kill anyone who knew about it. Before anything happens, he quaffs a potion and runs downstairs.

You'll find the assassin just outside the house, where he attacks you. Take out Purvis:

  • Purvis — 11,000 experience
    • 2 Potions
    • Boots of Stealth (+35% stealth)
    • Short Sword of Backstabbing +3
    • Ring of Free Action
    • Cloak of Non-Detection

That pretty much does it for Lonelywood, return to the Barbarian Camp and have Hjollder take you to the Sea of Moving Ice.


6. Sea of Moving Ice

Base Camp (AR 9600)

Jorn (x 760 y 1820) can provide you with healing, but not much information. The two barrels to your left (x 610 y 1900) and (x 580 y 1930) have a total of 10 Flaming Oils. You know what that means, there be Trolls ahead, matey. If you don't have many Fire based spells/attacks you might want to take these potions. If you need to get back to the mainland, you're out of luck, Beornen won't take you until Icasaracht is dead and gone.

Time to move out. Go up and leave the camp, then take a right. You'll be attacked by Greater Snow Trolls (and their buddies). For some reason the Ice Trolls leave skulls behind. Continue right, fight through the Scrags (like Trolls, only scraggier). At (x 2070 y 1590) go down. You must go completely around the wreckage (through more Scrags) to get to the treasure at (x 1850 y 1740):

  • RANDOM ITEM (any 1 of these):
    • Robe of Armory (AC 3, +10% weapons res., mage only)
    • Namji's Robe (AC 5, regenerative, mage only)

Go back to the left to (x 1180 y 1533) and go up. This leads past another wrecked ship to some more trolls. Go right up the stairs and you'll see two Ice Golems guarding a door (x 1115 y 420). When you try to open the door, the Golems attack. Kill them and the door mysteriously opens. Go inside.

Icy Path (AR 9601)

You are immediately besieged upon by marauding enemies, including what looks like an Ice Wyvern (called a Bone Scavenger). This area is just a big Path, forming an S-shape. Go left. At the first bend in the path, you'll find more monsters. Follow the curve around to the right, and fight yet more monsters. At the next turn, you'll find a skeleton on the left (x 1370 y 915) with some treasure:

  • 7 Flaming Oils
  • RANDOM ITEM (any 1 of these):
    • Ogien's Scale (AC 2, cast Animal Rage 1/day)
    • Cloak of Invisibility (casts Invisibility 3/day)

Continue left and out (x 250 y 1150).

Field of Bones (AR 9602)

Once more you are confronted by Trolls and Scrags. Making this battle more interesting is the Water Kin Elemental in the pond to your left. It shoots out little bolts o' pain at you. In case you're wondering, this area is simply CRAWLING with baddies, including some new Frozen Bone type enemies.

Go left, then down, then right to (x 2050 y 1111), where you will cross over a dead white dragon's tail. Go right across the tail, fight through some Ice Bones (and Cold Bones and Bone Scavengers and whatnot). Once the monsters are disposed of, you can start searching for treasure. The first is above and to the left, on a corpse of some creature (x 2700 y 920):

  • Wand of Lightning

The next one is right and above the first (x 3140 y 725):

  • 1000 gold
  • Chainmail +2
  • Amulet of Protection +1

The next one is right and down, in the eye of a Beholder (x 3400 y 1020):

  • 2 Gems

And just to the left is the last in this area (x 3150 y 1100):

  • 524 gold

Go down, fight through more Cold and Frozen Bones (I hate those Frozen Bones, they throw devastating Ice attacks at you). Then you can search for treasure. A big carcass at (x 2880 y 1615) has:

  • Ring of Protection +2
  • Ring of Infravision
  • Potion of Magic Blocking

Right of that is a more humanoid corpse (x 3250 y 1715):

  • Broken Armor
  • Potion of Hill Giant Strength
  • Potion of Heroism

Continue down, then when you can't go down, go left. When you get to the Head of the dead dragon, go up along the right side of it until you reach his Rib Cage (x 1630 y 1700):

  • Bastard Sword +1, +3 vs. Shapeshifters
  • Large Shield +1
  • Cloak of Protection +2
  • Mithril Field Plate +2
  • Gauntlets of Ogre Power

Go back to the head, and go left. This leads you to Xactile the Sahuagin Priest. Talking to Xactile is nearly worthless, he offers you nothing that you need to know. He can heal you if you want. The altar behind Xactile (x 1010 y 2215) is TRAPPED and has:

  • RANDOM ITEM (any 1 of these):
    • Ring of Will o' Wisp (1/day shoots out electric damage)
    • Mourner's Armor (AC 4, CURSED, cannot see current HP, +25 HP, +75% missile resistance, immune to Pain, thieving penalty of -25%)
      It's a very odd armor to wear, as your character turns completely red (as though they had no HP at all). You can still see their MAX HP, just not what they have now. Are they close to death? Who knows! Want it off? Xactile can do a Remove Curse to get it off.

Don't like Sahuagin? Who does. Kill Xactile (and his Boneguard Skeletons) for:

  • Xactile — 6,000 exp
    • Coral Plate Armor (AC 3, +25% fire & cold res., -2 DEX)
    • Mace +1
  • Boneguard Skeleton (4) — 4,000 exp each

Go through the rib cage to the next level (x 660 y 2080).

Ice Citadel (AR 9603)

Warning: There are about 17 major traps on the floor in this area. Be careful!

Go forward, through the Vodyanoi (kinda like Umber Hulks), and kill the Sahuagins. The Sahuagins have magical bolts called Bolts of Sekolah's Fire if you use Crossbows. Forward! There are many traps around, so be careful.

You will be quite surrounded by monsters very quickly. You'll also note that Ice Golems block three paths ahead of you (though they aren't hostile yet). In the room immediately to your right you'll only find a Water Kin Elemental. In the room above that one you'll find three orbs, each has some Bolts of Sekolah's Fire.

Back to the main chamber. You'll have to take on the Ice Golems, and when you do a HORDE of Sahuagin will rush at you, so use some strategy. I'd make a "turtle" formation (with your 4 best fighters in front, and weaker members in back) and just fight till you're done. When you're ready, cross the bridge to the other side (beware of TRAPS, of course).

On the other side you'll find Sahuagin Elite Guards and the Sahuagin Prince. Nothing terribly tricky about this battle, just try to keep your group together and you'll be fine. The Elite Guard have:

  • Shark Skin Armor (AC 8, +10% fire & ice res., -1 DEX)
  • Spear +1
  • (etc.)

Be sure to check the Prince for:

  • Coral Plate Armor (AC 3, +25% fire & cold res., -2 DEX)
  • Plain Key
  • Cloak of Protection +1
  • Spear

All around this area are vases, pots and so forth filled with treasure. Starting from the one on the left (x 360 y 850):

  • The Unstrung Harp (Casts Heal 1/day, usable by good/neutral bards w/13 WIS)

Next one up (x 475 y 670):

  • Sceptre of Tyranny (Club +4, Immune to Fear, +1 CHA, Casts Domination & Cloak of Fear 1/day)

Next one to the right (x 633 y 575):

  • Pestilent Dawn (Mace +4, 25% chance of disease, evil only)

Next one to the right (x 720 y 580):

  • Lover (Throwing Dagger +4, returns to sender)

Next one to the right (x 810 y 535):

  • Icon of Power (Halberd +3, casts Symbol of Pain 3/day)

Next one to the right (x 1000 y 540):

  • Debian's Rod of Smiting (Club +3, extra 4-11 dmg vs. Golems w/ 5% chance to destroy them, against Outer Planar creatures extra 8-24 dmg)

The last container is empty. Go right to the door at (x 1370 y 460) and open it.

The Burger has one last thing for you to do here: In the last room just before Icasaracht (the one with the Sahuagin Prince) there's an orb on the right side that turns your cursor into a sword when you mouse over it. If you do attack it, you shatter it. That sets off a Snilloc's Snowball Swarm, and you get a message: "You destroyed the preservation ward on the young dragon body, allowing it to die." For that you get 10,000 xp.

Icasaracht (AR 9604)

As you enter your characters are exported...for whatever purpose. You then automatically walk up and talk to the not-quite-dead dragon Icasaracht. After a bit of maniacal exposition, she attacks you. Oh, and she has some Sahuagin to help her out, Royal Guards, a couple of Priestesses and a Sahuagin King.

Avoid Icasaracht for the moment to avoid her icy breath. I'd take out the Priestesses first else they might cast their spells on you. I'd then concentrate on the king and royal guards and finish off with Icasaracht. Use your potions! Icasaracht has 400 HP and -5 AC.

  • Icasaracht — 50,000 experience
  • Sahuagin King — 3,000 experience
    • Coral Plate Armor
    • Cloak of Displacement
    • Spear +1
    • Heavy Crossbow +1
    • Bolts
  • High Priestess — 3,000 experience
    • Light Crossbow
    • Bolts
  • Underpriestess (2) — 2,000 experience
  • Royal Guards (4) — 3,000 experience

Once the Dragon Form is defeated, you must defeat the Soul Gem which appears over to the left in the mouth of the background dragon. The Soul Gem has another 150 HP. Defeat the Soul Gem for 50,000 experience.

For doing all that you get an extra 500,000 experience and are free to go back to Icewind Dale. (unless you did an Expansion Only game)

Congratulations for saving the Icewind Dale area... again!


7. Trials of the Luremaster

Trials of the Luremaster is a free downloadable dungeon available to anyone who purchased Heart of Winter. It is a whopping 71MB download.

To get started, enter the Whistling Gallows Inn in Lonelywood and talk to the Halfling Man...

Anauroch (AR 9700)

Appropriately, the halfling drops you off in the middle of a battle with some harpies. The Fiendish Harpies are pretty decent fighters, and have singing attacks (similar to a Bard). They have 120 HP and are worth 2000 experience.

If you need to buy anything while you are here, just go into Hobart's shack. He doesn't sell much anything worth while, but at least it's something.

On the right side is a Spider Room. This becomes important later.

Go up and talk to the Spectral Figure (x 800 y 400). He'll give you some riddles about which this level is based. Once you have the riddle it is placed in your journal. Go right and up the stairs. It won't look like you can actually go up these stairs, but as you get close to the hole in them, it gets patched up. Go up the stairs. Once you're on the top level, head up to the top tower (x 75 y 100).

Northeast Tower (AR 9706)

This area is crawling in Harpies and the Harpy Queen, who for some reason, wants to know your name. This ends in a very large battle with the annoying beasties. The Harpy Queen has some treasure:

  • Chautog's Thinker (Helm, +1 AC, +2 INT, -2 CHA)
  • Ring of Greater Resistance (+2 AC, +25% crushing res., +3 save vs spells)
  • 3 Potions of Extra Healing

Go over to the lever (x 270 y 420) and click it. Exit, then go down to the next tower (x 760 y 930).

Southeast Tower (AR 9708)

In this room is a party of EVIL adventurers. They don't listen to much you have to say and attack you. In order, I'd take out their mage, then cleric and work on anyone left. They weren't terribly difficult.

  • Criek of Bane
    • Ring of Greater Resistance
    • Bag of Holding
    • Fire Flail +3
  • Adran Runeshadow
    • Cloak of Scintillating Colors (+3 AC)
    • Staff of the Hanged Man's Glee
    • Boots of Grounding
    • Ring of Fire Resistance
    • Ring of Protection +2
    • Golden Girdle
    • Wand of Fire
    • Robe of the Evil Archmagi
  • Shelhai
    • Full Plate Mail +1
    • Charged Battle Axe +1
    • Gauntlets of Ogre Power
    • Ring of Free Action
  • Djinni — Wind of Heaven (Long Sword +4, +5 vs. elementals)

Once the room is clear, click on the lever at (x 270 y 430). Exit. Go back down the stairs, then over to the stairs on the other side. Once there, go to the northwest tower (x 75 y 120).

Northwest Tower (AR 9704)

On the ground here (x 440 y 440) you'll find the Symbol of Helm. Take it. Also in here is a Fallen Paladin named Harald. If you talk to him, he'll simply tell you a Sad Story and ask that you kill him. Don't, it hurts your reputation by 5 (which might cause your own Paladins to Fall).

Go over and flip the switch (x 590 y 315).

Go down the stairs (x 315 y 510).

Talk to the Spectral Figure and he'll summon some Animated Plates to attack you. (they look like Skeletal Warriors, but without the bones) Kill all of them to get the reward:

  • 120,000 experience
  • Note (Tale of Sir Erris)

Go back up, then exit the tower. Head down to the final tower (x 750 y 970).

Southwest Tower (AR 9704)

Kill all the wyverns here. Then flip the switch (x 570 y 320).

Next, go down the stairs (x 300 y 500).

Talk to the Luremaster here, and he'll ask you a riddle. The answer is WIND. (If you answer incorrectly, he'll summon forth an elemental from your answer, so if you answer IRON, he'll attack you with Iron Golems) Answer correctly to get your prize:

  • 120,000 experience
  • Note (Tale of Sir Giles)

Exit the tower. Head back over to the right staircase, and go up to re-enter the right towers. Do the top one first.

Northeast Tower Revisited (AR 9706)

You'll notice some stairs have appeared here (from flipping the lever in the southwest tower), go down them (x 680 y 350).

This time the Luremaster wants you to pick from 6 treasure chests. Only 1 has the object that you seek, the others simply are trapped. In case you are wondering they ALL Detect as Traps. The note is in the Top Right chest (x 450 y 450):

  • Note (Tale of Sir Geddian)

Leave this tower, and head down to the southeast tower.

Southeast Tower Revisited (AR 9708)

Go down the new stairs (x 680 y 350).

Talk to the Luremaster again, and he'll set more monsters on you. Kill them to get your reward:

  • 120,000 experience
  • Note (Tale of Sir Zierkki)

Exit, then drop back to the main level.

Anauroch (AR 9700)

There is a door near the stairs here (x 1750 y 560) that leads into the Spider Room. Clear out the spiders, then place the Symbol of Helm on the altar. This opens a secret passage just below the altar (x 608 y 295), enter it.

Crypt (AR 9714)

You'll find Crypt Things on this level, they have an odd habit of teleporting your people all over this level. I'd suggest leaving them there and having your main party attempt to locate them when this happens, or just continue on with your journey and try to get them as you look for other things.

There are a lot of tiny treasures (gold for the most part) all over this level. The only treasures pointed out will be things that are greater than some gold.

There will be a trapped coffin just in front of you (x 670 y 1850):

  • Heavy Crossbow of Accuracy
  • 20 Bolts +2

Go down into the small room here, then open the southern secret wall (x 930 y 2240). From here go down to the next secret wall (x 1330 y 2400), open and go through. This room is crawling with undead. Kill them then search the coffin (x 1200 y 2600) for the:

  • Electrum Key

Back to the starting room, then go up to the next room to find the secret wall to the right (x 660 y 1490). Again this area will be filled with the undead. Go up to find the coffin (x 580 y 850):

  • Copper Key

Walk through the left wall (x 440 y 995), then up. There will be another coffin here (x 400 y 430) with the:

  • Silver Key

Go back to the starting room, now open the right wall (x 900 y 1760). This room has a lot of undead crawling around it. Kill them and continue right. This leads to the center circle of the level, which is surrounded by more Crypt Things.

Open the southeast door (x 2230 y 1530), this uses the Copper Key, and go through. More undead. Continue through this room to the next. Take on these undead to get to the Coffin (x 2700 y 2200):

  • Gold Key

Go back to the Circle, then take the lower east door (x 2400 y 1735), this uses the Silver Key. Go through this to find the Coffin (x 2920 y 1400):

  • Platinum Key

Back to the Circle, then take the northern door (x 2140 y 1080), this uses the Electrum Key. Go up to the next room, kill the undead, then find the secret passage on the right wall. Go through to the coffin and get the:

  • Bronze Key

Back to the Circle. Open all the other doors to open up the passage to the right. Kill the undead, go through the room to find a secret passage on the right wall. Enter.

Note: If you want to, the Bronze Door leads to a great pile of treasure at (x 1800 y 2900).

We have finally found the 4 crypts that correspond to the 4 notes we got earlier. Here is where they go:

  • Top Left Crypt (Axe) — Note of Erris
  • Top Right Crypt (Sword & Shield) — Note of Geddian
  • Lower Right Crypt (Spear) — Note of Zierkki
  • Lower Left (Mace) — Note of Giles

This gets you 420,000 experience. Head all the way out of the crypt, out of the spider room to the main level. The major passage to the north is now opened and you can pass through.

Castle Interior (AR 9711)

You'll meet the Luremaster yet again, and again he'll give you yet another riddle. Go up and into the main chamber. Here there are many ghostly guards who are, well, guarding things. They won't care about you at all until you start to get by them, then they become hostile.

The right staircase leads to some bookshelves, and it is guarded. Go up the stairs (after having dealt with the suddenly hostile guards) to find Hobart. Talk to him. He wants you to get him a key. Refuse and he'll turn into a Rakshasa. Kill him and his goons. The top bookshelf has some scrolls.

Back down, then up the left stairs to the upper chambers.

Upper Chambers (AR 9712)

Head up along the passage, through some water elementals to the Dance Hall. Here some ghosts will dance along, then disappear leaving you to be attacked by a Beholder.

Continue along the passage. The first room has a Scroll (Power Word: Stun) that if you take, the guards will attack.

Continue along the passage, and kill the next Beholder that you find.

Take a brief detour into the circular room below you to get some scrolls and the Tome of Leadership and Influence (CHARISMA +1).

Continue left into the Master Bedroom, then go up to find the Lord.

  • Lord Maluradek — 6,000 experience
    • Dead God's Dreaming (Bastard Sword +4, +5 vs. good)

The shelves behind him contain his Journal.

Enter the room to the right, and open the secret wall to the right (x 1733 y 875). Search here to find:

  • High Quality Bastard Sword
  • Dungeon Key
  • Full Plate +1
  • Great Shield +3

Go back down to the previous level.

Castle Interior (AR 9711)

Go over to the right, and a little down to find the Dungeon Door (x 2030 y 1260), convenient that we now have a Dungeon Key, eh? Go in and go down the stairs.

Dungeon 1 (AR 9716)

Open the door and enter. There are 2 levers here, and a door. Flip the levers, then pick open (or bash) the door. Go through, kill all the monsters. Go through this mess, and pick open the next door and go through.

Note: You don't have to flip the levers, as all it will do is let the monsters out, however, they get let out as you pass by anyway.

Dungeon 2 (AR 9717)

Walk forward and the door will tell you that you can't pass. Only those with 2 heads with no eyes can pass. Sounds like another riddle.

Each of the little side rooms here have Beholders in them. Beware! Each of the 2 long side passages leads past a LOT of monsters, and lead to a locked door (pick it) and a dead body that has a Skull. Once you have 2 skulls you can pass by that annoying talking door.

Opening the door gets you 420,000 experience.

Dungeon 3, Slime Level (AR 9718)

Note: In this level where the Luremaster traps you with a bunch of slime, if you cast summon creature and put a creature under the gate, the gate won't close. I discovered this by accident. (from David Yeung)

Flip the switch and see the cutscene with the Luremaster as he attempts to explain himself a little. He riddles you again, then seals you inside this chamber... forever! Then you must kill about a dozen slimes. The 2 rooms to each side have Slimes and Slime Zombies, not very important. Pick open the top door and enter. Search for the secret wall on the right. This leads to the way out.

Dungeon 4, Jackal Level (AR 9800)

We're going to be entering 5 different caves here to get 5 different Flawed Gems. These gems are then upgraded to Flawless, and put elsewhere to open the exit. Sounds simple. This place is just teeming with werejackals, so be cautious.

Be sure to be looking for traps, and head up. Then go right, at the first opportunity (x 950 y 550) go down.

There's some treasure here (x 1233 y 815) that includes:

  • Hell's Bane (normal long sword, unless attacking a demon then it is a 2d8+4 sword with +4 to hit)

Continue down to the first cave (x 1275 y 1250) and enter.

Go forward and search the chest for:

  • Flawed Skydrop Gem

Go left, then up. You'll be attacked by a whole lot of Minotaurs, one of which has some treasure:

  • Cloak of Displacement
  • Axe of the Minotaur Lord +4
  • Ring of Free Action

Exit. Drop down. You'll have to fight through yet more enemies. There will be a circle of stones here with some summoners. To the left of them is a bedroll with a scroll (a Clue!) and below that a chest with some potions. Go below all of that into the next cave (x 320 y 2620).

A very large battle here, with all sorts of enemies. Once they're dealt with search the chest above to get:

  • Flawed Fire Agate Gem

Exit. Go all the way back up, then right to the third cave (x 1560 y 340).

Fight through the insects (well, spiders aren't really insects, but still), then drop down to the chest and get:

  • Flawed Emerald

Exit. Go right, then down (ignore the Shamblers if you want, they only lead to more Shamblers), then left to find Rikasha. He'll explain some key plot points to you, such as just who that little Hobart really is.

Continue left, then all the way down, killing enemies as you find them. The fourth portal is at the bottom, across a little stream (x 1360 y 2667).

Kill the millions of harpies here (I exaggerate, but not by much), then go right, find the chest and get:

  • Flawed Pearl

Exit. Go up, then right. This is the Portal Room, but we can't use it just yet. Clear out the monsters. If you want, there are some spells across the stream just below the portal.

Go right, above the portal, then up. There were some containers here with some treasures (like a Ring of Animal Friendship and a Bow of Marksmanship, nothing great). Go down, then left to the last cave (x 2330 y 1360).

There are Dire Bears here. Drop down to find the chest with the:

  • Flawed Moonbar Gem

Exit. Head all the way back to the first cave that we entered. (x 1275 y 1250) Go left, then down, and left across the stream to find the Chest of Seasons. Place all the Flawed Gems in it. As they are put into the chest, they'll vanish. Now re-enter each of the caves to find the Altars. On each of the altars you will find the now Flawless gems.

The first one is directly up from where you are. Kill the Stone Nuisances, and get your Gem. Repeat for all 5 caves.

Once that is done, head over to the 5 sided portal (x 3310 y 2025). To find out where to place the stones, click on the appropriate "point" of the star. Then just outside the point, place the right gem:

  • Flawless Moonstone = Night
  • Flawless Waterstar = Sea
  • Flawless Diamond = Earth
  • Flawless Sunstone = Day
  • Flawless Star Sapphire = Heaven

When all gems are placed, you get 30,000 experience and the portal opens.

Throne Room (AR 9711)

You are teleported into the throne room (the guarded door that couldn't be opened earlier) to confront the Luremaster. He tells you good job, then has a whole brood of spirits attack you... you know, as your reward for a job well done.

With the battle over, open up the throne and take the Ring inside. This opens the Throne Room and allows you to exit.

To get back to Lonelywood, simply equip the ring and Use it on yourself. (from the backpack icon in your characters lower toolbelt on the main screen)

Congratulations for surviving the Trials of the Luremaster!


Appendices

Guide to Naming Characters

I have heard that some people have trouble coming up with creative names for their characters. So here is a little guide to coming up with interesting names that seem to fit into the game.

Method 1: Take an existing last name, and make it a first name. Ex: Corbin, Martens, Miller. Obviously this doesn't work with all last names, and it also tends to skew mostly male.

Method 2: You can also make interesting names by taking an existing name, such as Kate, and flipping some letters around to make a new name, Kaet.

Method 3: Somewhat similar to method 2, this one merely involves adding useless vowels. Try adding an 'a' before an 'e' or an 'i' after an 'e'. Take the name Patrick for example. It will become Paetrick.

Method 3-B: Swap hard consonants (such as the hard K) for softer consonants (such as the softer G). So starting with our Paetrick, we can turn him into a Paetrig. Also works by turning T's to D's, etc.

Method 4: Another fun thing to try is to simply add a new "flourish" to an existing name. For example we start with "Nate" and add the "flourish" "ylia" to make the new name "Natylia".

Method 5: Start with another word, say the number "Seven". Replace the vowels with new vowels to make "Sivan". Now if you want to make it feminine add an "y" (or something similar) to the end to make "Sivany". Or try this, start with the word "talent". Replace the first 't' with a "th" and then replace the 'e' with an 'a'. You now have "Thalant", which is a good name, but needs a little flourish of "yr" to finish it "Thalantyr".

Here's a list of names that have been used in various RPG games:

FemaleMale
Kaet SalamossTelen
SivanySyllas
JianyPoetayn
SaenraMytahl
KystraRalasannvyr
LydraYlv Tor
TyllaeniiEx'ald Moor
Bealla ForthyssAallax Morkallai
Cyrra LythCyr Daan
Sho'erna MoerthKintos the Dim
MistrianaCorvuus
KaryanaKhaar the Bloody
Ceqeen'ahRargh

Names from Bane:

FemaleMale
LyriaTaaryn (Taryn)
KestynYulosa
MayaAstyk
GalianBane

Names from Souma:

FemaleMale
Alicia Bonecrusher (ranger/cleric)Wildfoot (a halfling fighter/thief)
Simion (a Paladin, a bit of an ape 😛)

Names from Adonis:

  • Corwin (usually a ftr/cleric) — from Roger Zelazny's "Amber" series
  • Shalandra, a thief
  • Kyren Pathfinder, a ranger or ranger/cleric or druid. Always an elf.
  • Buffy Trueheart, a female paladin
  • Darius, a mage of any race
  • Tor Eriksen — named after the first AD&D character with 18/00 strength
  • Celune, a bard
  • Clarissa, a Cleric

Names from Preston Lloid:

FemaleMale
Jephinia JusticeEdcam Sielfir
Misha KintyrePurl Sielfir
Latista DymnirPaxus Silatis
Kyndria ValmundBastius Mnotarior
Shaloa FighroRhymnir Kaleef