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Icewind Dale faqs and solutions

EASTHAVEN - About the Village

Easthaven is where you start, a small fishing community or so they say, dotted
with a few buildings, a tavern, inn and a Temple to Tempus would make this a
very
unentertaining place to stop for a month or more. You'll find yourself situated
within Winter's Cradle Tavern along with other patrons and travelers who have
stopped by for a mug of ale or warm soup.

Once you've gotten yourself familiar with your surroundings and controls,
start off by talking to everyone in the village and learn of the expedition that
Hrothgar is planning on leading, which you will very well become a part of.
Gather as much information as you can about what is happening and you'll be lead
through Easthaven with ease and simplicity all the while doing a few
mini-quests,
bashing in Goblins and Orcs and preparing yourself and your party for what I
feel
is the *REAL* start of the adventure - Your arrival in Kuldahar.

EASTHAVEN - About the People

Easthaven consists of the following people:

15 Townspeople
1 Dwarf named Hildreth
1 Human named Barreer [runs Winter's Cradle Tavern]
1 Human named Pomba [runs Pomab's Emporium]
1 Human named Quimby [runs Snowdrift Inn]
1 Elf named Erevain Blacksheaf [staying at Snowdrift Inn]
1 Human named Old Jed [mini-quest within Easthaven]
4 Children [Chizelo, Dillsandra, Jeffy and Ahmadora]
1 Sea-Elf named Elisia [mini-quest within Easthaven]
1 Human named Gaspar [mini-quest within Easthaven]
1 Human named Churin [runs wearhouse]
1 Human named Aspel [mini-quest within Easthaven]
1 Human boy named Damien [mini-quest within Easthaven]
1 Human named Hrothgar [mini-quest/story advancement]
1 Human named Accalia [temple of Tempus]
1 Human named Everard [priest of Tempus]

EASTHAVEN - The Quests
Within Easthaven you will come across three mini-quests that are not plot
related
that will help build your skills of moving about through the village, finding
people and the places they frequent as well as engage in two battles.

OLD JED'S QUEST [mini-quest]

Old Jed can be found mulling around in his home in his drunken state and he
wants
to continue doing so but has run out of wine. Of course, that's where you come
in. Purchase a bottle of win from Pomab's Emporium for 3gp and return it for
some
experience.

ELISIA AND GASPER'S QUEST [mini-quest]

Have you found the Sea-Elf name Elisia standing by the waters edge because if
you
have, Gasper is having some dreams about her who can be found standing by the
turned over boats at the dock. Speaking with Gasper will reveal that he is
having
dreams of this Elisia Sea-Elf singing to him and when you tell Gasper you have
found her and if you continue to parlay back and forth, you will receive a
broken
sword to give to one while you receive a pearl from the other.

Thanks to Alex for pointing this mini-quest out! Thanks!

ASPEL'S QUEST [mini-quest]

Poor chum not only has a Wolf in his workshop, but he also locked the damn thing
in there. You'd think it would have been dead by the time you got to it but
that's not the case. You'll need a thief here to pick the lock on the door to
gain entry. Once inside, a few swings will have you back outside talking to
Aspel
and getting your reward.

DAMIEN'S QUEST [mini-quest]

This fine young grasshopper has decided to disobey his fathers wishes to remain
away from the lake to fish and by doing so, has stumbled apon a good pack of
Goblins who have taken the fish to call their own. Times are tough in such harsh
conditions this far north but will get better if you give him a helping hand.
There are 7 Goblins and 1 Leader who is holding the fish. Do the young-in a
favour and help him feed his family. Return the fish to Damien for the reward.

HROTHGAR'S QUEST #1 [major-quest]

The first one is to head off to find the caravan that was said to have been
arriving to Easthaven any time now but something is amiss and it is very late.
Pomab claims if he doesn't get his supplies soon, his shop will go out of
business and leave him out in the cold. This is a quest you have to do to be
able
to leave Easthaven and will take you and your party out to do battle with a cave
full of Orcs, Orc Archers and Orc Shaman's. It's pretty run of the mill. Return
to Hrothgar after clearing out the cave and make your report.


HROTHGAR'S QUEST #2 [major-quest/plot advancement]

By now you've been hearing all about the expedition Hrothgar is planning on
taking and when you're ready, you will begin heading off with Hrothgar which
will
ultimatly advance the plot and take you to the next stage of the adventure. This
quest is completed when you return the caravan notice to Pomab's Emporium and
talk to Hrothgar to let him know you are ready to leave. Make sure you've done
everything you want to do in Easthaven because you will not be returning for
awhile, or perhaps never.


THE CARAVAN - About The Lost Caravan

Attained via Hrothgar in Easthaven.

Your short journey will take you to a small area located not to far away from
Easthaven, a quiet place full of snow and ice. Wrap thyself well so the wind
doesn't sneak in and bite you when you least expect it! It is here you will spot
two wagons, long forgotten and aged from the elements but it is the wide cave
opening that will take your fancy. Draw thy sword brave warrior and prepare for
battle. Your first taste of Orcish blood is on the way!

This bloodfest is very easy to clear with a full party of six and you shouldn't
have any trouble weaving your blades through the waves of Orcs who think they
have your number. Two Orc Shaman's may put you on edge for a split second until
you regain yourself and realize that you're the hero on this day. Search all the
crates and chests for extra items to add to your growing arsenal. Simply return
back to Easthaven and talk to Hrothgar to advance the plot line into leaving
Easthaven.


KULDAHAR PASS - About the Pass

The Kuldahar Pass is attained after you leave Easthaven with Hrothgar and others
he had taken along with him. During your travels, the party was waylaid and an
avalanche ensued blocking the pass between Easthaven and Kuldahar. I'm sure
you'll get your revenge on those damn Frost Giants soon enough! Being the only
ones to survive this horrid event, it is up to you to find out who or what
Hrothgar was going to talk to once reaching Kuldahar. Of course, you'll have to
make it there first.

Kuldahar Pass is filled with more Goblins who have taken over the mill that
rests
in the pass and you will have to deal with some or perhaps all of them to
continue your way to Kuldahar. Kuldahar Pass is a great place to work on your
fighting skills against lesser creatures, get some pocket cash for the stores
that you'll come across in Kuldahar and of course, experience.

The Pass holds two notable places that you may wish to visit.

The first is a tower where Chereg, a stupid Ogre makes his home. Insult him and
he'll attack you, be nice and he'll leave you be. This is a good chance to see
how you fair against larger creatures.

The second is the cave just north of the tower which houses more Goblins
feasting
on dead Beetles and another Ogre which I'm sure you'll enjoy bringing down.
You'll find the source of those Beetles if you explore the small opening from
this location in the top right corner. Within, 3 or 4 Beetles will greet you as
well as fallen Goblin corpses for you to loot.

Once your done, make your way to Kuldahar by passing the Mill and the strew of
dead Goblin bodies.

KULDAHAR - About the Village

You'll be arriving here from Kuldahar Pass and if it's your first visit as it
was
mine, the atmosphere Interplay has created with this village is something else.
Having a very large, looming tree rising from the ground while all the buildings
jut out from large roots gives the village a very relaxed feel. Green grass
surrounded by a boundry of white snow, birds calling from high above in the tree
tops really sets the mood. The lighting, shadows and everything about Kuldahar
made it my favorite, even over the well done city of Baldur's Gate in their
previous release. Kuldahar will be your home for sometime as there are many
quests to go on and those that will advance you in the story, while others will
be mini-quests branching from the main plot, yet still keep you very well
involved.

The story will unfold as you venture through each building and talk to those
within and who make Kuldahar their home and you will learn that the very Great
Oak that lays in Kuldahar and that warmth springs, is begining to fade which
will
unsettle the balance Arundel will speak to you about.

Your best bet while visiting Kuldahar is to talk to everyone and visit every
building within the small village and cover as much ground and information as
possible before heading to Arundel for your main quest into The Vale of Shadows.
Once you've done that, head to Arundel and listen to everything he has to say,
regardless of the fact some of it does not pertain to the adventure, it is very
well scripted and worth the read.

KULDAHAR - About the People
Kuldahar consists of the following people:

17 Townspeople
1 Goblin named Weenog [helps Orrick the Gray]
1 Human boy named Nate [greets you when you arrive]
1 Human named Amelia [barmaid in The Root Cellar / mini-quest]
1 Human named Gerth [runs Gerth's Equipment Shop]
1 Human named Aldwin [runs The Evening Shade Inn]
1 Human named Urnish [runs the local Pottery Shop]
1 Human named Conlan [runs the Blacksmith Shop]
1 Gnome named Oswald Fiddlebender [lives in the Airship]
1 Human named Orrick the Gray [lives in the Tower / mini-quest]
1 Human named Brother Ferg [priest of Ilmater]
1 Human named Brother Gus [priest of Ilmater]
1 Human named Sister Calliana [priest of Ilmater / mini-quest]
1 Human named Mirek [mini-quest]
1 Human Arundel [story advancement quest]

KULDAHAR - The Quests

While searching through Kuldahar, you will come across those asking you to help
them in their time of need and there are a small handful of quests to keep you
busy but mainly you will be concentrating on the story advancement quest given
to
you by Arundel. First though, let's look at the mini-quests.

AMELIA'S QUEST [Aldwin's Inn Entitlement]

Speak with Amelia who works inside of The Root Cellar Tavern and she'll mention
just how suspicious it is that Aldwin took over after the previous owner just
vanished. If you go upstairs in the Inn and pick the lock on one of the boxes up
in the room, you will find a legacy key that proves Aldwin is not entitled to
the
Inn. Confront Aldwin about this and get him to confess for some experience!
After
this, the room rates lower as well.

Thanks Neil for this entry!

ORRICK THE GRAY'S QUEST [mini-quest]

You will receive this when you talk to Orrick The Gray about what he studies and
the books he has been reading for many years on end. He will make a note of when
he was in Myth Drannor and stumbled across old teachings that spoke of a hidden
Elven Outpost within The Spine of the World. He is looking for anything relating
to this and if you come across any, keep Orrick The Gray in mind. You will find
the book he requires when you reach The Severed Hand in Chapter 3.

MIREK'S QUEST [mini-quest]

This quest, if you have not visited Arundel's House yet, will introduce you to
the Vale of Shadows via this pleading man who has just someone very close to him
and asks for you to retreive his family heirloom back. He believe it is lost
within the Vale of Shadows and if you help him, a reward is waiting.

SISTER CALLIANA'S QUEST [mini-quest / story advancement]

Sister Calliana speaks of the Revered Mother Egenia and Revered Brother Poquelin
who have both gone missing over the days while you were in Easthaven. Finding
these two will no doubt help your standings with Sister Calliana as well as
explain why those people from Kuldahar have gone missing.

ARUNDEL'S QUEST 1 [story advancement]

This is your first major quest that will take you some time to complete and
return with a full detailed description for Arundel as to what is happening in
the Vale of Shadows. This will not only advance you as a party and place you
around 5th to 6th level after its completion, but also advance the story to the
next stage. This quest must be completed to continue forward to the other
adventures ahead. Take your time in the Vale of Shadows, enjoy the artwork,
search its ancient tombs and crypts for magical items, fortune and fame, but
most
of all, solve what Arundel has asked of you.

ARUNDEL'S QUEST 2 [story advancement]

Your second quest will be given to you after you have gone to the Vale of
Shadows
and learned what you could about the evil that calls the Vale its home. Apon
returning, you will be off to The Temple of the Forgotten God to find the
Heartstone Gem which once rested within the Great Oak in Kuldahar. This quest is
short and the temple itself is very small so finshing it off shouldn't take you
very long.


VALE OF SHADOWS - About the Vale

The Vale of Shadows, as mentioned previously, is your first major quest and one
that many people have gotten stuck on and asked for help on the Icewind Dale
Message Boards. The Vale is darkened by the little sun its walls and cliffs get
and is the perfect place for Yeti to dwell and call their home but there is also
a large number of skeletons, zombies, ghouls and lesser shadows that wander
around too. You will encounter many lesser shadows, some guarding the entrance
to
the crypts while others remain deep inside their chambers waiting for you to
arrive but you should have no problem dispatching them as well as the skeletons,
zombies and ghouls.

Your goal is to find out what is happening in the Vale of Shadows and report
back
to Arundel when you learn as much information as possible and if the Vale of
Shadows is responsible for the Great Oaks diminished warmth.

VALE OF SHADOWS - The Outer Crypts

The Outer Crypts are those you will want to explore first and clear out before
heading into Kresselack's Tomb and will need to attain two very important items
from Crypt 1 and Crypt 2:

Crypt 1 - The Gate Key
Crypt 2 - The Sanctum Key
Let us detail the Crypts so you know what to expect and to make sure you have
gone through each one before moving into Kresselack's Tomb.

THE OUTER CRYPTS - Crypt 1

Crypt One is marked as "1" on the Vale of Shadows Enlarged Map and houses the
GATE KEY your party will need to access the first locked door of Kresselack's
Tomb. The key can be found in the small alcove ahead as soon as you enter the
crypt but getting to it will cause for swinging blades, shot arrows and
crackling
magic as a slew of skeletons will bombard you with their attacks.

Don't forget to search the rest of the crypt for extra's and most of all, always
be checking for hidden traps that could bring one or more party members to the
dirt!


THE OUTER CRYPTS - Crypt 2

Crypt 2 is marked as "2" on the Vale of Shadows Enlarged Map and houses the
second key, the SANCTUM KEY that you will also need while deep inside of
Kresselack's Tomb. The key lays at the very bottom of the set of stairs at the
back of the crypt and getting there may prove to be a good challenge for a lower
level party of 4 or less. There are numerous amounts of skeletons, zombies,
ghouls and lesser shadows but before engaging them, you will have to deal with
Therik, a skeletal warrior who guards this crypt.

Therik will prompt you to leave immediatly and if you continue to badger him, he
will be even more persistant to keep you at bay and away from the treasures that
lay within. You must penetrate this crypt or you will not be able to get very
far
while venturing forth into Kresselack's Tomb.

Now if you already have the GATE KEY and leave without a fight, Therik will
sense
that you have this key and will once again enter dialog mode to attempt to
convience you to leave AND hand over the key. However you see fit, bring him
down
and continue across the bridge after the battle.

It is here that the onslaught of skeletons will come forth, their bones rattling
and their empty eye sockets burring into your soul followed by zombies and
ghouls. A cleric may want to practice his Turn Undead ability to give the rest
of
the party some breathing room as the skeletons circle, but in the end you must
kill them all and continue down the passage, down the stairs and to the resting
place below.

Here in this dank and dark room, you will encounter lesser shadows, skeletons,
zombies and ghouls and once you have fested them all down in their undead heaps,
reap the rewards found within and most importantly, get the SANCTUM KEY in the
coffin as marked on the Crypt 2 Enlarged Map.

Always remember, move carefully while exploring these ancient crypts for traps
await the careless fool.


THE OUTER CRYPTS - Crypt 3

A quiet resting place for those within, that is if they weren't walking around
trying to slay any living being who walks before them. Another crypt in the Vale
of Shadows that houses skeletons, a ghoul here and there as well as a carriron
crawler which I have not seen since Baldur's Gate. Watch for its paralization
bite that will make your characters simply stand there and receive the blows
from
the skeletons as they can no longer defend themselves from the skeletal attacks.
Search out this crypt well and leave nothing left for the next looters.

Watch thy step in this crypt, traps await thee.


THE OUTER CRYPTS - Crypt 4

The last of the crypts where the dead rest has a wonderful dining area full of
wooden tables, candles, dust covered shelves and of course, skeletans, ghouls
and
zombies. Battle your way through their thin forces, search the area and clean it
dry and let us head to the last location before we journey to Kresselack's Tomb.
The Yeti Lair is next.

Soft boots and nimble hands will find the traps strewn in this crypt.

THE OUTER CRYPTS - Yeti Lair

The frozen ice cave is home to a good amount of Yeti as well as a storage place
for some full boxes, which you will have to get around on cleaning out for the
coming spring don't you think? Don't forget to collect the Yeti pelts they leave
behind for you can sell them to Conlan in Kuldahar.

Remeber this place, for you will be returning after you are done with
Kresselack's Tomb but more on that later.

THE TOMB OF KRESSELACK THE BLACK WOLF LVL 1 - Tomb Entrance


Although the book states that Kresselack The Black Wolf is simply a myth, he is
very real and it will take some good sword swinging, magic casting and lots of
healing to get you through each part of Kresselack's Tomb and to his waiting,
spectral form. Do know that the deeper you go, the harder it will become and I
highly suggest your party has at least two fighters with magical weapons of +1
or
better equiped before venturing forth. Within Kresselack's Tomb you will
encounter undead you have not seen before in your journey and a cleric with a
strong faith may keep you alive much longer, so keep them close by. You will
encounter a Mummy or two and a Wight along side of Skeletal Warriors, Skeletons,
Zombies, Lesser Shadows and Ghouls. Always remember to keep an eye out for trip
wires and dart traps that could slow your party down.

Note as well, if you have a Paladin in your party, you will not be protected
from
the Mummy Rot Disease due to the fact it is not a natural disease that a Paladin
has protection from in general. A Paladin can remove Mummy Rot with the Cure
Disease ability he or she has. All green bottles found are Cure Disease potions
incase you do not have a Paladin able to remove the Mummy Rot your party may
have
aquired. Sleeping will not cure Mummy Rot and when your rest is completed, those
who had Mummy Rot will be dead.

The Wight in general is pretty tough if you or your party do not have magical
weapons of +1 or better as normal weapons will have no effect on this undead
creature. A combination of fighters using magical weapons of +1 or better along
side of magic missle, chromatic orb or any other offensive magic spell brought
forth by a mage or cleric will also help in banishing this foul beast from the
face of Faerun.

If you happened to be following along then you'll know that you need the GATE
KEY
to gain entry into Kresselack's Tomb and this door is noted on the Tomb Entrance
Enlarged Map as "1" and it is here that you use this key.

Missing the GATE KEY? Tsk. Tsk. Tsk. You need to explore more, but if you need
that nudge, you can find the answer you are looking for here.

As stated under the Outer Crypt Section, you picked up the SANCTUM KEY used for
the door on the Tomb Entrance Enlarged Map as "2", you will need this to gain
entry into the Sanctum which lays left of the two green pools which you shall
see
apon entering. You will not be able to enter the Sanctum if you do not have this
key.

Missing the SANCTUM KEY? Tsk. Tsk. Tsk. You need to really explore more. You can
find this information here.

Within the Sanctum is where you will find the key to the door straight across to
the right, on the opposite end of the two green pools, this being the PRIEST
KEY.
Use this key on the door as mentioned above and retrieve the next item so you
can
gain entry to the double doors at the top of the stairs in the main chamber as
stated below.

Within the Priest Chamber, after using the PRIEST KEY you will find the HOLY
SYMBOL OF MYRKUL which will be used to open the two double doors at the top of
the stairs directly ahead of the two pools in the main chamber. Apon opening
this
set of doors, standing before you will be Mytos the Bone Dancer, a Skeletal Mage
and his 5 warriors who will demand the keys to be handed over to him. This is a
chance for you to gain some extra experience and I suggest you do so by simply
attempting to talk Mytos into letting you explore the Tomb for the village of
Kuldahar. After draining out every last attempt to let you pass, he will attack
you but you will receive experience for trying to do it the peaceful way.
Prepare
for a dueling battle as the 5 warriors attack you with swords while Mytos the
Bone Dancer lashes out at you with his spells.

Explore the area ahead once you have danced the Bone Dancer's dance to his very
death and be prepared to face one last tough character, Myrkul's Sending, a
spirit who will float towards you to attack with his minions. This should have
given you enough practice for the Mummy battle ahead who is guarind the
MAUSOLEUM
KEY that you will need to gain entry to Kresselack's Tomb in the lower levels.
The Mummy is situated behind a secret door but the room behind the wall can
clearly be seen and if you don't find it while walking down the corridor to
fight
the skeletal archers, simply walk around the area and it should highlight soon
enough.

Now the map is a little dark on my screen so if it is the same on yours,
brighten
it up a tad so you can see the hallway that leads to the Mummy area, which is
exactly the same as the other side since this map is symmetrical in design. It
took me a few minutes to figure out the passage on the right to continue isn't
blocked by any walls or pillars as the view suggests within the game. You can
get
into this hallway by simply walking as you would anywhere else.

Once the Mummy has been taken care of, get the MAUSOLEUM KEY out from his small
chamber and take the stairs to Kresselack's Tomb - Level 2 to continue your
journey.

Remember, explore the entire area and kill every single foul beast that you come
across to be sure that you have covered this level from top to bottom. You don't
need to stop mid stride and realize you've forgotten something.

THE TOMB OF KRESSELACK THE BLACK WOLF LVL 2
Kresselack's Guardians


The fun is waiting for you, incase you think it's going to be easy sailing after
teaching those foul beasts above a lesson in sword and magic play but think
again
and take the time to do it. The battle ahead is not something I even suggest
walking everyone straight in to as you will be bombarded by magic missles from
Imbued Wight's, hit with Stinking Cloud, Charm, Horror, Lightining Bolt, Melf's
Acid Arrow, Colour Spray and other offensive spells by the Skeletal Mage
chilling
behind the bottom pillar in the main chamber. This same pillar also has a switch
to activate the doors to the last level, the very switch people ask about in
terms of finding and opening this door. I'll get back to that in a momment.

As I was saying, to dive into the pit of beasts ahead will be your own doom and
even if you have a party well armed with swords for close combat, it will be the
skeletal archers from afar that will slice you down and bring your own body to
skeletal form. Don't join the evil when you can smite it brave warrior!

There are a few tactics one can use in this situation and having a thief move
ahead while hiding in shadows or a mage invisable is always helpful to know the
numbers you will be facing. When you're ready, bring the foul creatures down one
by one, a pretty sad tactic, but one that works if you want to minimize the
damage done to your party. You'd think these game companies would have some
sense
and when 1 monster moves down the passage to attack, it should alert all the
others in viewing distance of the trouble on the way and also head to
investigate. Doing this solution, I did things this way so save myself time in
having to load up the game over and over again and I'll share that tactic with
you.

The entrance you start at on this level has a door right in front of you. I
found
by placing a line of 3 fighters to block the passage, then take my thief out to
the chamber ahead to bring back the foul creatures that followed to my line of
fighters. I had my thief run straight through the line, thanks to the nice
change
in pathfinding for party characters in IWD, the line of fighters simply move out
of the way for the thief. Keep the character in plain view so the monsters line
up in front of your 3 characters, which they can openly take down. If you don't
have 3 fighters as I did, use your 3 strongest characters because there are more
than just easy skeletons to bring down in the chamber ahead.

From memory, you're looking at skeletons, skeletal warriors, skeleton archers,
imbued wights, skeletal mage, zombies and even a mummy. It's a good experience
builder to say the least.

Once the main chamber is cleared and you feel comfortable having your whole
party
standing in the middle of the triangle floor design with the 3 pillars at each
corner, make your way to the door on the right side. To gain entry into the room
beyond, you will need the MAUSOLEUM KEY from Kresselack's Tomb Level 1. If you
are not sure which door I mean, check Kresselack's Tomb - Level 2 for a better
understanding. It is marked as "1" on this map.

Once inside, fight the small group of skeletons and zombies to attain the PLAIN
KEY which will give you access to the locked gate on the opposite side, once
again this map being symmetrical in design as the one before. The locked gate,
if
you are having trouble finding it can be easily checked by viewing Kresselack's
Tomb - Level 2 Enlarged Map for more details.

Watch thy step before thee as you prepare to step ahead through the now opened
gate. Traps await those who rush!

A good battle here against skeletal warriors and don't be fooled if you only
fought 3 as there are another 2 hiding on either side of the gates entrance
within the shadows. Slay the wights as well that come out of the adjecent room
and retrieve the PAINTED PAW STONE. You will need this to activate the switch on
the bottom pillar within the main chamber. If you cannot find this switch, check
Kresselack's Tomb - Level 2 Enlarged Map for more details and the exact location
to get you on your way to meeting Kresselack!

Once you throw the switch, the gears will spin on either side of the large stone
door and leave it wide open for your own exploration. Proceed down the stairs.

***NOTE: Rest before going down! Have many heal spells and good offensive spells
that you can muster and be ready to protect all weak character classes.***

THE TOMB OF KRESSELACK THE BLACK WOLF LVL 3
Kresselack's Resting Place


This is what adventuring is all about!

Lovely isn't it? This is a great battle that puts you right into the thick of
things as soon as you come down the flight of stairs and you will be attacked by
all those around you with no mercy. These are Guardians to Kresselack's Tomb you
know and they have a job to do. By now you should realize which foul beasts pose
the least threat to your party and I suggest having your front lines deal with
the more powerful and deadly Tattered Skeletons, Spectral Guards and Spectral
Knights that will lunge towards your invading party. At this time, I had a few
invisibility spells memorized for characters who were being attacked by a slew
of
undead just so I could protect them and keep them alive so I could get to them
and heal their bloody wounds. Concentrate your magic attacks on the larger
undead
beasts who will do the most damage and if you have anyone that are better with a
bow than a sword, use them to your advantage to deal damage before they reach
the
front lines.

It's a great battle due to the limited space you have for moving around and once
the first wave is done and you move about, others standing in the darkness will
then be second, then third until you're left with the Spectral Knights and
skeletal warriors guarding the door to Kresselack's Tomb.

I was looking forward to battling this undead who, it is said, to have ravished
the Spine of the World with his barbaric attacks and raids, but alas, Kresselack
is in a talking mood and nothing more. Learn what you can from him as well as
accept his offer on finding the Priestess of Auril. Then and only then will you
be on your way to finding out what became of the Vale of Shadows and also, once
you return from killing the Priestess will you have access to Kresselack's
resting place and the items within.

Return to Kuldahar, speak with Arundel and fill him in on what you've learned.

THE TOMB OF KRESSELACK THE BLACK WOLF - The Quests

You're here for one reason and that's to figure out if the Vale of Shadows is
the
source of the Great Oaks, as well as the village of Kuldahar, problems. Your
main
quest is from Hrothgar but you do receive another while in the Vale of Shadows ,
which I will explain further down. Although not a quest given to you by anyone,
it is a quest never the less to find all five keys, the Holy Symbol of Myrkul
and
the Painted Paw Stone so you can penetrate into the heart of Kresselack's Tomb.
Here is a break down for you.

The Gate Key

You need this to gain entry into Kresselack's Upper Tomb. It can be found here
within the Crypts.


The Sanctum Key

You need this to gain entry into the Sanctum within Kresselack's Upper Tomb. It
can be found here within the Crypts.

The Priest Key

You need this to gain entry into the left portion within Kresselack's Upper
Tomb.
It can be found here on Level 1.

The Mausoleum Key

You need this to gain entry into the right side of the Mausoleum within
Kresselack's Tomb Level 2. It can be found here on Level 1.

The Plain Key

You need this to gain entry into the left side of the Mausoleum within
Kresselack's Tomb Level 2. It can be found here on Level 2.

The Holy Symbol of Myrkul

You need this to gain entry into the chamber to slay Myrkul's Sending within
Kresselack's Tomb Level 1. It can be found here on Level 1.

The Painted Paw Stone

You need this to gain entry into Kresselack's Chamber within Kresselack's Tomb
Level 2. It can be found here on Level 2. It is used to pull the switch.

Find the Priestess of Auril [mini-quest / plot advancement]

This quest is only available after you have made your way into the heart of
Kresselack's Tomb and have come face to face with his eternal spirit. Parlay
with
him will reveal this quest and in return he will tell you about the evil that
plagues the Vale of Shadows and Kuldahar. Kresselack will tell you that a priest
of Auril has been milling about his Tomb and if it wasn't for his Guardians, he
fears the doors would be open and the winter chill would make its way to the
very
depths in which Kresselack haunts. He does not want that.

You are to kill this Auril Priestess Lysan, but make sure when you accept the
quest, that you take it fully and do not "look into it" or "think about it" as
some of the dialog options will have. If you do the latter, the Auril Priestess
will not be in the location when you go to look for her.

Where is Lysan? She can be found within the Yeti Lair in the Vale of Shadows and
will summon a good handful of Yeti to deal with you while she casts her magics
at
you. If you've killed the Yeti in the lair from before you will not have so many
to deal with at this point when you face her. If you have not killed the Yeti in
the lair yet and visit the Yeti Lair for the first time for this quest, the Yeti
numbers will be far greater.

Also take note to talk to Lysan for as long as possible and learn what you can
of
the Vale of Shadows and why it is as it is. This information will not only help
you, but also help those within Kuldahar.

Return to speak with Kresselack when you have slain Lysan and he will answer you
to the best of his knowledge as well as reward you with the items in his coffin.


THE TEMPLE OF THE FORGOTTEN GOD - About the Temple


High above in the Spine of the World, some ways east of Kuldahar lays this very
temple that you have been asked to go and explore, to find the Heartstone Gem
that was stolen from the Greak Oak many years before. Your journey will take you
to a high passage full of snow and ice where the winds blow strong and bite at
thy open skin. Tall stone statues will jut from the layers of deep snow marking
the location of this ancient place built into the very mountain itself!

Although this is a small journey into the very heart of the Forgotten Temple, I
did find it somewhat difficult as I was always healing myself after each battle
against the larger and more powerful Verbeeg found within. Along side of
Acolytes
casting hold spells and entangle, facing a Verbeeg could very well be your death
if you find your characters can no longer move due to the magics cast against
the
party. It is a place I took with care, making sure when I did fight a Verbeeg,
it
wasn't in very large numbers and always 1 against the entire party. Even then I
found that healing was needed to continue deeper into the mountain and the rooms
beyond. All my 1st and 2nd level spells were of cure light wounds and cure
moderate wounds and I used them every time.

Let's look at the Temple in depth.

Thanks Chuck for pointing out the reference maps were missing their numeric
Table
Key on the online maps!

THE TEMPLE OF THE FORGOTTEN GOD - Upper Level


You shouldn't have too much problem moving about and bringing down the Verbeegs
if you trek carefully and lightly through the hallways as you explore each room
nearby. Never rush into a room within the temple because the last thing you want
to have to deal with are 6 Verbeegs and 2 Acolytes casting Hold Person on your
front lines. The temple is not that large, so take your time with it and of
course, as always, keep an eye out for traps or hidden items that may help you
through to the Catacombs.

The main level does not have anything special that needs to be noted and your
only concern is finding the way down to the next level. For a quick viewing of
where to go, check The Temple of the Forgotten God Enlarged Map for more
details.

THE TEMPLE OF THE FORGOTTEN GOD - The Lower Level


Straight as an arrow, right through the belly of the beast you can say. The
Lower
Level may look simple and easy, but you will have to knit pick your way through
the Verbeegs and Acolytes who are situated along the route you will have to take
to get to The Shrine. I cannot be any more straight forward than that, except do
search for traps on this level as you make your way down the long hallway before
the larger battle of multiple Verbeegs and Acolytes. They are the last ones who
will block your passage to the Shrine itself and the Acolytes fancy the Hold
Person and Entangle tactics. If you can get a Web off and pelt them down with
your archers, do so.

Once the battle is complete, head to the Shrine and the last level of the Temple
of the Forgotten God.

THE TEMPLE OF THE FORGOTTEN GOD - The Shrine


At first, when I stepped and viewed my surroundings I thought for sure I was in
for a large scale battle, or some type of foul beast that had brought down so
many bodies that lay strewn before my eyes. Not the case. This is an empty room
with a much similar empty shrine and no Heartstone Gem. Click on the shrine
itself to get the description and your journal will be updated.

Return to Kuldahar, speak with Arundel and tell him what you've learned while at
the Temple of the Forgotten God.

DRAGON'S EYE - About Dragon's Eye

The cold reaches of the Spine of the World house many hidden wonders that only a
few scattered people know about, recorded in memories from forgotten tales now
only found in the most old and ancient books. Dragon's Eye is one of these
places, secluded and nestled deep within the very Spine, its access gained by 3
days of travel to its maw toothed mouth opening that juts out, ready to bite
those who venture inside.

You have been sent here to find the source of those who attacked the priests and
Verbeegs at the Temple of the Forgotten God from Chapter 1 and your findings
will
surprise you as you venture into the darkness of the passages beyond. With each
step you take, you will realize just how low you are to the chain of command
that
has plagued Kuldahar and the regions near by and Dragon's Eye will introduce you
to new threats which are just on the horizon.

For the adventurer like yourself, Dragon's Eye is a true stepping stone to the
higher levels of 10th and more as you will gain lots of experience and fight
many
beasts as you dig deeper and deeper into the missing Heartstone Gem quest. Do
know that the deeper you go, the harder it will become but I'll take you through
it step by step and make it easier on yourself and your party of brave warriors.

DRAGON'S EYE - Outside of Dragon's Eye


The chill and bite of the blowing wind at such high altitudes will cause you
more
harm than the Ice Trolls who are roaming outside looking for food around the
entrance and they will be no match for your party as you cut them down one by
one. Before entering Dragon's Eye, you may want to organize your party order so
your strongest characters are at the front lines because this will help speed
things up as you continue forward. When you're ready, make your way up the snow
covered trail and enter Dragon's Eye.

DRAGON'S EYE LVL 1 - Lizard King Lair


A horrid stentch will waft to your nose as you step forth into the corridor
ahead
as well as the warmth, much like a hot summer day, that shall warm your bones
from the freezing cold you just came out from. The glow and crackle of lit fire
pits ahead should warn you enough that these are cave passages inhabited by
intelligent beings, which you will soon learn of as you take a few steps forward
to begin your exploration.

Lizard Men, Tough Lizard Men and Lizard Men Shaman's will be the first
inhabitants of this dim lit world that will greet you with swords, spears and
magic ready but as you battle, you will realize they are droppings to remain six
feet under. You will come across Flamming Oil flasks on some of these Lizard Men
that you slay and I suggest you try not to waste them unless you really need to
because you're saving them for the lower levels where Trolls make their home.

Along with the Lizard Men who call this their home, you will also encounter
Bombadier Beetles, Wraith Spiders, Sword Spiders and Phase Spiders within their
own lairs, which is primarly on the bottom left of the level. You should take
extreme caution with the Bombadier Beetles as they lash out with an acidic,
paralyze cloud effect that will cause any party members caught in its radius
damage as well as possibly paralyze them. Spiders are spiders and they do damage
and poison you too, so make sure you have some antidotes being carried on you so
you'll be able to stop the poison from killing your character during battle.

Remember our Elven friend Erevain Blacksheaf staying at the Snowdrift Inn in
Easthaven? Well, seems like she was out being a brave warrior herself but
unfortuantly for her, traveling alone is risky business and she proved that by
getting killed by the Sword Spider that is resting by her skeletal corpse. Don't
forget to read her journal.

Deep within this network of passages is the Lizard King who is a pretty good and
well rounded tough opponent to bring down to his knees for he does not walk
alone
and always has a circle of Tough Lizard Men and Shamans at his side, but this is
not who you are really looking for. In fact, you won't learn who is behind the
theft of the Heartstone Gem until the later levels, which I'll get to in a
moment.

You will learn and also find some of the missing villagers from Kuldahar on this
level, being kept and guarded by Lizard Men Shamans and is only a small piece of
the puzzle that you learn while venturing in Dragon's Eye.

Over all this level is not too difficult at all, the Lizard King being the
toughest to slay, at least up in these dark passages and there are no traps that
I had come across so moving about will be quick and easy for any well rounded
party. Free the villagers, learn what you can from them and then head down to
the
next level.

DRAGON'S EYE LVL 2 - The deeper you go!


Prepare your party for some very good battles as this is a level dotted with
Tough Lizard Men, Trolls, Wraith Spiders, Bombadier Beetles, Sword Spiders and
Talonite Priests, all scattered through a maze of twisting passges full of dark
and long dancing shadows. This will be the level where you are introduced to the
ever so popular and deadly, green warted, slimy skinned Trolls that not only
pack
a good punch, but also regenerate and bring themselves back up to do more
damage.
As legends have it and even as history has written, Trolls hate fire as well as
acid because the damage done is damage that cannot be undone by their
regenerating bodies.

For many vetran AD&D players, killing a Troll was common knowledge but for
others
who perhaps were just introduced to AD&D when Baldur's Gate came out, Trolls
could prove to be a problem, especially when they keep getting up after you
strike them down. Apon the last blow, the Troll will fall to the ground and seem
dead, but you will notice that you can still target him and attack him. To put
the Troll at rest, use either fire or acid while the Troll is on the ground
regenerating. Fire arrows, acid arrows or any spell that deals fire or acid
damage will do the job and you'll get the experience for the Troll and be able
to
move on to the other battles that await you and your party.

On the far right end of the map you'll find a very large lair of Bombadier
Beetles and you're more than welcome to give it a shot by running down this
corridor with sword swinging and magic blasting but be warned. There are so many
that doing so would be fatal as their acid blasts and paralyzing effects would
put your entire party at risk and send them to a quick death before you realized
what mess you got yourself in. The reward of course for besting all their
numbers
is a falled corpse at the end of the passage, who's equipment will make it worth
your while and time of taking on each beetle and risking your party to the smell
of death.

With the dotted and scattered groups of Lizard Men, Spiders and Trolls you will
eventually come forth into a very vast and large cavern, illuminated by standing
torches that surround a stone dias where the Talonite Priests have come to call
their home. That is, until you arrived to spoil their fun. Mother Egenia, the
head priest of Ilmater and the temple that resides in Kuldahar is being held
against her will by the Talonite Priests and having you arrive just before they
sacrifice her to their God is quite the blessing for her indeed. Scattered
around
these priests are Trolls who are looking for the chance to gain revenge on the
fallen brothers you have slain on your journey to this retched place. Show them
who's boss here!

During the battle, make sure that you do not cast any radius offensive spells
that would hit Mother Egenia because she'll take it as a hostile threat and
attack the party along side of the Talonite Priests and no doubt one of the
reasons Interplay did this was so you couldn't cast fireball at the centre of
the
Talonite circle. That would be the easiest way to dispatch this entire group of
priests and Trolls, two fireballs and a looting you will go but since that is
not
the case, you'll want to use some stealth and lead the Trolls out first before
going in for the final battle. Whatever happens, make sure Mother Egenia does
not
die or attack you because she has information about her capture as well as tells
you where other captured villagers can be found.

One of the villagers is Conlan's child, who is very mouthy and rude but if you
talk with him long enough, you will receive a key for Conlan's locked chest at
the back of the shop. The weapon within will be of great help down the road so
make sure you talk with all the villagers.

During this solution, I had Mother Egenia vanish on me after I saved her and she
said she'd stick around if I needed healing, which I didn't so I went on my way.
When I had cleared all the lower levels, I returned to talk to her again and
make
sure that I had selected everything I could so when I returned to Kuldahar, I'd
get my reward from Sister Calliana at the Temple of Ilmater. No matter were I
looked and searched, she was gone and gone for good. Apon my return to Kuldahar
and Sister Calliana, they still believe her missing even though I had spoken to
her once and saved her from the Talonite Priests. If you learn of Sister
Calliana's reward for saving Mother Egenia, please send us e-mail explaining
what
it is so I may update this part of the chapter accordingly.

I don't recall any traps being on this level either, but it's always better to
be
safe than sorry so always move about carefully regardless of where you are for
that extra level of safety.

Once you have cleared this level and are satisfied that you have made the
passages safe to walk through, take the dark passage that leads down and get
ready for some undead dancing and body dismemberment slaying.

DRAGON'S EYE LVL 3 - Presio's hoard


The smell of rotting flesh with be caught as you get closer to the bottom of the
stairs as you make your way deeper and deeper into Dragon's Eye and waiting at
the bottom of these stairs is a lovely group of undead who's bodies are rotted
and gruesome looking that some of your members may very well turn away. Clerics
on the other hand will be more than happy to lay these evil creations to rest
and
the warriors of your party will want to get their blades driven deep into the
undead as they slowly lumber forward.

Cold Wights, Skeleton Archers, Blast Skeletons, Poison Zombies, Wights and
Undead
Lieutenants await your living, breathing warm fleshed bodies to feast on and
make
one of their own to join their growing army of death, which you will have to
battle your way through endlessly.

The numbers of Cold Wights and Poison Zombies are high but don't let the numbers
and large groups fool you as they did with me the first time I explored these
depths. You'll find the Cold Wights fall quickly, as do the Poison Zombies which
don't seem to live up to their name. Not once was anyone of my party members
poisoned by any of their attacks. Leading the attack will be the Undead
Lieutenants and Blast Skeletons, the latter the more deadly of the two mentioned
for apon their death, they explode in a blast of cold energy which sprays and
hits any within a 15" radius. I found it was these blasts that caused more harm
to my party than the actuall battles that took place while I hacked my way
through their numbers.

Step carefully while moving through their undead ranks as there are enough wards
and traps that will cause one or more members of your party to fall to the dirt
and when I say carefully I mean it. One trap removed may make you feel secure,
but believe me, you've most likely missed another 4 that are situated around
you.
Move slowly and double check more often than you normally would as they start to
become an annoyance when you think you're safe and someone walks over a pressure
point that shocks them into death. It is also totally up to you if you want to
clear this entire level of undead, I decided to take the direct route and headed
straight down and then to the right towards the bridge. As a note, be careful
when you cross the bridge and make sure your party does not wander ahead to
fight
the undead waiting on the other side as it is just a lure for those stupid
enough
to attack without checking for traps first. The other side of the bridge is a
death trap waiting to happen so have a theif remove the wards that await the
unsuspecting.

Soon enough, you will find a small, circular stone building which is across the
bridge and in the bottom right corner which houses a good group of Wights,
Poison
Zombies and Presio, a female priest who is behind the entire creation of the
undead army you have just taken care of and slain. Presio casts some very good
defensive as well as offensive spells as she does battle with the party and her
minion of undead create a beautiful front line that will keep your own fighters
at bay while she leashes her magics apon the party. If you love the use of bows
and ranged weapons, she's already one step ahead of you by casting Protection
from Normal Missles, another added defense barrier to her wonderful tactics.

For the more advanced, dive right into the room and see how well you fair
against
the onslaught of her guards as well as her powerful magic, but if you're not
that
sure of your skills as a player and your party in general, lead them out one by
one to make it easier on yourself. I don't suggest it for any game because it
spoils the fun factor of what the designers were trying to acomplish by placing
the group where they are.

Once the battle is done, search for traps as the back wall and all compartments
available to be opened are trapped with enough wards that those nearby will have
a bloody death. Clean everything out and read Presio's personal journal for much
needed information to the events that you have gotten yourself into.

When you're ready, head upwards to the stairs leading down and make your way to
the next level. Do make sure you are checking for traps during your walk and
check well for there are many pressure traps all around you.

DRAGON'S EYE LVL 4 - Eldathian's Lair


Finally, a safe haven for you and your party to rest and relax as you enter a
hidden and well protected Temple of Eldath who's walls are covered in old
Eldathian tapestries and the floors are covered in old, well used rugs. Resting
here is available in the healers quarters of the Eldathian Temple who will be
more than happy to welcome you and allow you to stay within their walls so you
may explore the Temple and learn about the Eldathian ways.

So why is there a Temple of Eldath situated below three levels of havoc and
large
scale battles? For the answer, you can talk to Albion, he who welcomes those who
have found the hallowed and protected walls of the Temple of Eldath.

Those who are quick to explore the Temple of Eldath will eventually realize that
something isn't right. The fact that a temple to a good aligned diety rests
beneath an army of undead, holding cells for captured villagers and the lair of
a
Lizard King just doesn't sit very well. The first thing the party will notice
are
the rugs, which are in fact not of Eldath nature and even some of the banners
are
different in colour and design, which will send the alarms off in some of your
characters depending on their lore level. Having a Paladin in your party will
reveal Albion's true nature, as the aura he gives off is not the aura a Paladin
likes to see around someone and by this time, you've busted them and revealed
their true nature.

Albion will sound the alarm and sorry to say, this is the only way to expose
their true selves and you'd best prepare yourself for a very long and nasty
battle.

When the alarm sounds, all the doors will open in the complex and if you can,
have a PC close the double doors leading deeper into the temple which will
result
in stopping the droves and droves of Lizard Men Elite, Trolls and Yan-ti Elite
that will begin to snake their way through the door. This should give you a
slight advantage in dealing with Albion and those near by who come to his aid.
Although I did this battle with the doors open, as I did not know what to
expect,
I found that having those main doors closed afterwards gave me some added time
to
heal and prepare my party for the waves to follow.

Make sure when you kill Albion, if you are fighting with the doors open, the
corpses around you will begin to pile up and up so finding items may prove to be
difficult so move your mouse around slowly to find everything laying on the
ground. What you're looking for is ALBION'S KEY which will unlock the door
leading down to the last level, but let's finish off with this one before I
finish off this chapter.

The most annoying part of this level, which only adds to its toughness, is that
deep within the temple, in a secluded room is a High Summoner Priest, who
continues to summon wave after wave of Trolls, Lizard Men and Yan-ti Elite which
keep pouring out over and over again towards your party. You will have to battle
your way through each wave as best you can until you are able to bring the High
Summoner down and stop him from summoning those creatures. One of the very
reasons all the doors open in the temple is because when the foul beasts are
summoned, they can easily walk through the complex and find you. Eventually, I
honestly started to get annoyed since it was a great tactic that kept me at bay
for sometime and I couldn't find the room in which the High Summoner was in.
What
I ended up doing was holding my party near the entrance, closed the double doors
leading into the complex and cast invisibility on my strongest fighter and took
him in to explore each room and corridor, searching for this blasted High
Summoner. Once I found him and the room, I headed my party directly to that
direction to make him beg for mercy as I ran by blade through his eye sockets
and
turned the blade around causing his body to shake uncontrolably in a spasm of
pain that made his spine snap as he arched backwards in his final death scream.

Now it was my turn to lay on the beef to those within the temple and once you've
taken care of the High Summoner, you need not worry about any wave or group of
beasts heading in your direction to cause you grief. Just move from room to room
and take care of those within as well as loot any shelf, table, sack or whatever
else you find in your exploration.

The books you will find are great to sell in Kuldahar for some extra coin and
are
also good for some entertainment since they prove to be an enjoyable read.
Perhaps you can save them for afterwards, when you've completed your quest and
read them by a warm fire at the Evening Shade Inn in Kuldahar. Of course, it's
up
to you.

Besides the High Summoner, you'll also be introduced to the High Ritualist and
his group of guards, who's just as stupid as the rest of them as he slips and
tells you that the Heartstone Gem is with his leader, Yxunomei. Of course,
you're
going to have to lay the beats on this peep as well, just incase he plans on
warning her you know. Spare no exspense when it comes to your own safety! This
battle is pretty straight forward as your fighters should have no problem taking
care of the eight or so Yan-Ti Elite that go to do battle while the High
Ritualist weaves his magics. Hold Person is one of his favorites, so be prepared
to protect your front lines if one or more of your characters are held in their
place.

The last room I explored had people from the caravan that was taken and left
behind from Chapter One, the very caravan that Hrothgar had asked you to
investigate and it was the goods that went to the Orcs while the captives went
to
the Yan-Ti and their leader Yxunomei for sacrifice and of course, to eat.

Reise Copperkey, Iholikan Qunual and Marchon of Waterdeep will tell you of how
the caravan was taken and what they did to keep themselves alive. The room they
are in does hold a purpose though and that is you can rest here while they watch
over you, without worrying about being attacked while resting. If you happened
to
have found this room before killing the High Summoner, you can rest here without
any worries and replenish your offensive spell arsenal and heal your bleeding
wounds. For myself though, I found this place last as I wanted to rid the High
Summoner as soon as possible.

Once you've cleared out this level and picked up ALBION'S KEY head to the stairs
which lead to the last level of Dragon's Eye.

DRAGON'S EYE LVL 5 - Yxunomei's Heartstone Gem


Finally, all your hard work and time will result in two things on this last
level.

The first will be learning who took the Heartstone Gem and being able to slay
this foul person.

The second will getting the Heartstone Gem back from their clutches, but doing
so
will not be an easy task.

I cannot stress enough to you that magical weapons of 2+ or greather are
required
to bring the foul Yxunomei down who is in fact using the body of a child to hide
her true form but don't fret brave warrior, you'll get to see her soon enough.
Your journey through the twisting passage, which as you can see from the map is
in the form of a snake, will lead you to the chamber that Yxunomei rests and
going into any of the rooms off to the side from the main corridor is not
needed,
although for experience and the items found within, it's worth your while.

Step carefully while moving through the snake like passage for there are
pressure
points of poison dart traps and paralyze traps that will cause your party grief,
especially if they are attacked by the very skilled and excellent Yan-Ti Archers
who's arrows seem to always strike true. A parazlyed character while being
pelted
by three Yan-Ti Archers and their arrows does not stand a chance and I suggest
you engage sword to sword combat as soon as possible so they change their
weapons
to something more appropriate that will stop them from launching their arrows at
you. Do pick up their arrows if you have an archer in your party, they will help
you in bringing down Yxunomei once you come face to face with her.

The final double doors are guarded by Yan-Ti Archers and Yan-Ti Priests as well
as Yan-Ti Elite guards and the very back line of Yan-Ti Archers are standing on
pressure traps, so do your best to avoid stepping on them. I found a few
fireballs in their general direction did the trick. Once they are taken care of,
you want to memorize some defensive spells and good offensive spells for the
battle against Yxunomei. This is what I found to be very useful during this
battle and I did not have anyone drop from her attacks, although it was my
fourth
time attempting it.


Have your priests cast Bless and Recitation as they are cumulative in their
bonus
awards.
Healing potions in your quick slots that can be quaffed when the situation looks
grim.
Have your priests memorize healing spells, as much as possible.
I found Yxunomei's Magic Resistance was very good, but didn't have much effect
when it came to Agannazar's Scorcher.
Equip everyone in your party with +2 weapons or better as anything less will
have
no effect.
Weapon wise, I found the majority of my +2 weapons in Dragon's Eye and equiped
my
characters accordingly to give them the best chance of victory.
My strategy was simple as I created a front line of my 4 strongest characters
and
had the middle one walk into Yxunomei's Chamber and lure her out into the
hallway, where I brought that character back to the front line so I could get
all
4 characters attacking her. My theif, who was now using the arrows from the Yan-
Ti Archers was behind this line away from any attacks by Yxunomei and my mage
was
off to the side so when Yxunomei attacked, the Agannazar's Scorcher I'd cast
would not damage or hit any of my front line. Use the space bar when you have to
to monitor your party members and health status. Having Bless and Recitation
gave
my characters a +3 to hit and +4 to Saving Throws and gave Yxunomei a -3 to hit
and -4 to her own Saving Throws. This defensive spell tactic helped greatly and
I
dropped Yxunomei very quickly without any loss of lives within my party.

Pick up the Heartstone Gem, clear out the rest of the level as you see fit and
return to Kuldahar to speak with Aldurel.

DRAGON'S EYE - Quests

The journey to Dragon's Eye was to help Arundel locate and return the Heartstone
Gem, at least he hopes it is in the Dragon's Eye where you were sent after
finding traces of poison the the Alurite Priest in the Temple of the Forgotten
God. Besides this, there are other quests that get completed while in Dragon's
Eye and many questions answered from those first introduced in Kuldahar. They
are:

ARUNDEL'S QUEST [Heartstone Gem]

This is found and located on Yxunomei who resides on the very bottom level of
Dragon's Eye and will take some muscle, wit and patience to retrieve it from her
as she is a very tough advisary to over come. The quest for the Heartstone Gem
ends when you return to Kuldahar and speak with Arundel.

SISTER CALLIANA'S QUEST [mini-quest / story advancement]

If you recall from Kuldahar, Sister Calliana spoke of Mother Egenia who had gone
missing some time ago. It is in Dragon's Eye on level 2 that you will find her
being held against her will by Talonite Priests. Find her, free her and she will
tell you how she was captured. Return to Kuldahar and speak with Sister Calliana
and tell her what you've learned.

LOST VILLAGERS QUEST [mini-quest]

Everyone in Kuldahar was talking about how children and those who lived in the
village have gone missing over a period of time and no one is really sure what
has become of them or where they could be. These villagers can be found in
Dragon's Eye on levels 2 and level 3, being held captive for sacrifices as well
as food for the foul beasts found within. Free the villagers and spread the word
in Kuldahar of your heroic deeds.

THE SEVERED HAND - About The Severed Hand

Many ages past, a tower of great beauty created by the Elves of Faerun stood in
the Spine of the World, the heart of Orcish and Goblin clans, or so it was said.
For many years did the tower stand in all of its magical glory, a wonderous
creation by the work efforts of all who lived within. Alas, beauty does not last
forever and soon a war waged for many years as wave apon wave of Orcs and
Goblins
bombarded the Elven Outpost, pushing the Elven forces to the walls and with one
last hope, Larrel cast his magics to save them all.

Today, the tower still stands, known as The Severed Hand, a reminder of what
magic can do when something goes terriably wrong. Long shadows and darkened
hallways await your exploration along with walking, dead reminders of those who
died in the long battles. The background effects as well as music adds to this
errie place and will keep you busy for sometime as you explore its depths and
four towers that jut into the sky.

The Severed Hand took me awhile to complete as it is dotted with an seemingly
endless supply of foul beasts who bar your exploration deeper in to the tower
and
having more than one access up or town the tower via stairs or elevators makes
this an interesting, yet enjoyable place to visit. If you think this is just an
easy job, you're wrong as you will have to complete a few quests before you can
continue with your own and that is the Heartstone Gem which brough you here
originally. So with that in m


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