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ICEWIND DALE II

faq and
walkthrough
=================

by kaichern tee
teekc@mail.com

starts Oct 7 2002


finished Oct 19 2002
last update Nov 24 2002

version 1.4
actual version 1.4.1.031079-zdf-bs/99*25

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If you have interest in translating this faq and place it in other
website, please contact me. We can work together to make it better.

If you have any question about this game, i suggest you go first to
one of the following forums because i believe people there will be
more informative while answering your question.
GameFAQs at
http://s1.cgi.gamefaqs.com/boards/gentopic.asp?board=15119
Black Isle at
http://feedback.blackisle.com/forums/
Socerers net at
http://www.sorcerers.net/cgi-bin/ultimatebb.cgi?ubb=forum;f=14

If you want to email me teekc@mail.com, you would need to specify


"icewind dale 2" at your title since i receive a lot of junk mails.
Be inform that my PC operating system can decode chinese (traditonal
and simplified). So if you want to, you can email me in Chinese.

Feel free to correct my mistake. Any help from anyone regarding this
faq will be credited and none of the email address will be post unless
requested. Note that your emails might be quoted in this faq. In the
process, i might modify incorrect words. If you feel that i quoted
wrongly please inform me. Also, if more then a person telling me the
same thing, i will credit everyone but use the expression of my own.
Please inform me if i said something wrong.

This faq may be posted on any site so long as nothing is changed and
you have my permission for doing so. You may not charge for, nor in
any way profit from this faq.

You will find the most updated version in,


http://www.gamefaqs.com
http://www.sorcerers.net
http://www.neoseeker.com

This faq is also posted in the following websites,


http://www.gamesover.com
http://DLH.Net
http://www.ggmania.com
http://www.cheatcc.com
http://www.edbis.com

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This Document is Copyright 2002 by kaichern tee

ICEWIND DALE II copyright 2002 by Interplay Entertainment


Corp. All Rights Reserved.

The BioWare Infinity Engine copyright by 1998-2002 BioWare


Corp. All Rights Reserved.

Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN


REALMS, DUNGEONS & DRAGONS, Wizards of the Coast are
trademarks of Wizards of the Coast, Inc., a subsidiary
of Hasbro, Inc., and are used by Interplay under license
from Infogrames Interactive, Inc.

Black Isle Studios are trademarks of Interplay


Entertainment Corp.

The BioWare Infinity Engine trademarks of BioWare Corp.

All other copyrights are property of their respective


owners.

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Table of Contents
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I Introduction ---------------------- ppgint


**Please, read this first, it wouldn't be long**

II Character Creation ---------------- ppgcre


II.1 Race ppgcr1
II.2 Class ppgcr2
II.2.1 Front-line Tanker ppgcr3
II.2.2 Back-row Caster ppgcr4
II.3 Alignment ppgcr5
II.4 Constructing a Band ppgcr6

III Skills --------------------------- ppgskl


IV Feats ---------------------------- ppgfet
III.1 Weapon and Armor Feats ppgfe1
III.2 Self-improving Feats ppgfe2
III.3 Weapon Fighting Feats ppgfe3
III.4 Spell casting Feats ppgfe4
III.5 Class Feats ppgfe4

V Useful Spells -------------------- ppgspe


IV.1 Arcane Spells ppgsp1
IV.2 Cleric Spells ppgsp2
IV.3 Druid spells ppgsp3
IV.4 Spells that Overlap ppgsp4

VI General Strategies -------------- ppgstg


VII Known Bugs That Will Hurt You ----- ppgbug

VIII Walkthrough --------------------- ppgwlk


Prologue ---------------------- ppg01
1.1 Targos Dock ppg02
1.2 Targos Town ppg03
1.3 Targos Palisade ppg04
Chapter 1 ----------------------------- ppg05
2.1 Shaegarne Fort ---------------- ppg06
2.1.1 Somewhere Before Village ppg07
2.1.2 Torak Base ppg08
2.1.3 Somewhere Before Dam ppg09
2.1.4 Dam ppg10
2.1.5 Shaegarne Bridge ppg11
2.2 Horde Fortress------------------- ppg12
2.2.1 Outside Fortress ppg13
2.2.2 Cave to Fortress 1 ppg14
2.2.3 Cave to Fortress 2 ppg15
2.2.4 Fortress ppg16
2.2.5 Inside Fortress ppg17
Chapter 2 -------------------- ppg18
3.1 Foothills ppg19
3.2 Glacier Crevice ppg20
3.3 Ice Temple Upper Level ppg21
3.4 Ice Temple Lower Level ppg22
3.4.1 Battle Square ppg23
3.5 Chapter Ends ppg24
Chapter 3 -------------------------------- ppg25
4.1 Wandering Village ---------------- ppg26
4.1.1 The Missing Children ppg27
4.1.2 The Returning Dead, or Undead ppg28
4.1.3 The Silent Ghost ppg29
4.2 Cold Marshes ppg30
4.3 River Caves ----------------------- ppg31
4.3.1 River Caves Entrance ppg32
4.3.2 River Caves ppg33
4.3.3 River Caves Exit ppg34
Chapter 4 -------------------------- ppg35
5.1 Black Raven Monastery ------- ppg36
5.1.1 Monastery Entrance ppg37
5.1.2 Monastery ppg38
5.1.3 Eight Chambers ppg39
5.1.4 Black Raven's Tomb ppg40
5.2 The Underdark --------------- ppg41
5.2.1 Driders Cave ppg42
5.2.2 Leaving the Underdark ppg43
5.2.3 Z'hinda Citadel ppg44
Chapter 5 ------------------------------- ppg45
6.1 Kuldahar ------------------------- ppg46
6.1.1 Kuldahar Pass ppg47
6.1.2 Kuldahar ppg48
6.1.3 Chult and Yuan-Ti Temple ppg49
6.1.4 Slaying the Guardian
and Protecting Kuldahar ppg50
6.2 Dragon's Eye --------------------- ppg51
6.2.1 Dragon's Eye Entrance
and Level 1 ppg52
6.2.2 Dragon's Eye Level 2 ppg53
6.2.3 Dragon's Eye Level 3 ppg54
6.2.4 Finishing Dragon's Eye ppg55
6.3 Holy Avenger --------------------- ppg56
6.4 Dragon's Eye Exit ppg57
6.5 Ice temple Revist ppg58
6.6 Fields of Slaughter ppg59
6.7 Saablic Tan ---------------------- ppg60
chapter 6 -------------------- ppg61
7.1 The Plam ppg62
7.2 The Fingers ppg63
7.3 Finishing the Game ---- ppg64

IX Frequently Asked Questions ----------- ppgque


X Version History ---------------------- ppgver
XI Credits and Acknowlegment ------------ ppgthk

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I introduction ppgint
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Well, This is the first faq i write. i am a bit old now, and most of the
time, i'll wait for an faq to release to buy the game and play according
to the faq. However this time, i amazingly played iwd2 without any faq.
Sure, i do stuck in somewhere along the course, but i have help from the
good and friendly people who visited www.gamefaqs.com IWD2 forum. As time
went on, the itch of writting this faq enlarged and i cannot resist it.
so there you have it.

For your information, i am more a pc gamer then a pnp-er (pen and paper).
So, my knowledge about 3ed is very limited. Basic stuff only i know,
technical knowledge limited i am.

You will notice that for important title in the table of contents, it will
be follow by ppgXXX. i did this for the purpose of simple navigation. You
can now just look at the table, using "find" function in your wordpad
to find ppgXXX and jump to the correspond content. For example, search for
"ppgthk' will bring you to the <Credits and Acknowlegment> section. In
case, ppg means 'Powerpuff Girls'. Don't you just adore them?

As you go through the walkthrough, you'll notice that my style and basis
of writting change. There are two main reasons behind this. 1st, the game
has developed into such a state that i cannot continue with my previous
style. 2nd, my mood changed.

Since you can use 'alt' key to highlight interact-able containers, i guess
there is no need for me to indicate each containers in the game. Just press
the key often to highlight containers and on ground items so you wouldn't
miss a thing. Also, traps are expected everywhere. De-trap wouldn't yield
xp like in BG. Plus, i haven't enounter a deadly trap that cost my life,
so i wouldn't mention every trap in the game.

As the faq goes, i'll use more and more short form. I suppose it would be
easy to understand but just in case,
STR = strength DEX = dexterity
CON = constitution INT = intelligence
WIS = wisdom CHA = charisma
BGx = Baldur's Gate 1 or 2 IWDX = icewind dale 1 or 2
3ed = 3rd edition rules pnp = pen and paper
BIS = Black Isle Studios hp = hit points

Enjoy the game, enjoy the faq.

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II. character creation ppgcre
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There are a lot of discussion going on in several iwd2 related forums, so i
would not and could not cover them all. You can always pay a visit to these
forums and post your suggestion there for analysis and criticism. What i
will cover is very general.

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II.1 race ppgcr1
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Race gives you an advantage at start and influence you far into the game.
The more important aspect the a race would influence is the quests
available in the game. Some quests will result in better rewards if you
have a specific race to do the job. There will this never ending discussion
about which race is best for which class going in every IWD2 forums.

Don't be discourage by the level adjusment, it will not limit your level
cap, which is 30. Level adjusment simply means that a character needs more
experience to level into next. If a character has level adjusment of +x,
that means at level 1, that character needs xp needed for level 1+x to
level into level 2. As for the 'favored class', it doesn't nessasary means
that the race excel in that class. It means that the culture of that race
has influenced its people in such way that they will not receive an xp
penalty while multiclass into the class.

Before i go into it, one thing you have to remember,


It is role-playing that counts.

1 >>> Human
Humans are all around people. They don't have heredity
bonuses but they have the finnest educational system to make
them as competitive as other races. So they might not have
+ on any abilities, but they can be train into any class and
do a good job on it.

a. Human
human is very flexable and general. You get an extra feat at start
and extra skill points per level. The best part of a human is the
'favored class: any' bonus that it offers. Thus, the higest class
in multiclasses will the the favored class.
If you have no idea which race you want to choose, human can't be
wrong.

b. Aasimar
Aasimar has a +2 on WIS and CHA. cleric, paladin and druid will
benefit from this stats.

c. Tiefling
Tiefling has +2 on INT and DEX. Rogue, wizard or even fighter+
wizard combination will benefit from the class bonus.
2 >>> Dwarf
Dwarves are very hardcore people. They will slash rather then
talk and think. Dwarves give an impression of very hard to
damage and kill

Generally dwarf makes good fighter for the +2 CON bonus. +2


saving throw against poison is not that crucial. However, +2
against spells is is a big plus. In addition, +2 search will
also makes them a good rogue.

a. Shield Dwarf
Just like human (subrace) to human (race), shield dwarf is the
general version of dwarf. The advantages are not to heavy and so
is the disadvantage.

b. Gold Dwarf
It wouldn't be a good idea to make a rogue out of gold dwarf because
of the -2 dex disadvantage. gold dwarf is more fighter then other
dwarves. They have an +1 attack roll againist underdark creatures.
But then, the underdark is just a part of the whole story.

c. Gray Dwarf
Gray dwarf is more rogue then other dwarves. They have +4 bonus on
move silent to go with the default +2 search. So gray dwarf would
serve best for a figher+rogue dwarf.

3 >>> Elf
Elves are very magical and agile. They are easy to kill,
physically, but they are hard to hit. Elves can be great
spellcasters, especially using arcane magic (they are very
arcane anyway). Elves can be excellent archers as well. you
only heard the term 'elven archer' right? have you ever heard
of 'orcish archer' or 'dwarven archer'? But, the game does not
really promote you to be an archer. so, elves can only show
their magical side but not the agile side.

All elves will have a +2 DEX bonus. All elves are immune to
sleep. All elves have +2 saving throw against enchantment
magic (spells that screw up your mind like charm, confusion,
hold person, etc). All elves have +2 search check. In
addition, elves are proficient with large swords and bows
(crossbows are not bows, they are simple missile weapons).
Since elves are magical, their favored class will be towards
spellcasters.

a. Moon Elf
general version of elves. receives -2 CON.

b. Drow
+2 DEX, +2 INT and +2 CHA, you want more? how about 11+lvl spell
resistance? Drow does a great job in a lot of classes and
multiclasses. To make the game interesting, mixing a rogue and wizard
would certainly be fun. the downside is -2 CON so they can't be
fighters that take a lot of damage. Also, whenever under bright light,
a drow receives -1 on everything.

c. Wild Elf
just like moon elf, but the penalty is -2 int.
4 >>> Gnome
Gnomes are suppose to be very scientific and rational people
(rational doesn't mean serious). Ironically, their favored
class is illusionist. Generally gnomes are weak at physical
fighting.

a. Rock Gnome
Seriously, i don't know what to do with rock gnome. Because their
bonus +2 CON conflicted with their penalty -2 STR. if -2 STR makes
you no good at melee, then what's the +2 CON for?

b. Deep Gnome
+2 DEX and WIS with 11+lvl spell resistance. It doesn't not end here.
+2 to all saving throw, +2 to search and hide. Now this is much
better then the rock gnome. Combination of fighter+illusionist or
rogue+illusionist will work fine. Don't worry about the -2 str
penalty. Or if you want, For the fun of it, deep gnome can be good
druid and cleric. Not many race has +2 WIS.

5 >>> Half-elf
i wish i have better things to say about half-elf but there
isn't much. Personally, i like half-elf for the sake of role
playing. In 2e rules, half-elf offers the widest range of
multiclassing. Now in 3e rules, since everyone can multiclass,
half-elf loses its most important advantage. Furthermore,
'favored class: any' might seem useful, but human also offer
this with 1 bonus feats and more bonus skill points. so which
would you rather choose?

Ok, the limited advantages of a half-elf. Half-elves are


immune to sleep and have a +2 save aganist enchantment magic.
This bonus is best apply to a fighter since saving throw
against enchantment magic is a fighter weakness. So, to some
extend, half-elf fighter is better than a human fighter.

6 >>> Half-orc
Most people don't accept half-orc and treat them as babaric
half-breed. Most half-orc are either abandoned children or
raise by their human single mother without acceptance of
the society. (Come to think of it, have you ever come across
a half-orc of orcish mother and human father?)

Half-orc makes the best hardcore fighter with their +2 STR,


the only race with + STR. Who cares about int and cha when
being a fighter?

7 >>> Halfling
Halfling are, in simple term, sneaky. They just like to play
around. The thought of heroic deeds will never come across
their minds. Generally, halfling people are almost equal
to rogues.

Because of their sneakiness nature, they have +2 DEX, +2


move silently and +1 to hit with thrown weapon. Because
they are all small, they receive -2 str penalty. One special
note is that these people are fearless, +2 morale saving
throw against fear. They are not that easy to suffer a
morale failure to fear.
a. Lightfoot Halfling
The key of lightfoot halfling is the +1 to all saving throws.

b. Strongheart Halfling
The key of strongheart halfling is the extra feat available at
start.

*p.s. So it's really up to you for choosing between a lightfoot or


strongheart. You want +1 saving throws or +1 feat? Personally,
i prefer +1 saving throws because its benefit is more long
term.

c. Ghostwise Halfling
Favored class is barbarian. Gains extra ability of setting natural
snares. Natural snares work just like entangle, nothing fancy.

==CONCLUSION==
Remember what i mention earlier? It is role-playing that counts. Of course,
half-orc makes the best fighter. But for the sake of role-playing, pure fun
and not following prototypes, why not try half-orc paladin, halfling druid,
dwarf cleric? If you have a band of six, the 'not so wise choice' of race
and class would not give you much trouble. In fact you can later tell
everyone that you finished the game with some most freakish combination.

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II.2 class ppgcr2
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Because of the freedom that 3rd edition rule gives, most of the time,
people would not stay in one class and become a fulltimer. So, as i discuss
about each class, i will include a little conclusion at the end of each
type of class.

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II.2.1 front-line tanker ppgcr3
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As the name suggest, these people are there to take damage and
protect your spellcaster.

1 >>> Fighter
Fighter is all about feats.

You'll get a lot of extra feats so you can pretty much learn every
skill that is available to you. The crucial thing is in the early
of the game. You only have a few feats, so you'll need to plan well
on what to learn first, and what's next. While deciding what should
a fighter's abilities be, generally speaking, minimize charisma, and
wisdom. STR and CON are equally important. Of course, if you want
to pull down DEX to push INT, you are welcome. Because most likely
a fighter will wear the heaviest armor in the game which might
negates the benefits of having a high DEX. But beware, some feats
require high dex, like 'Dirty Fighting', so don't let your DEX drop
below 13.

You have feats, so use them well. At early of the game, you might
want to choose 'Snakeblood' if you have a choice, Since this only
available in first level. 'Dirty Fighting'is a must have feat later
on. Distribute your weapon feats so that you can attack effectively
with slashing damage as well as bludgeoning damage. Some monsters
have high resistance to a damage type. However, those are open to
piercing damage usually cannot resist slashing as well.

p.s. Holy Avenger is a long sword. There is an axe that slay


construct in HoF mode. 'Club of Disruption' is a club
that destroy undead.

2 >>> Paladin
In the name of law, you smite evil.

First, paladin will have divine spellcasting ability starting from


4th lvl, which are based on wisdom. so if you want to cast a x level
spell, you'll need 10+x wisdom.

Second, paladin has 'lay on hand' in 1st lvl. it's a healing spell
which determine by charisma. Also, by default, you are immune to
disease. At 2nd lvl, you gain 'smite evil' which is also charisma
based. It gives you extra damage to evil foes. Also in 2nd lvl,
you gain 'aura of courage'. It makes you immune to fear and gives
allies +4 saving throws aganist fear. In 3rd lvl, you'll get 'turn
undead' which is charisma and lvl based. Also in 3rd lvl is 'remove
disease' which can be useful. So basically, you are immune to disease
and fear at lvl 3.

Third, you have restriction on multiclassing. if you don't


multiclass to your order's favored class, you cannot lvl up in
your paladin class ever.

So, if you want to play a full time paladin, you'll need to


distribute your abilities wisely. Well, since i never play a full
time paladin before, so i wouldn't give me unwise suggestion here.

3 >>> Barbarian
Barbarian is strong but unpolished fighter.

By default, a barbarian walks faster then others. Barbarian gains


most hit points per level.

A barbarian has 'Rage' ability at start. Once cast, it grants you


some useful bonuses for fighting. As it wears off, it makes you
fatigue and lower your abilities. As you lvl up, your 'Rage'
becomes better and at lvl 20, it will become 'Tireless Rage'.

At 2nd and 5th lvl, you'll gain 'uncanny dodge'. Respectively,


while attacked by invisible foe you apply your dex bonous to
armor class, you cannot be sneak attack by rogues unless the
rouges is 4 lvl highier than you.

At 11th lvl, you'll gain damage reduction and resistance to all


sorts physical damage.

STR, DEX, CON max them out. WIS, CHA minimize, whatever left is
in INT.

4 >>> Rogue
Rogue is about sneak attack.

A rogue damage may not be as high as others, but as soon as they


are sneak attacking, They deal out extra damage according to 1d6
per 2 lvl.

Rogue gains 'uncanny dodge' just like barbarian but in lvl 3, 6.


in lvl 2, rogue has 'Evasion' to evade area effetive spells.
sucessful reflex save to evade all damage and uncessful reflex
save to take half damage.

The show starts at 10th lvl. Now the rogue will have access to
some rogue-only skills. Since these are strictly availavle to
rouge, you might want to pick them as soon as possible, because
these skills are very useful, like 'Crippling Strike',
'Improved Evasion', 'Slippery Mind'.

Simply put, DEX max. CON, STR, INT are up to you. WIS and CHA,
min. Your DEX is going to be highier than you STR, so it would
be useful if you pick up 'Weapon Finesse'. Most people will dual
wield a rogue so you might want to pick up 'Two-weapon Fighting'
and 'Ambidexerity' as well. but there is a better solution to
this. please see the conslusion of this part.

p.s. 'Hamstring' is also a must pick feat.

5 >>> Ranger
Ranger sucks.

i know i'll get flamed about this comment. But sadly, it's true.
i like ranger also, i started my D&D adventure as an half-elf
ranger. and now it turned out that half-elf is the most useless
race and ranger is the most useless class. Note that 'most useless'
doesn't not mean 'absolutely useless', just 'relatively useless',
in this game. Bottom line is, rangers just cannot show their
usefulness in the game people called Icewind Dale 2.

Though it sucks, ranger has one minor advantage, automatically


gain 'two-weapon fighting' and 'ambidexerity' while wearing light
or no armor. Now keep this in mind.

One important note is while choosing 'favored enemies' and 'weapon


focus'. Both are deeply related. Don't do stupid thing like Valygar
did in BG2, racial enemy: golem, weapons: katana and spear, like
that is going to help?

>>according to [Adam Frederick] who built a solo ranger.


STR- 16 DEX- 18
CON- 16 INT- 8
WIS- 10 CHA- 8
Every level I put my point into either hide or move silently and
because of that I can scout out most maps without getting in a
single fight. As for proficient points. I put 2 into martial
weapon bow and if you want to get 4 lvls of fighter put 3 in
(I did this it helps). After that I just put in Improved critical
and improved initiative and after that I just put it into whatever
is appealing. And once you get to around lvl 8 I find I can fell
most opponents in 2-3 hits and I lure them to my tank so that by
the time they get to him 3-4 of the enemies are dead. And this is
the build I use for party and solo games.

6 >>> Monk
They might be useful
If you want to be a monk, be a full time monk. Multiclass a monk
will utterly spoil their unarmed damage ability. In simple words,
a 20lvl monks will have much much higher base attack then a
20monk/2fighter.Monk has a long list of bonuses while leveling,
so i wouldn't list them here.

The reason that they 'might be useful' is that, IWD2 don't count
unarmed attack as a weapon which they should. Furthermore, in IWD2
unarmed attack will evoke 'Attack of Opportunity' which further
de-grade the real power of a monk.

Conservatively building is to max out WIS because this is what gives


a naked monk Armor Class. CON should be maxed also for high hp. STR
and DEX are equally important. INT and CHA can be neglected even if
the modifiers go to negative. There is no use of CHA for a monk. INT
for a monk will only affect the skill points. Monk don't have any
much needed skill to invest so INT can be minimized.

>>[Domen Gostincar] defending the usefulness of monks (and nuns).


I have made a human monk, with the following starting stats:
STR- 16 DEX- 18
CON- 18 INT- 3
WIS- 18 CHA- 3
She gets 2 skill points per level, which I put into hide and move
silently, making her an excellent scout. Also good for saving money,
as she doesn't need any armor or weapon. For feats, I choose dirty
fighting, dodge, great fortitude, iron will and lightning reflex
(the last three because I ran out of other sensible feats, and the
better ones were still beyond my reach, and because having high
saves can't hurt.
In the Clack Raven monastery, my monk was level 11, and I had no
problem defeating the 8 rooms with her. The only damage she received
was via lightning bolt, the spinning blades and the flame strikes -
those that were not avoided (high accuracy means a high reflex save).

==CONCLUSION==
Except for monk, you might want to multiclass your tanker into at
least one other class, simply because you don't really need a
fulltimer in any of the above classes. By multiclassing, you'll
have bonuses that other class provide which would be really useful.
for example,

A rogue are bounded to wear light armor. in addition, they are not
proficient in shield. So what the hack, multiclass to a lvl 1 ranger
to gain 'Two-weapon Fighting' and 'Ambidexerity' by default. In
addition, you can further multiclass rogue into fighter for some
extra feats.

A fulltime paladin would not bring you far also. wWat people
usually do is set a low WIS and CHA paladin and stop leveling
up after 3rd level, after gaining all the bonuses. Continue to
level up in fighter, rogue or barbarian. Doing so, the character
not only has some nice bonuses but also the luxury to use
'Holy Avenger' one of the best weapon in the game, well almost
every other game. Or you can go the other way around, by building
a 4 lvl fighter and every lvl to paladin. Doing so, you'll get
the much needed 'weapon specialization' and not letting go the
spell casting ability of a paladin. Either way, it works.
Further multiclassing rogue into fighter would benefit much also.
A lvl 20rogue/10fighter is just slightly worse than a lvl 30 fighter
in face-to-face fighting. By multiclassing into fighter, a rogue
gain more feats to fully acquire all the needed abilities.

Another popular multiclassing pattern is go into 4lvl fighter with


any other tanker class. By do so, the character will have access
to the ever useful 'weapon specialization'.

All these are just multiclassing a tanker class to another tanker


class. Because i see that unless you are not playing a band of 6,
there is not need to multiclass a tanker into a spellcaster simply
because their abilities don't overlaps. If however, you are doing
trio, duet or solo, you might need to do so and this would be above
my limited knowledge.

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II.2.2 back-row caster ppgcr4
---------------------------------------------------------------------------
They provide support to frontline as well as main fire power to
damage monsters. In general, you would want to pick up 'Combat
Casting', 'Sbuvocal casting, and max 'Spell Penetration' as soon
as possible. Although i would not mention, but 'Dispel' is equally
useful and important for all spellcaster and should pick up as
soon as possible. Throughout the discussion, arcane refers to
wizard, sorcerer, bard and it's spells; divine refers to druid,
cleric and it's spells.

1 >>> Bard
Jack of all, master of none.

Bards do have something they are specialize in. A bard provides


bard song that will boost everyone's ability, as they gain level,
they gain new songs which have different uses according to different
occassions. Note that a bard casting ability is based on CHA,
so to cast lvl x arcane spell, you need 10+x CHA.

The significant level for bard is lvl 11 as this level gives


you the final song to sing. You can continue after to level up
after this or choose to concentrate in other multiclass. If you
are not planning to have highier bard level and cast highier
level spells, don't invest too much in CHA then. The major
selling point of a bard is bard only items you found along the
way. You can get a horn in early Chapter 2 from an evil merchant.
This horn will instantly summon some barbarian to fight for you.
Handy meat shields instantly.

2 >>> Cleric
Heal

Yes heal. Of all the spells that a cleric has, heal is the single
most important spell you have. It provides instant and full hit
point to any character and its casting duration is very short.

Other seriously important cleric spell are 'Animated Undead' and


'Tremor'. 'Animated Undead' is the best and the only useful
summoning spell. It upgrades as you lvl up. 'Tremor' will
instantly damage all enemies and might knock them unconscious.
Different domain affects cleric's domain spell. each lvl of domain
spell has 1 additional spell over a choice of two. What god you
want to worship is totally up to you. I like Demarch of Mask just
because of its invisibility spells and 'Executioner's Eyes'.

Max WIS for cleric. Max CHA if you want but it is not that crucial.
CHA controls your undead turning ability. Have some points in INT
and that's it. One important note, you can take 1~2 points intended
for WIS and put them to DEX, later into the game, you will encounter
a potion that exchange 1 DEX for 2 WIS in Battle Square, not a bad deal.

Simply put, cleric strength allies, weaken enemies.

3 >>> Druid
Nature's servant awaits - Jaheira from Baldur's Gate

A druid do not support that much as cleric, but heal is still


available to druid at a highier level. Generally speaking, druid
has druid spells which deals some amount of damage and cannot be
learn by cleric nor arcane spellcasters.

Some might use druid as a support to main tanker(s) but i just


use druid as pure spellcaster. Shapeshifting might work but sadly,
it looses its usefulness because enemies get stronger faster.

>>[Jae Shin] wants to denfend for shapeshifters


"It basically allows your druid to become a tank (which is why I
use my druid for the Battle Square). The bear you get at 12th level
combined with a 'champion's strength' spell is vicious and can
easily do over 20 damage per attack. The only problem is that the
game seems to have a minor bug in it which causes attack damages
and bonuses to get a bit confused whenever you switch between
forms. It's easily overcome by unequipping and reequipping weapons,
but it can be a bit of a hassle. Then again, having a tank with
healing spells is really, really useful. What's even better is that
it changes your characters' stats. Bears have no problems with
forcing locks open."

4 >>> Sorcerer
Keep'em coming

The thing about socerer is that they have more ammo to dispose
for a particular spell. Therefore, a sorcerer can cast a chain
lightning, another chain lightning, another chain lightning and
again and again. The hard part is, what spell should they learn,
in what order? Different with Neverwinter Nights version, you
cannot unlearn learnt spells. so you really need to consider
which spells will benefit in a long run and which cannot.

Beside casting spells, sorcerer can play an important part as


diplomat/speaker of the party. You could give a sorcerer extra
INT to gain extra skill points in order to learn all the needed
'talking skills'. Together with their high CHA and the fact that
they don't refuse reward like paladins, they are a good choice
for speakers.

As you adventuring under HoF mode, you'll notice that it is your


sorcerer and wizard who do the most damage. Your tankers will be
shouting for medic every few hits by enemies. But sorcerer and
wizard, they never need to heal. If they die, you can bring them
back to life and they can jump into fight without pick back their
stuff.

Considering a sorcerer abilities is an easy task. First of all,


max CHA. then, max INT. adjust other abilities as you like, it
is not that crucial. The reason you want a high INT is that it
gives you extra skill points to upgrade your skills.

5 >>> Wizard
Level 1 summon? Yes i can do that.

Different to sorcerer, a wizard offers you versatility and


flexibility. You can almost learn any spell under the sun
(specialized wizard has restrictions), and you are not afraid of
doing so. You wouldn't give a sorcerer to learn 'Summon Creature
lvl 1', but you can do that for a wizard. Summon Creature lvl x
is always useful until you have animate undead.

Furthermore, there are these i called 'one time spell', like 'Mass
Haste'. You only need it once (twice at most), before or during a
fight. there is no need for you to keep casting mass haste right?
so why let a sorcerer to learn 'Mass Haste' which she/he will only
use it once before the next rest.

For me there is no need to take specialization because my sorcerer


is already specialized enough. i'll need a person who can cast
every spells rather a person who can cast a kind of spell more
times.

Distributing a wizard abilities is even simpler. max INT, which


is the prime abilities and gives you tons of extra skill points.
Then you can distribute other abilities points to anywhere you want.
Generally, high CON and DEX.

>>[Yorien Dragonard] has another view on sorcerer and wizard.


"I usually play with rather specialised casters. Have a main
wizard (pure), a main healer (usually pure) and then some
support casters (for example a male Drow rogue-wiz with a
lot of protection and enhancers learnt) and commonly some
other chara with support spells . That's why I use more
disablers than direct damage."
"Well, the main idea here is to have a rather specialised
spellcaster, whose main role is to cast some party enhacers
pre-combat and make a quick first move just before combat by
casting one or two area disables before party rushes. As
caster is specialised, he'd have skills/feats conveniently
arranged so his spell's DC is sufficiently high to connect
on many creatures. So, caster's job is to disable lower
menaces while party can focus in the big foes (and commonly,
you'll find that some big foes also fall to the disabler).
Since it uses only a little variety of spells, sorcerers are
pretty capable of being disablers."

==CONCLUSION==
Keeping a fulltime spellcaster might just be a good idea simply
because the highier the level, the more spell slots available.
But remember, the game sets the level cap at 30 (which is a lot).
By the time a spellcaster reaches level 20 ~ 25, there will be
enough spell ammo for any fight. So, starting from level 20 ~ 25,
a spellcaster can multiclass to another class for example fighter
(for feats), barbarian (for hp), rogue (for evasion).

a special case is, monk benefits their armor class from their WIS.
You can start your cleric/druid as a monk, then multiclass to
cleric/druid after level 1 monk. Take note on the alignment
restriction, if you want to do so. Also, similar to this is to
start a sorcerer as paladin. Paladin uses CHA modifier in saving
throw, so your sorcerer who are weak at saving throws (due to low
CON, DEX, WILL) can benefits from this.

A druid and a cleric will have similiar ablilities. As i played the


game, i found out that during many fights, my cleric was just
standing and waiting for anyone who call for medic. By multiclassing
and druid to a cleric or vice versa according to 20major/10minor,
you'll have a druid that can bring back your fallen members
into life and a cleric that can call down lightning to strike
enemies.

Another lame way to exploit the game mistake would be taking a


specialist wizard and take a level in sorcerer. That way, the wizard
will have access to all schools of spell.

Of course there is this ever popular fighter and wizard


combination. Fighter+wizard don't have to worry about armor
since a lot of spell will balance off the disadvantage.
Useful spells for a fighter+wizard would be 'Mirror Image',
'Blink', 'Fire Shield', 'Tenser's Transformation', 'Antimagic
Field', 'Trollish Fortitude', 'Seven Eyes', 'Aegis' and 'Black
Blade of Disaster'. Abilities for this multiclass would be max
STR or DEx and INT, min WIS and CHA, what is left distribute to
CON and DEX or STR.

---------------------------------------------------------------------------
II.3 alignment ppgcr5
---------------------------------------------------------------------------
Surprise to see alignment in here? Usually alignment isn't that important
because ultimately, alignment is a role-playing thing. But alignment in
this game has a very significant effect in a matter of life and death.

Spoilers--
At the end of the game when you finally meet the bosses, one of them
is able to cast 'Blasphemy', this area effective spell will instantly
stuns anyone that is non-evil alignment for 1 turn, which is very
long.

So, you must have some members as evil alignment, if not all. i would
suggest that at least your spellcasters be evil alignment.

---------------------------------------------------------------------------
II.4 constructing a band ppgcr6
---------------------------------------------------------------------------
Solo would be challenging but i think IWD2 was initially designed as an
adventure for a band. You can have maximum six people in a team, so you
can really specialize them. Ultimately, it all falls down to 2 things,
a) Playing style
Some would find that a certain combination is very strong and they can
just 'walk' through the game. But when that combination falls into
others hand, it will not work at all. That is why whenever my friends
ask me about what is the best character in Diablo, what is the best
combination in Final Fantasy N, i would always give them the same answer
'there is no best sword in the world, only best swordman'. Any
combination would work. How would the combination works is totally
dependent on how you control its members.

b) Role playing
Some classes are not that usefull in the game. It does not really matter
if you have them in your band or not, like bard, druid and ranger.
However, there are people out there, insist certain class be included in
the band. For me, it is druid. Partly because i am an environmentalist
and partly i just don't know how a band without a druid can adventure
into the wild. Yes, sure, a durid isn't that useful. There wasn't a time
that i am thankful for having to bring a druid along, but there was time
when i curse myself for not bringing an extra cleric. But then, i still
like druid.

If you are not a newbie in the game, you don't have the need to look at the
uninspire team suggestion below.

A simple combination for newbie,


1 - fighter with paladin 2 - rogue with fighter
3 - wizard 4 - sorcerer
5 - cleric 6 - cleric

With a combination like this, you'll have two person for each category of
class.
Fighter/paladin will be the main tanker and rogue/fighter will be
the support tanker. It seems that 2 tankers is rather weak but
don't forget that you have 4 summoners which means 4 summons in a
time. So most of the time the two tankers would carry the task of
protecting the spellcasters rather then dealing damage and take
the pain. Rogue is a must because you need someone to detrap, and
only rogue can do that. There are traps in the game that will not
go away even you triggered it. Paladin is an 'almost must' because
the Holy Avenger you get under HoF mode offers +10 enchantment, you
don't want to miss that, do you? On top of that, how about the idea
of dual-wielding Holy Avengers? A +5 and +10.

Sorcerer is the main arcane spellcaster. Sorcerer learns all the


main damage spells, all spells that is going to be used again and
again. Wizard on the other hand provides the 'clean out' job.
Whatever usefull spells that the sorcerer don't or haven't learn,
the wizard can help out.

Two cleric can carry out two different kinds of job, to make the
band looks pretty and to make the enemies look ugly. Above all, you
have two people that cast provide quick 'Heal' and crucial
'Resurrection'. Accident happens, if one cleric dies, another can
bring her/him back.

[Arachree Mae] has a suggestion of a band consisting of all classes,


Paladin(mystra)/wizard (8/22) aasimar
8 lvl paladin to get their cavalier (i forget their name) feat (author:
the feat is called 'Fiendslayer'), 22 lvl wizard didn't hurt their spell
to level 9.

Ranger/rogue/fighter (5/21/4) tiefling


5 lvl ranger to get 2 racial enemy, 4 lvl fighter to get weapon
specialization, 21 lvl rogue to detrap of course.

Barbarian/fighter (20/10) dwarf


20 lvl barbarian to get tireless rage.

Monk (30) human


They just rock with high wisdom (you could stun 30 wizard a day if you
could find that many) just hide them and sneak attack the wizard (throw
in some rogue would help (to sneak attack). (author: not too much rogue
as it will destroy the basic attack bonus of armed attack, 3 lvl is enough)

Bard/sorcerer (11/19) wood elf


On my exp with IWD 1 you just need bard that's why i'm putting in a bard,
11 lvl to get their best song. If you think the song didn't that great (on
IWD 1 that song could regenerate hp all the time i hardly need a cleric to
heal, but IWD 2 ruin it by only activate this regeneration in combat),
still you get 2nd healer (from bardic spell).

Druid/cleric ((?/?) depends on defensive or offensive playing) female drow


this one like i said depends on playing style. i really wish i could split
the cleric in to some one else (like monk) but i really like high level
monk. and that ruins clerics ability.

---------------------------------------------------------------------------
III skills ppgskl
---------------------------------------------------------------------------
This section is about skills. If feats give you the extra edge fighting
enemies, then skills give you an upper hand interact with the NPCs and
surrounding. As you level up, you'll gain skill points, how many skill
points you gain is dependent on your class and INT. Class provides you the
basic skill points each level, INT modifier gives you the bonus skill
points. That's why in 3ed rules, INT is generally important. If you really
don't want to invest heavily on INT, at least don't let your INT modifier
becomes negative value. It will hurts. Beside class and INT, human also
gains extra skill point per level.

Rule number one in distributing skill points, give them to class skills
first. When you distributing your skill points you will notice that some
skills require 2 points to move up a level but some only need 1 point.
Those that need 1 point would be the class skill for the class that you
level up now.

Rule number two, give some points to talking skills (bluff, diplomacy and
intiminate). You cannot always select who to initiate a conversation. So,
you would want all of your members to have some points in major talking
skills just in case.

And lastly, every skill has association with your abilities. The Ability
modifier will affect if you make a successful skill check aganist a
situation. The ability followed every skill title incidates that the
ability modifier will be applied while throwing a check. Related ability
will be indicated after each skill title.

1 >>> Alchemy (INT)


You'll encounter a lot of unidentified potions in the game. Alchemy is the
skill used to identify these potions. Beside that, Alchemy has a very
important role in progressing the story. Whenever the story requires you
to perform potion mixing or creation, an alchemist will be required.

2 >>> Animal Empathy (CHA)


This skill has potential, but not in this game. You don't need any aid from
animals to finish any quest. Also, there will not be a time when you curse
yourself for not charming an enemy animal to help you. Animals fighting is
very very rare in IWD2.

3 >>> Bluff (CHA)


One of the 3 talking skills. Bluff is the cunning way of conversation.

4 >>> Concentration (CON)


This one of the best part about 3ed rules. Once upon a time, whenever a
spellcaster (especially arcane spellcaster) is being hit, she/he will lose
the spell currently casting. Concentration gives you a chance to continue
with the spell casting progress when being hit.

5 >>> Diplomacy (CHA)


One of the 3 talking skills. Diplomacy is the polite way of conversation.

6 >>> Disable Device (INT)


This skill is used whenever a character is required to disable, mostly,
trap. Of course whenever you encouter any mechanical device that need to
disable, this will be the skill applied.

7 >>> Hide (DEX)


This is the skill that makes your character 'poof' into thin air. Hiding in
day time is harder then hiding in night. Of course, wearing heavier armor
will affect your hiding skill.

8 >>> Intiminate (CHA)


One of the 3 talking skills. Intiminate is the violence way of conversation.

9 >>> Knowledge (Arcana) (INT)


This stat determines if your character can successfully identify a magical
item or scroll.

10 >>> Move Silently (DEX)


This skill determines if you can move while maintaining hidden. Heavier
armors and some noisy weapons (like fails) will penalize this sill.

11 >>> Open Lock (DEX)


As of the name suggest, it determines how good you are at lock picking.

12 >>> Pick Pocket (DEX)


Determines if you can steal something from an NPC. While being pick
pocketed, the NPC's level and INT modifier act as the saving throw against.
So you can see that adventuring under HoF mode, pick pocket is a totally
useless skill. There is no way that you can beat the 'saving throw' against
pick pocket of an NPC.

13 >>> Search (INT)


Determines if your character can spot hidden traps.

14 >>> Spellcraft (INT)


When someone not from your band casts a spell, this skill kicks in to see
if you can identify that spell. It will show in the conversation box as
'Someone casting -spell-'. It makes life easier if you can identify the
spell can counter it.

15 >>> Use Magic Device (CHA)


It allows your chatacter to use wands and such that usually can only be
used by wizard and sorcerer.

16 >>> Wilderness Lore (WIS)


When using this skill (select under 'skills' menu), it will tell you the
general information about an area. Information like what kind of monsters
are likely to linger around or is there a friendly settlement nearby is
always useful if you are adventuring into an unfamiliar area. Ultimately,
this skill helps you to get through the Fell Wood maze.

---------------------------------------------------------------------------
IV feats ppgfet
---------------------------------------------------------------------------
Feat is what makes your character different from my character. Ultimately,
especially for spellcasters, feat is all about preference. Some might think
this combination will work but some don't. This part of the faq will
provide with a general reference on what is good and what is not so good.
As you play the game, you'll discover your style, and know what feat you
want to choose next.

Note that some feats will automatically put in use once you have taken the
feat. However some feats don't. This kind of feats give you an extra skill
that you have to select it under 'Special abilities' menu to use it. An
'auto' or 'select' will indicates the difference.

---------------------------------------------------------------------------
IV.1 Weapons and Armors Feats ppgfe1
---------------------------------------------------------------------------
Some classes automatically gain proficiency in certain feats fall under
this category. Classes noted after every feats indicate that these classes
automatically gain this feat. One exception is that elves gain longsword
and bow feats regardless of classes.

1 >>> Armor Proficiency (auto)


Depend on how many rank you choose/have, you can wear certain kind of
armor without suffering heavy penalties.
Effect: When you wear a type of armor with which you are proficient at,
the armor check penalty applies only to 'Hide', 'Move Silently'
and Pick Pocket.
If a character who is wearing armor with which she/he is not
proficient at, she/he suffers its armor check penalty on
attack rolls and on all skill checks that involve moving.
Proficiency Types:
1 rank - Light - leather armor, studded leather
(babarian, bard, cleric, druid, fighter, paladin,
ranger, rogue)
2 ranks - Medium - chainmail, splint mail
(babarian, bard, cleric, druid, fighter, paladin,
ranger)
3 ranks - Heavy - half-plate, full plate
(cleric, fighter, paladin)

2 >>> Shield Proficiency (auto)


Effect: You can use a shield and suffer only the standard penalties.
(babarian, bard, cleric, druid, fighter, paladin, ranger)

3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto)


You are proficient with using all the weapons from the listed
category.
Effect: One ranks in this feat, you make attack rolls with the weapon
normally.
Two ranks in this feat is Weapon Focus, which grants +1 to
hit.
Three ranks in the feat is Weapon Specialization, which grants
+2 to damage. Only characters with four or more levels of
fighter may take Weapon Specialization.
A character who uses a weapon without being proficient with it
suffers a -4 penalty on attack rolls.

Simple Weapons:
Simple Weapon: Crossbow - light crossbow, heavy crossbow
(babarian, bard, cleric, fighter, monk, paladin, ranger,
rogue, sorcerer, wizard)
Simple Weapon: Mace - heavy mace, morningstar
(babarian, bard, cleric, fighter, paladin, ranger,
rogue, sorcerer)
Simple Weapon: Missile - dart, sling
(babarian, bard, cleric, druid, fighter, monk, paladin,
ranger, rogue, sorcerer)
Simple Weapon: Quarterstaff - quarterstaff
(babarian, bard, cleric, druid, fighter, monk, paladin,
ranger, rogue, sorcerer, wizard
Simple Weapon: Small Blade - dagger, short sword
(babarian, bard, cleric, druid, figher, monk, paladin,
ranger, rogue, sorcerer, wizard)

Martial weapons:
Martial Weapon: Axe - hand axe, battleaxe, greataxe, throwing
axe
(babarian, fighter, paladin, ranger)
Martial Weapon: Bow - shortbow, composite shortbow, longbow,
composite longbow
(babarian, fighter, paladin, ranger, rogue, ELF)
Martial Weapon: Flail - flail
(babarian, fighter, paladin, ranger)
Martial Weapon: Greatsword - greatsword
(babarian, fighter, paladin, ranger
Martial Weapon: Hammer - warhammer, throwing hammer
(babarian, figher, paladin, ranger)
Martial Weapon: Large Sword - longsword, scimitar
(babarian, figher, paladin, ranger, ELF)
Martial Weapon: Polearm - spear, halberd
(babarian, figher, paladin, ranger)

Exotic weapon:
Exotic Weapon: Bastard Sword
(Bastard)
(Actually, no one automatically gains this feat. Keep
in mind also that, some bastard swords are two-handed
and some are one-handed)
---------------------------------------------------------------------------
IV.2 self-improving feats ppgfe2
---------------------------------------------------------------------------
Self-improving feats are mostly feats that increase your various saving
throws. These +bonus to saving throws are not that crucial and big deal.
Because later into the game, you have all kinds of spells that can counter
all the bad effects if fail a saving throw. Pick only when there is extra
feat and you don't know where to put it. DEX affect reflex saving, CON
affect fortitude saving and WIS affect affect will saving. There are also
feats that enchance your skill checks and overall performance.

1 >>> Bullheaded (auto)


Effect: +1 bonus on Will saves and a +2 bonus on Intimidate checks.
Prerequisite: Human or dwarf

2 >>> Courteous Magocracy (auto)


Effect: +2 on all Diplomacy and Spellcraft checks.

3 >>> Dash (auto)


Effect: Character moves about 15% faster than normal.

4 >>> Discipline (auto)


Effect: +1 bonus on Will saves and a +2 bonus on Concentration
checks.

5 >>> Forester (auto)


Effect: You receive a +2 bonus on all Wilderness Lore checks.

6 >>> Great Fortitude (auto)


Effect: +2 bonus to all Fortitude saving throws.

7 >>> Iron Will (auto)


Effect: +2 bonus to all Will saving throws.

8 >>> Improved Initiative (auto)


Effect: The weapon speed and casting time for all spells is reduced
by 1 to a minimum of 1.
Note: All of the feats listed under this category, this feat is
equally important and useful to everyone IF BIS could fix the
fact that this feat isn't working at all.

9 >>> Lightning Reflexes (auto)


Effect: +2 bonus to all Reflex saving throws.

10>>> Luck of Heroes (auto)


Effect: a +1 luck bonus on all saving throws.
Prerequisite: Human
Note: If you cannot decide which saving throw you want to enchance,
pick this one. Luck will provide an minor extra edge to all
your saving throw.

11>>> Mercantile Background (auto)


Effect: 5% discount on buying items and a 5% mark up on selling
items at stores.
Prerequisite: Human, deep gnome, or gray dwarf
Note: To maximize the benefit, give this feat to the person with
higest CHA. But then, money isn't any real problem in the game.

12>>> Resist Poison (auto)


Effect: +4 bonus on Fortitude saving throws against poison.
Prerequisite: Gray dwarf, half-orc
Note: You may only take this feat as a 1st level character.

13>>> Snake Blood (auto)


Effect: +2 bonus on Fortitude saving throws against poison and a +1
bonus on all Reflex saving throws.
Prerequisite: Human
Note: You may only take this feat as a 1st level character.

14>>> Strong Back (auto)


Effect: Carry weight increased by 50%.
Note: If your cleric has problem wearing heavy armor, you might want
to sacrifice a feat for this.

15>>> Toughness (auto)


Effect: You gain +3 hp each time you pick this feat.
Note: A total of +15 hp at the end isn't that big deal.

---------------------------------------------------------------------------
IV.3 weapon fighting feats ppgfe3
---------------------------------------------------------------------------
Do you want to fight like the people in <Crouching tiger, hidden dargon>?
The following feats will make your at least close to them.

1 >>> Ambidexterity (auto)


Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to
her/his off hand attack while using two weapons.
Prerequisite: Dex 15+

2 >>> Two-Weapon Fighting (auto)


Effect: Your penalties for fighting with two weapons are reduced
by 2.

Note: The standard dual-wield penalty is -6 mainhand and -10 offhand


without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both. With both feats picked,
you get -4main/-4off at the end. In addition, if you use a
small blade in your offhand, the resultant would be
-2main/-2off.

3 >>> Blind-Fight (auto)


Effect: In laymen language, this feat protects you and helps you
while melee fighting an invisible enemy or you are blined.

4 >>> Cleave and Great Cleave (auto)


Effect: After you kill your target in melee, you get an addition
attack next immediate round. If you do not attack or simply
moved, then that extra attack expires. 'Great Cleave' gives
you 2 extra attack in total.
Prerequisite: Strength 13+, Power Attack feat

5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: First, you must have at least one hand free to use this feat.
Once per round when you would normally be hit with a ranged
weapon, you may make a Reflex saving throw against a DC of 20
(ranged weapon's bonus to attack increases the DC). If
succeed, you deflect the weapon. Spell arrows (like 'Melf's
acid arrows') cannot be deflected.
Prerequisite: Dex 13+

6 >>> Dirty Fighting (auto)


Effect: On a critical hit, the character causes Blindness
(50% chance) or Slow (50% chance) for five rounds unless a
Fortitude save is made. Undead, golems, and elementals are
immune to these effects.
Prequisite: Dex 13+, base attack bonus +2 or greater
Note: Must pick.

7 >>> Dodge (auto)


Effect: +1 dodge bonus to armor class against attacks from an
opponent.
Prerequisite: Dex 13+

8 >>> Expertise (select)


Effect: When attack in melee, you can take a penalty of as much as -5
on your attack and add the same number (up to +5) to your
Armor Class.
This number may not exceed your base attack bonus. The
changes to attack rolls and armor bonus last until your next
action. The bonus to your Armor Class is a dodge bonus.
Prerequisite: Int 13+

9 >>> Power Attack (select)


Effect: Before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the
same number to all melee damage rolls.
This number may not exceed your base attack bonus. The
penalty on attacks and bonus on damage apply until your next
action.
Prerequisite: Str 13+

10>>> Improved Critical (auto)


Effect: The threat range of the weapon being wielded is increased
by 1.
Prerequisite: Base attack bonus +8 or higher.
Note: Must pick.

11>>> Maximized Attacks (select)


Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
Prerequisites: 4 ranks in Concentration and Weapon Specialization
in 2 weapons.

12>>> Stunning Attack (semi auto, only applies in unarmed attack)


Effect: When attacking with Stunning Attack, it forces a foe damaged
by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your level + WIS modifier), in addition to
dealing damage normally. If the defender fails his saving
throw, he is stunned for 1 round.
A stunned character can't act and loses any Dexterity bonus
to Armor Class. Attackers get a +2 bonus on attack rolls
against a stunned opponent.
You may attempt a stunning attack once per day for every four
levels you have attained.
Prerequisites: Dex 13+, Wis 13+, base attack bonus +8 or higher
Note: Essentially this is a monk feat, but then it opens to everyone.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on
attack rolls while using small blades. Since you need your
second hand for balance, if you carry a shield, apply the
shield's armor check penalty to your attack rolls.
Prerequisite: Proficient with small blade, base attack bonus +1.

14>>> Precise Shot (select)


Effect: Reduces the to hit penalty for firing in close quarters
from -8 to -4.

15>>> Rapid Shot (select)


Effect: You can get one extra attack per round with a ranged weapon.
The attack is at your highest base attack bonus, but each
attack (the extra one and the normal ones) suffers -2
penalty.
Prerequisite: Dex 13+

---------------------------------------------------------------------------
IV.4 spell casting feats ppgfe4
---------------------------------------------------------------------------
The following feats are what seperate a polished spellcaster from ordinary,
untrained spellcasters. Depends on how you want your spellcaster be, you
have a wide variety of feats to choose from. Of course there is always this
kind "must choose" that you don't want to miss.

1 >>> Armored Arcana (auto)


Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
Prerequisite: The ability to cast arcane spells.

2 >>> Combat Casting (auto)


Effect: You get a +4 bonus to Concentration checks made to cast a
spell while being injured.

3 >>> Spell Penetration (auto)


Effect: You get a +2 bonus to caster level checks to beat a
creature's spell resistance for each pick.
Note: Must pick. It makes all your spells harder to resist initially
by enemies.

4 >>> Subvocal Casting (auto)


Effect: This feat conveys the ability to cast spells while silenced.
Prerequisite: Ability to cast Arcane or Divine spells.
Note: Although enemies rarely cast 'silence' and 'deaf' but still
this is a feat worth investing.

5 >>> Aegis of Rime (Cold)


6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all
[elemental] damage
Prerequisites: You must be able to cast 4th level spells and have a
Spellcraft of 10 or higher.
Note: It all falls down to you, what spell you want your character to
cast? For example, my druid constantly casts 'Flame strike',
'Sol's searing orb', 'Call lightning' and 'Static charge' so it
would be benefitcial if she picks 'Scion of Storms' and 'Spirit
and Flame'.

9 >>> Spell Focus, Greater Spell Focus: Enchantment


10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against
spells from this school of magic.
Note: Again this is a very personal thing. My arcane spellcasters
max-ed 'Evocation' and 'Necromancy' because they cast these
spells more often. My divine spellcasters max-ed transmutation
because they use 'tremor' often.

---------------------------------------------------------------------------
IV.5 class feats ppgfe5
---------------------------------------------------------------------------
The following feats only open to certain class after certain level. There
are 'extra something' feats that give extra 'something' to use per day.
Frankly, this is useless because if i out of 'something' to use, i would
rest. Take a close look at rogue feats. 'Arterial Strike', 'Hamstring'
and 'Crippling Strike' do not have saving throw aganist. These are the
reasons why rogues are deadly.

Babarian
1 >>> Extra Rage (select)
Effect: Allows a barbarian an extra use of their rage ability one
time per day. This feat may be taken up to three times.

Barbarian, bard, paladin


1 >>> Heroic Inspiration (auto)
Effect: When the character drops below 50% hit points, he or she
gains a +1 bonus to hit, damage, and saving throws.

Bard
1 >>> Lingering Song (auto)
Effect: When a bard stops playing, the effects of his or her song
last an additional 2 rounds.

Cleric, paladin
1 >>> Extra Turning (select)
Effect: An extra 'Turn undead' per day for each pick.
Prerequisite: 1 level of cleric or 3 levels of Paladin

2 >>> Improved Turning (auto)


Effect: After a successful turning, the character is able to rebuke
or destroy 2 extra Hit Dice of undead.
Prerequisite: 1 level of cleric or 3 levels of paladin

Cleric, druid, paladin, ranger


1 >>> Heretic's Bane (auto)
Effect: The character gains a +1 bonus to hit and damage against
clerics and druids.
Prerequisite: The ability to cast divine spells, base attack bonus
+4 or greater

Druid
1 >>> Extra Wild Shape (select)
Effect: Allows a druid with wild shape to gain an additional use per
day. This feat may be taken up to three times.
Prerequisite: 3 levels of druid

2 >>> Wild Shape: Boring Beetle (available after 5 Levels of druid)


3 >>> Wild Shape: Panther (available after 5 levels of druid)
4 >>> Wild Shape: Shambling Mound (available after 8 Levels of druid)
(all select)
Effect: Allows a druid to shapeshift to [animal].
Note: The only time i used a druid's shapeshifting ability is in
BG because i need Jaheira to carry some extra things.
However, there are people in gamefaqs.com IWD2 forum that
claimed 'Shambling Mound' works.

Fighter
1 >>> Weapon Specialization (auto)
Effect: Gives +2 damage while use selected weapon(s).
Prerequisite: 4 levels of fighter
Note: This feat is available under every weapon feats. Upon picking
the third rank in a certain weapon feat, Weapon Specialization
is granted while using that weapon.

Paladin
1 >>> Extra Smiting (select)
Effect: Allows a paladin to gain an additional smite evil use per
day. This feat may be taken up to three times.

2 >>> Fiendslayer (auto)


Effect: Allows a paladin to gain a +2 bonus to hit and damage against
chimeras, fiends, dragons, and half-dragons.
Prerequisite: 8th level Paladin, Weapon Focus in Large Swords or
Greatswords
Note: Must pick.

Rogue
1 >>> Arterial Strike (select)
Effect: Allows the rogue to sacrifice 1d6 points of sneak attack
damage to inflict a bleeding wound that causes damage over
many rounds.
Prerequisite: At least one level of rogue, base attack bonus +4 or
higher.
Note: Must pick.

2 >>> Envenom Weapon (select)


Effect: The first successful attack with the weapon forces a
Fortitude save (20 DC) or the target temporarily loses 1d6
points of Constitution. One round later, the target must make
a second Fortitude save (20 DC) or lose an additional 1d6
points of Constitution. The Constitution loss lasts for 10
rounds. This ability can be used once per day.
Prerequisite: 1 level of rogue, Alchemy 8 or greater

3 >>> Hamstring (select)


Effect: Allows a rogue character to sacrifice 2d6 points of sneak
attack damage to reduce the target's movement by 50% for ten
rounds.
Prerequisite: At least three levels of rogue.
Note: Must pick.
If your delicate spellcaster is being chased by an enemy, this
will definately be a life-saver.

4 >>> Crippling Strike (auto)


Effect: Any time the character makes a successful sneak attack, the
attack does its normal damage and also causes 1 point of
temporary strength damage. Use
Prerequisite: 10th level rogue
Note: Must pick.

5 >>> Improved Evasion (auto)


Effect: This ability works like evasion, except that while the rogue
still takes no damage on a successful Reflex save and half
damage on a failed save.
Prerequisite: 10 Levels of Rogue

6 >>> Slippery Mind (auto)


Effect: If you are affected by either Charm or Command enchantments
and fails your saving throw, 1 round later you can attempt
your saving throw again. You only get this one extra chance
to succeed at your saving throw.
Prerequisite: 10 Levels of Rogue

---------------------------------------------------------------------------
V useful spells ppgspe
---------------------------------------------------------------------------
Some spells overlap, meaning both a wizard and cleric cast it. These spells
will be place under <spells that overlap> section. i will not list every
spells since you can get this from other faq available in www.gamefaqs.com.
Spells covered here will be the spells that i and others used frequently
and have success with.

---------------------------------------------------------------------------
V.1 arcane spells ppgsp1
---------------------------------------------------------------------------
1 == Magic missile (lvl 1, evocation)
This is a very all around spell. First of all it gets better as you
lvl up. Furthermore it is magic based damage. So at the end, you can
do some damage (5 x 1d4+1) on every enemies you encounter.

2 == Choromatic orb (lvl 1, evocation)


It does do a some damage but this is not what it is used for. The key
is its effect. The effect of the orb changes as you lvl up. At the
end, this little orb can paralyzes an enemy for 13 rounds if the
reflex saving throw is failed.

3 == Mage armor (lvl 1, conjuration)


It gives +4 to your armor bonus. Might be useful in the early of the
game. Of course there are other type of magical armor but they come
later and the usefulness is not there since monster are getting
stronger faster.

4 == Charm person (lvl 1, enchantment)


If your fighter being charmed, this will be the spell that gets
her/him back.

5 == Melf's acid arrow (lvl 2, conjuration)


If you intended to use this spell to do damage then you are wrong.
Although it does damage to an enemy from time to time but time is what
you don't have. Don't you want to kill an enemy in shortest time
possible? So the use of this spell? To finish off trolls.

6 == Mirror image (lvl 2, illusion)


It creates x (x = 2~8) mirror images. Which means, for the first
x times you are being attacked, either physical or magical, it will
not cause damage. Useful isn't it? One way to quickly counter this
spell is magic missile.

7 == See invisibility (lvl 2, divination)


Just as its name suggest. however there are only a few invisible
enemies in the game and they come very late.

8 == Flame arrow (lvl 3, conjuration)


Each arrow deals 4~24 fire damage with reflex save for half. It adds
an arrow every 4 lvl till lvl 30. solid.

9 == Ice lance (lvl 3, evocation)


It deals 5~30 frost damage. If fortitude save fail, it stun the target
for 1~4 rounds.

*p.s. Both flame arrow and ice lance are useful because they offer
different base of damage. Some might resist to fire, some might
resist to ice, so you need both.

10== Invisibility sphere (lvl 3, illusion)


it invisible everyone near by, giving you time to regroup. for more
use of invisiblity spells, please refer to <general strategies>
section, ppgstg.

11== Mordenkaien's force missiles (lvl 4, evocation)


It acts like magic missile with splash damage. And i have a feeling
that it is harder to resist then magic missile, because most of the
high lvl i encountered resist magic missile but not force missile.

12== Stoneskin (lvl 4, abjuration)


It absorbes 10/+5 of melee damage until a total of 10 per caster
level to a maximum of 150.

13== Malision (lvl 4, enchantment)


-2 saving throws of all kinds to all enemies of an area.

14== Improved invisibility (lvl 4, illusion)


Evil, this spell is pure evil, more evil than the evilest evil demon
being appoint as professor of evil in oxford university.
After patched in game version 2.01 this spell is not evil anymore.

15== Emotion: hope (lvl 4, enchantment)


All living creatures gain +2 on saving throws, attack bonus and
damage. It effects enemies as well, so use it with care.

16== Lower resistance (lvl 5, transmution)


Spell resistance of the target reduce by 1 per lvl of caster.

17== Dominate person (lvl 5, enchantment)


A dominated person is totally under the spellcaster's control and acts
just like her/his minions. The receiver is allowed a will save at -2.
i am a 'evocative' and 'necromancive' person. i rarely use any
enchantment spell.
>>However [Yorien Dragonard] has another view.
"A mass Dominate (or Dominate) is real useful since if you (in
the middle of a battle) take control of around 30% - 40% of
enemies then the battle suddenly turns tides"

18== Improved haste (lvl 6, transmution)


Area effective. Eoubles the attack and movement rate of allies.
Negates slow. On the other hand slow negates haste, if cast later.

19== Chain lightning (lvl 6, evocation)


It deals xd6 (x = caster lvl) of damage to its target and half of it
(x/2)d6 to other enemies near by. It is the best area effective
damaging spell, since it will not damage friendlies and not many
enemies are resistant to lightning damage.

20== Disintegrate (lvl 6, transmution)


Target to be vanish unless sucessful fortitude saving throw and take
5d6 damage. This spell will work on undead creatures. One side note,
disintegrate will disintegrate items of the target, but IWD2, at this
moment seems doesn't apply this.

21== Mordenkainen's sword (lvl 7, evocation)


It creates a sword that has attack bonus of caster lvl + 4 and deals
4d6+3 slashing damage. It is considered +3 to hit. the great thing
about this sword is that it is ranged. so your caster can step afar to
do the damage. sure, who needs a caster to deals melee damage, but
if you are out of spells that can do damage to your enemy, you still
have this. my wizard used this to kill the guardian outside yuan-ti
temple first time through the game.

22== Suffocate (lvl 7, transmution)


Creatures that breathe take panalties of -4 armor bonus, -4 attack
bonus and -6 DEX, half movement rate. In addition, they take 4d8
damage per round if they remain in the area of effect. Works best if
combined with undead summons.

23== Mass invisibility (lvl 7, illusion)


Please refer to <general strategies> section, ppgstg, for more
information.

24== Horrid Wilting (lvl 8, necromancy)


It sucks out water from creatures dealing 1d8 magic damage per level
caster to a total of 25d8. Fortitude save for half. Imagine this,
you summon undead, send them to fight, everyone steps back, keep
throwing horrid wilting, fun? Undead, construct and any creature that
don't have water in them are not effected. Water based creatures
has a -2 saving throw aganist it.

25== Executioner's Eyes (lvl 9, divination)


+4 attack bonus and +4 critical hits on all allies. +4 critical hits
means that if you have critical on roll 20, now you'll have critical
on roll 16~20.

26== Wail of Banshee (lvl 9, necromancy)


Centered around the caster, anyone who hears the cry will die.
Number of dying creatures is equal to caster lvl. Friendlies are
suppose to be effect by this but so far, none of my members die under
this spell, strange. Needless to say, construct, undead and deafed
creatures are immune to this.

27== Mass Dominate (lvl 9, Enchantment)


Works just like lvl 5 dominate person except it is area effective.

---------------------------------------------------------------------------
V.2 cleric spells ppgsp2
---------------------------------------------------------------------------
1 == Bless (lvl 1, conjuration)
+1 attack bonus to allies, counter bane.

2 == Bane (lvl 1, enchantment)


-1 attack to enemies, conter bless.

p.s. Bless and bane are very useful at the start, at least before
cleric learns 'prayer'.

3 == Remove fear (lvl 1, abjuration)


Area effective. It removes fear, panic and allies are immune to fear
for the duration. The key of it is the casting duration is so short,
it is almost instant.

4 == Invisibility purge (lvl 3, divination)


Dispel invisibility.

7 == Prayer (lvl 3, conjuration)


It has a large radius and it moves with the caster. Under the area of
effect, allies receive +1 to attack, damage and saving throws while
enemies get -1.

8 == Recitation (lvl 4, conjuration)


Allies gain +2 on attack and saving throws while eneimes take -2
penalty.

9 == Restoration (lvl 4, conjuration)


The main fuction of this spell in the game is to restore energy
drained cause by certain undead.
10== Chaotic commands (lvl 5, enchantment)
The constitution of enchantment spells. Target is immune to charm,
dominate, sleep, confusion, and symbol of anything.

11== Raise dead (lvl 5, necromancy)


It raise a dead member with only 1 hp.

12== Resurrection (lvl 7, conjuration)


To raise a dead member. This is the ultimate reason why a team
should have a cleric with them. Only cleric offers resurrection.
Resurrection offers a second chance with full hp. The strange thing
is, it says the raised character will lose one lvl but this never
happens to me. Believe me, my members die on a regular basis. If this
penalty applies, then raise dead will replace the usefulness of this
spell.

13== Greater shield of Lathander (lvl 7, conjuration)


It gives the receiver +40 spell resistance and 30/- damage reduction.
The downside are, long casting duration, short lasting duration.

14== Holy Aura (lvl 8, abjuration)


It has 4 effect on receivers on the area
a. Receiver gains +4 deflection bonus to armor class and +4 saving
throws
b. Receiver gains +25 spell resistance
c. Receiver immune to charm and domination
d. Evil creatures who strike the receiver must make fortitude save
or to be blinded for 3 rounds.

---------------------------------------------------------------------------
V.3 druid spells ppgsp3
---------------------------------------------------------------------------
1 == Rainstorm (lvl 2, evocation)
Can be cast only outdoor. Deals 2d3 magic damage per round in
addition with 50% chance per round to be struck by lightning damage of
2d6.

2 == Charm person or animal (lvl 2, enchantment)


Its main use is to counter your charmed party members.

3 == Call lightning (lvl 3, transmution)


Cast only outdoor. It calls down a lightning every 10 rounds and
deals damage to a random enemy of 1d10 per caster lvl to a maximum
of 10d10.

4 == Tortoise shell (lvl 3, abjuration)


Before you have heal, this spell grants you additional 100 hit points.
It also makes the receiver uninteractable.

5 == Static charge (lvl 5, transmution)


Cast indoor or outdoor. It deals 1d8 electrical damage per caster lvl
(max 16d8) to a random enemies every turn for max 10 turns.

6 == Smashing Wave (lvl 5, evocation)


The wave travels from caster to its destination. Any creature in the
path takes 1d8 bludgeoning damage per caster lvl (max 15d8). In
addition, 25% to stun for 2 rounds and 5% chance to knock unconscious.
Reflex save negates the side effect and halve the damage.

7 == Aura of vitality (lvl 7, transmution)


Allies in the area gains +4 str, dex and con for 1 turn per caster
level.

8 == Shambler (lvl 9, conjuration)


Summons a 11 hit dice shambling mount that deals bludgeoning damage
and might entangle enemy it is attacking.

---------------------------------------------------------------------------
V.4 spells that overlap ppgsp4
---------------------------------------------------------------------------

>>> Spells that both clerics and druids can cast, only

1 == Flame Strike (cleric lvl 5, druid lvl 4, evocation)


small area effective, fire damge of 1d6 per caster lvl unless a
reflex saving throw for half. Cleric don't have many damaging spells,
this is one the few, the very few.

2 == Heal (cleric lvl 6, druid lvl 7, conjuration)


This spell is extremely important. It restore the receiver to max hp.
the casting duration is instant, makes it a real life saver.
3 == Sol's searing orb (cleric lvl 6, druid lvl 6, evocation)
It deals 6d12 damage and blinds the target unless a fortitute saving
throw for half the damage and no blind. It deals double damage to
undead.
For a cleric, lvl 6 is dedicated to 'Heal' so a cleric might not want
to cast searing orb. But a druid has lvl 6 all open to this spell.

4 == Harm (cleric lvl 6, druid lvl 7, Necromancy)


It deals magic damage to the target so that target left only 1d4 hp.
Fortitude to save totally from the spell.
To use this spell, you have to first cast the spell. You'll notice
that your character weapon changed to a hand, melee attack with this
'hand' as you would normally do to cast off the spell.

>>Frankly, i don't use harm at all ever since Anomen made a critical
miss with this spell back in BG2. This spell is suppose to be able to
hit enemy easily as it is a 'touch attack' but i just don't have the
luck to do so. [Yorien Dragonard], on the other hand, has better
luck then me and reminded me about this spell.

5 == Tremor (cleric lvl 8, druid lvl 9, transmution)


Enemies within sight of caster takes 4d10+2 of buldgeoning damage and
must make a reflex saving throw or to be knock unconscious for 3
rounds. Don't look down on the 3 rounds duration, It is very long.
The casting duration is also very long. Usually, i will start casting
it when i see enemies rushing towards my fighters.

6 == Mass heal (cleric lvl 8, druid lvl 9, conjuration)


It works just like heal but area effective to several allies.
Sometimes your fighter is surrounded by several enemies and cannot be
reach, this spell can do some help.

-----------------------------------------------------------------

>>> Spells that arcane spellcasters and divine spellcasters can cast

1 == Bull's strength (lvl 2, transmution) =cleric lvl 2=


Your spellcaster will have low str right? So this spell can help them
to carry extra things and wear heavy armor.

2 == Magic circle aganist evil (arcane lvl 3, cleric lvl 3, abjuration)


Instantly gives everyone protection from evil. 99% enemies you
encountered will be evil. This spell gives immunity to all control
based spells by evil creatures, tell me that this is not soild gold?
On top of all, how about saving throws against attack from evil
enemies.
The initial use of this spell is as a preparation before summoning
demons and elementals. Without protection from evil, demons and
elementals you summoned will attack you. However there is no need
for summon demons and elementals right now, because we have undead.

3 == Dispel magic (arcane lvl 3, cleric lvl 3, druid lvl 4, abjuration)


It removes every magical effects (good or bad) on everyone (enemy or
ally) in an area. This spell is the counter of all spells. It is like
the constitution of spells, every other spells that are inconsistent
with dispel magic shall be void. It even dispel 'protection from
magic'.
Beware however, it dispel the good magic on your allies. Generally,
to counter spells, dispel works.My suggestion of counter spell is
under the premise not to dispel the protective spells on allies.

4 == Animate undead (arcane lvl 5, cleric lvl 3, necromancy)


This spell WAS solid gold, until IWD2 version 2.01. Still it is a
summon spell worth investing. These summons are undead, therefore
they are immune to several spells like enchantment spells and 'Horrid
wilting'.

5 == Dismissal (arcane lvl 6, cleric lvl 4, abjuration)


Dismiss a summoned creature. Creature hit dice adds to the saving
throw while caster lvl minus the saving throw. Remember, it only
effect one summon. So it wouldn't vanish your summons in the process.

6 == Finger of death (arcane lvl 7, druid lvl 8, necromancy)


Fortitude save to take 3d6 + caster lvl of damage or die, die, die.
So you see, wizards, sorcerers, pure cleric are particularly weak
aganist this spell since their constitution are so low. To kill
izbelah in time, this is the spell.

7 == Banishment (arcane lvl 7, cleric lvl 6, abjuration)


Just like dismissal it is area effective. Use this to banish a horde
of summons including your own summons.

8 == Elemental Barrier (arcane lvl 7, divine lvl 7, abjuration)


Gives the receiver a 15/- to fire, cold, acid and electrical damage
for as long as the spell last.

---------------------------------------------------------------------------
VI general strategies ppgstg
---------------------------------------------------------------------------
This section is dedicated to all battling strategies involved in the game,
i sincerely hope that people will contribute their sucess here and help
this part of the faq grows, especially alternatives to beat certain boss
or scence.

The use of invisibility


-----------------------
Throughout the game, you'll find out that invisibility is ever useful.
Now, i wouldn't touch on improve invisibility here since it makes the game
ridiculously unbalance. However i think that 'invisibility sphere' and
'mass invisibility' doesn't unbalance the game but still provide some
battle an easy way out.
For example, you go into an area and everyone attacks you scenario.
Have one of your caster casts area effective invisibility. Meanwhile
have other casters cast summoning spells. As for your tankers, just
stand still. When the invisibility kicks in, no one will sees you and
will turn their attack onto your summons. Even if your summoning
spells do not finish before your invisibility kicks in, you still
remains invisible after summon completes.

resting strategy
----------------
Before resting, cast animate undead or shambler. Summons of these spells
will last long enough to protect the party while resting. Before you sleep,
invisivle everyone. As a plus, have druid cast 'Call lightning' or 'Static
charge'. When interrupted during resting, just stand still and just your
summons do the job.
controlling summons
-------------------
Controlling summons plays a big part in my game since they are the ones who
take the pain. Furthermore, under HoF mode, they are as strong as enemies
i encoutered, so they deals a lot of damage at the same time. A nice trick
for your summons to stay in formation, attack nearest enemy and don't go
wondering around chasing enemies would be select all summons and issue
'stop'.

early into the game


-------------------
At the start of the game, prologue and chapter 1 are often regarded as the
hardest chapter because you'll encouter hordes of enemies in a single
battle. To worsen the situation, your levels are very low and you don't
have much spell variation. During this period, micro-management is very
important. Keeping the band in organized formation would save a lot of
reloads. Also, don't look don't on low level spells like 'entangle', 'web',
and 'sleep'. 'Entangle' helps you to keep the melee enemies a far. 'Web'
will disrupt enemies spall casting. 'Sleep' greatly reduce the number of
enemies attacking you.

---------------------------------------------------------------------------
VII known bugs that will hurt you ppgbug
---------------------------------------------------------------------------
This section is to point out some bugs that will hurt the enjoyment of this
game and to avoid these bugs.

1. Improve invisivility (FIXED in version 2.01)


The makers of the game somehow forget to do two things.
a. They forget to put 'True Seeing', the ultimate dis-illusion spell.
b. They forget that 'Improve Invisiblity' doesn't give you 100%
invisiblity after the character do something. It gives 50%
concealment after action. Which means anyone can still attack an
improved invisible but actioned unit, but cannot target the unit
with spell until invisible dispelled.
Therefore, until a patch is due, improve invisibility will remain evil,
and ridculously unbalance the game.

2. Summons
let's take an example. i summon 2 undead in area A. Then i leave for
area B and rest at there. After i wake up, i can only summon 4 creatures
and the box will say that i have reach the summon limit when i summon
the 5th creature. But then when i get back to area A to check out,
my previous summons weren't there.
To get around this, kill all the summons before leaving an area, or,
quit game, restart the game

3. Horde Fortress
When inside the Horde Fortress, after the conversation between Sherincal
and Guthma, the game crashes. Well, i saw this in iwd2 forum and
i didn't check back so i don't know the solution.

4. River Caves (FIXED in version 2.01)


Inside river caves, Barud Barzam will ask you to clear out the area from
monsters. However, sometimes, even after you've cleared everything,
really everything, you still cannot finish the quest.
To get around this, patch the game at least to verson 2.01.
5. Yuan-Ti temple and Chult
This only happened in the first time i played the game.
In Kuldahar, whenever i am in the Chult jungle and yuan-ti temple, my
save files in this area will be un-useable. it loads until near the end
of the bar then jumps back to the middle and stops there.
To get around this, save outside the temple and Chult, in another words,
save in Kuldahar.

6. Dragon's Eye prisoner (FIXED in version 2.01)


In Dragon's Eye first level, one prisoner in the prison will cast
'Non-detection' and 'Improve invisibility' then starts hurting you. No
matter what counter spell i casted, 'Dispel', 'See invisibility' or
'Invisibility purge' i still cannot get him to visible. Even area
effective spells don't damage him.
To get around this, rush into the prison, find him and kill him, on
the spot, right away, on the double, fast, quick.

7. Dragon's Eye modified Mandrake root


In dragon's eye, you are to find the modified Mandrake root. Mandal's
spirit shows you that it is inside the ancient wyvern cave. If you
enter the cave before this and killed tha wyvern inisde, you will not
get this modified Mandrake root thus, not able to finish the game.
To get around this, don't enter the cave in Dragon's Eye level 1 at
(1712, 1950) before resting Mandal's spirit. Or,
go to iwd2 configuration and enable cheat console
under game settings. Restart the game, press ctrl
+ tab and type in the following
ctrlaltdelete:createitem("61genmm")
then press enter. Modified root should be on first
character.

8. Black Raven Monastery (special thanks to [Howard Stump])


Happens inside the tight monastery. Sometimes your character cannot get
into an area even if the door is opened. The character acts if there is
a closed door there and searching for an alternative.
To get around this, rest. If you still have the problem after rest, try
resting again ousite the monastery.

9. Improved Initiative is not working at all (special thanks to [Earl Grey])


Even if you have choosen the feat, it wouldn't apply at all. So you are
actually wasting a feat choosing it.
To get around this, wait for a patch.

10.Repared Bridge in Dragon's Eye Exit


The Bridge at south of Dragon's Eye exit is initially broken but
repaired when the band arrive in day 5. In day 4 when the yuan-tis
attacking this area, an iron golem will be destrying the bridge. The
bridge remain destroyed and un-cross-able later when the band travel to
days earlier then the event although it shows that it is completely
repaired.
To get around this, run along in the inner rim.

11.Identify using Bag of Holding. (special thanks to [xenogriff])


Right click and open the Bag of Holding. Select any unidentified items
and move them into the bag. Once inside the bag, items will be
identified.
To get around this, wait for a patch. (Seriously, you want to get around
this?)
12.Bard's Regeneration
A 11 level bard gets a song which regenerates hp of allies. Pause the
game, turn on the song, turn off the song and allies get 3 hp. Repeat
this under pause and all members can be healed.
To get around this, wait for a patch.

13.Extra Spell (special thanks to [Heidern98])


This works for spells that can target an area or a character. When you
have only the very last of a particular spell, pause the game, select
the spell and click on the target you want. While still pausing, select
the spell again, and the cursor will change into 'targeting with spell
casting' icon, leave it that way and unpause the game. When the spell is
casted, the cursor will still in that icon just waiting for another
target to cast.
To get around this, wait for a patch.

---------------------------------------------------------------------------
VIII walkthrough ppgwlk
---------------------------------------------------------------------------
ummm....this part is the walkthrough. i think this is the main reason you
are looking at my faq for, yes?

i write this druing the time i play the game under Heart of Fury mode with
the previous band that finished normal mode. Therefore sometime my
suggestion and analysis might not be accurate. Worse of all, you might find
that i mixed up normal mode with HoF mode. The suggestions and analysis
made will mostly base on normal mode. So, yeah, most of them are from my
memeories not current experience.

In case you are concern, my party is


--teekc paladin 3 / fighter x half-elf
--raven barbarian x / rogue x ghostwise halfling
--viconia cleric, demarch of mask drow
--edwin sorcerer aasimar
--bob wizard rock gnome
--joan druid half-orc
Obviously you can see that i am not good at all in making names. teekc is
my own name, raven is my other 'internet' name. viconia and edwin are from
bg2. bob is just bob. joan is from Joan of Arc.

---------------------------------------------------------------------------
1. prologue ppg01
---------------------------------------------------------------------------
==OVERVIEW==
You arrive at Targos and discovered that the city is under seige. Obviously,
you'll be the company that save the city.

---------------------------------------------------------------------------
1.1 targos dock ppg02
---------------------------------------------------------------------------
This is your first location arrived. Hedron Kerdos is the skipper that
takes you with his ship, Wicked Wench, to here. Through conversation you
found our that Wicked Wench refers to his mother who still lives in Targos.
Overall, you'll need to report to the lord of the city, Ulbrec Dinnsmore.
However there are much to do here in the town. Goblins will be running wild
in the town so beware. Also, there are tons of items laying everywhere, so
be sure to pick them up and if you have no need of them, sell them.
You cannot just rest on the street as goblins are attacking the city.
However, as long as you are inside a building, you can rest, except salty
dog tarven. House at (855,939) can provide you an early resting place,
after you dealt with 2 goblins inside.

At southeastern tip of the map, near the lighthouse is a small boat with
treasure, don't miss it.

quest - helping reig


--------------------
As soon as you arrive in dock, you'll meet with two soilders Reig and Jon.
you can ask for equipment from them and their dead partner. Reig is injured,
you can use your healer to heal him for some xp. But this will not do,
you'll need to find healing potion for him from dock master Magdar who is
in a warehouse not far north (974,580). The door is lokced, pick it or bash
it as you like. To pick it, send someone with 'thieving' skill. To bash it,
simply pick your strongest one, click on the her/his weapon, so that the
cursor become a sword, then apply it onto the door.

As soon as you are in the warehouse, you'll be approach by Magdar. After


conversation, the warehouse is yours. When dealing with kegs, simply attack
them to reveal any treasure in it. To easier uncover kegs, press pause,
that those with yellow circle are 'killable'. Beware that goblins will rush
in through the entrance, so be prepare and move your delicate members away
from it. i wouldn't go into detail as you can just use 'alt' key to uncover
anything that are 'open-able' and 'pickup-able'. Healing potions should be
at (1172,460). Rest if you need, then return healing potion to Reig for xp.

quest - looting journ's treasure


--------------------------------
You'll meet Jorun Tamewater at (643,1439). When asking about a place to
rest, he will suggest his house at (271,1732) which is a stone throw away
to southwest. To search for traps, use the 'search' skill to uncover any
traps. Any trap will be reveal in red, use 'thieving' to detrap.

quest - s.d.t.
--------------
The Salty Dog Tarven is at (910,1835) with some not so friendly folks
inside.

Guthewulfe is a trader who you can trade with everything you picked up
earlier nearby. You might notice that Guthewulfe has a siver charm which
you can win from him after you clear all the goblins in the town. Just send
someone with high constitution to drink with him. Do not forget also to buy
a flask of Braehg from him as it has use later.

There is a band of mercenary called Iron Collar. Talk to them with any
possible way to uncover their origins and their previous mates, Koluhm and
Phean.

quest - wicked wench


--------------------
As soon as you learn that the dock is attacked by goblins, you can return
to Hedron to inform him the news. He will then ask you to check if his
mother is okey. You can of course skip this part and directly goto her
house at (793,2262), just south of Salty Dog Tarven. Just be good to her
altough she is not that nice to you. When you clear everything in the dock,
you can comeback to hear and listen to her stories. Of course, report back
to Hedron when you know that his mother is alright.

quest - downunder
-----------------
North-east (1859,473) is Brogan who are waiting for the help of Iron Collar.
You can play a runner and ask the band to report to Brogan which you know
they wouldn't, then you take the task instead. Or you can just convince
Brogan that there is no time to lose and you can do the job equally good.

Go inside and be welcome by goblins. loot everything. Note that there is a


dead cat at (793,403). Keep that, because it is consider good luck to keep
a dead cat in the north. No, seriously, keep the cat, we have use later.

Proceed through the door at (611,226). Once you are down, go slowly towards
west as you'll be greeted by more and more goblins. Just kill everything
you can inside. At the middle of the tunnel, you will discover a collapsed
tunnel. At the end of the tunnel, western tip, you will confront with more
goblins and their head. You'll get a scroll from his dead body. Identify
the scroll and keep it, you'll need it later. If somehow you cannot
identify the scroll for free now, you can keep it until your wizard
(not sorcerer) learn identify. It is an 'expended teleport scroll' which
you can later present it to Ulbrec's wife.

When you get the scroll, main things here in targos dock is done. Return
to Salty Dog Tarven to win the silver charm from Guthewulf, with someone
that has high CON. Listen to and copy down Hedron's mother's story about
Icewind Dale, just don't mention the dead cat thing to her yet. When you
are done proceed to northwestern tip (186,59) to enter Targos town.

>>According to [Arachree Mae]


"Siver Charm contest needs at least 16 CON (i've reform my parties
twice to get it don't know about 15 but just don't risk it ok?)"
"you can't win it with a dwarf, because they're legendary high CON
of course."
>>[Jae Shin] send a special one to meet Guthewulf's challenge
"when you're challenging Guthewulf for his wolf-medallion... let
me just say that a boar (from a druid's shapeshifting) has no
problems drinking him under the table."

---------------------------------------------------------------------------
1.2 targos town ppg03
---------------------------------------------------------------------------
The town is still safe. When you arrive, loot the whole place first. Talk
to anyone you can. At the north-western part, there is a torn down building
with minor treasure in it (745,347). Use 'alt' to help you highlight.

At (1226,1654) is Lumbar Grundwall who seem to have problem with his crane.
Talk to him to find out more and we can deal this later.

At (2046,668) is Oswald Fiddlebender (appeared in iwd1 at kuldahar) and his


ariship. You can 'bluff' him for potions. Talk to him to know that his
niece is maralie, who is the person telling the story at the start of the
game.

Inside house (415,931) is a freak named Koluhm. You can get the Weeping
Widow quest from him as well as getting some information about Phean, who
you'll deal later. The second time you talk to him, you can ask him about
the body of a townsman. He will tell you everything, and as a payment of
silencing your mouth, he tells you a minor treasure can be found in a
ruined building in targos, which, i think, is at (745,347)

(1256,566) is the temple pavillion. You might want to take a look at what
the priest inside sells. 'Ring of Wise' might be useful at this point.

(1549,1764) is the Gallaway Trade depot. It has some nice item. One of
which is a long sword with your name on it. It might not be that useful
in normal mode, but in HoF mode, it provides some really excellent
properties like 'haste' once equiped. There is another axe which slays keg
in normal mode and slays construct in HoF mode. If your have fighter using
great sword, the great sword here is the only magical greatsword until
chapter 2. (HoF mode refers to the heart of fury, insane diffuclty)

Overall, you'll need reach Ulbrec and he will assign you to Shawford Crale
for further instruction. By the way, Ulbrec's wife sells a dagger that slay
goblins. Since you will encounter a lot of goblins until the end of chapter
one, you might want to invest on it.

quest - weeping widow


---------------------
You learn about this quest from Koluhm if you visit him at house (415,931).
Or else, you can get it directly from the boss of Weeping Widow inside
building (819,1674), i suppose. Also, don't forget to mention about
Koluhm's payment made to the boss. You'll get a potion from him, identify
it with an 'alchemist', it has use later. You can only see the weeping
widow at night.

Veira, weeping widow, is a ghost. So you can only find her at night in
second floor. Learn that she is actually waiting for her husband, Donovan,
in the inn. The inn boss reveals that Gohar can help you with her husband.
so off we go to Salty Dog Tarven.

At the mean time, you can present the identified potion, Ghost-touched
bottle, to Ulbrec's wife, Elytharra, to learn that this potion has
potential when it contains a ghost tear. Also, you can go back to koluhm
and 'bluff' him to reveal the potential of he potion and some xp.

From the boss of Salty Dog, you get a ship prow. Present it to Veira and
ask her to shed a tear into the ghost-touched bottle, then she rests.
Report back to inn boss for award. Also, you can informed him about the
identified ghost-touched bottle and further squeeze him for more reward.
With the tear contained in bottle, go back to Elytharra, she'll offer you
a choice between a enchanted dagger or money. You can bargain for more
money. The dagger isn't any good. for normal level, take the money, for
insane level, take to dagger instead.

quest - phean
-------------
Present the 'Expended teleport scroll' to Elytharra in Ulbrec's house to
learn more about the scroll. The traitor is actually Phean inside building
(2276,995). Confront him with your scroll. He will summon goblins and cast
sleep on you. Kill him, Loot his treasure and report back to Elytharra.

>>According to [Arachree Mae]


"Talk to Phaen (Targos city) using high diplomacy will easily get
him to say about who his higher ups is. First off talk about you
don't have to fight or some such thing and something like you
could help him doing the evil deeds (therefore don't use paladin,
they won't offer the helping part) he'll slip saying his boss. Of
course for this info you get XP."

quest - diviner
---------------
When ask about the troubles that Elytharra has, she'll ask you to help her
illed diviner Valin inside temper pavillion (1237,577).

Valin is the green dress guy at north. when talk to him, he will say
'braehg'. You can also pick pocket him to get a note he kept for
pick-pocketer. Don't worry about it, a failed pick pocket would not turn
anyone hostile, so just pick and pick until he is empty. You can buy braehg
from Guthewulfe in Salty Dog Tarven. When you cured him, he tells you your
fortune and you report back to Elytharra for real fortune.

quest - doppleganger
--------------------
Inside the temper pavillion, resting in south is grey dressed Garradun.
he will ask you to deliver a love letter to captain Mariner. Present the
letter to Denham inside the pavillion. Denham will tell you the secret
behind Garradun and replace the letter. you now can go back to Garradun to
expose him as well as kill him. As for the letter, you need to keep it
until chapter 2.

When everything is done, off to palisade to find your mission. Remember to


bring with you a warhammer, you'll need it later. Magical hammer wouldn't
work, you'll need an ordinary hammer.

---------------------------------------------------------------------------
1.3 targos palisade ppg04
---------------------------------------------------------------------------
Your are to report to Shawford who is inside (2712, 2509) and to aid
him whatever you can. Four boring fetch quests will be given. As soon as
the forth one finishes the first major battle comes in, so be prepare. But
first we have things do to.

quest - got hammer?


-------------------
South-weatern part of palisade, stood Caulder who has problem with his
catapult. Lend him a hammer to help him finish the job.

quest - training the troops


---------------------------
You'll come across two teams of soilders headed by a sergeant. Pick either
team and talk to the sergeant to help him train the troop. i would suggest
you to use a cleric to do so. Different cleric of different domain will
result in different conversation.

Once you entered palisade, move a bit north, you'll come across some guys
attacking a keg. Destroy the keg and teach those people a thing or two.

quest - got wine?


-----------------
South-eastern part (3274, 2293) stood Niles. He needs some wine. you can of
course give him. However, if you clear his mind that this is a war that
Targos is fighting, you'll gain more xp and his valuable help later.

quest - what are you looking at?


--------------------------------
Eastern part (3285, 1667) stood Tabard who blocks the path to take a useful
shield. 'Bluff' him that he is needed somewhere and he'll just go away.

quest - good luck cat


---------------------
No far north from Tabard (3213, 1337) is a band of 3, Tarran, Anson and
Illigmar. Talk with them to get some stories about them. Before you leave,
you can ask about how they clear all the rats in the warehouse in targos
dock. you can show the cat which you kept from targos dock to them.
After this, return to targos dock and inform Hedron's mother about her
missing cat.

quest - shoot it
----------------
Further north from Tarran band are Gable and Kadance (3126, 976) who are
having a competition of shooting a keg. You can bet with Gable. simply
kill the keg and you win it. You have a choice to ask for a normal bow,
50gp or nothing. You must use a character equipped with bow, crossbow or
sling to initiate the bet.

main quest - fetch


------------------
The three assignments that Shawford gives you are boring and simple. While
running back and forth, you can ask the help of Swift Thomas for quick
navigation.

First - Report to Olap at (2573, 526) to find out that the wood he demanded
haven't arrive. Lumbar Grundwall at targos town (1226,1654) is
having trouble with his crane. Olap's father at targos dock can fix
the problem. Bring the part to place in crane, report to Olap then
Shawford.

Second - Isherwood (646,2093) need arrows. Go to Gallaway Trade Depot in


Targos town, convince that boss that if targos lost, everything is
lost, so that she will deliver that arrows with haste. Report back
to isherwood and shawford.

Third - Shawford needs information from Koluhm in targos town (421, 939).
Send the highest 'knowledge (arcana)' to talk with Koluhm so that
the goblins tongue can be translated.

>>[Daniel Johansson] is proud with his multi-linguistic drow


"you could aswell use a drow... My drow wizard said something like
"my race knows something of the goblin tounge"... So it wasnt probably
based on arcana in that case."

Forth - The Iron Collar band are needed in palisade. You are to convince
them. Since you already found out about phean, who travelled
together with them to Targos, you can use this to make them report
back to palisade.

Note that once you report the forth fetch to shawford, you'll engage with
3 waves of goblins fight. So be prepare.

main quest - saving targos


--------------------------
Once 4th fetch quest is done and reported to Shawford. Goblins will attack
palisade in 3 waves. Anything from this point untill you finish the whole
thing, you cannot rest. So conserve your spells. You can heal for free
inside Shawford building with the help of the cleric. For first wave, you
can use your spellcasters wtih range attack. Second wave is harder, you
can choose to use 1 summon spell there. 3rd wave is the hardest. Leads by
Caballus, a sorcerer. Dish out everything you can, summon anything you can.

==CONCLUSION==
When all these finishes, you emerged as goblins slayer and saved the town
from the attack. Report to Ulbrec for xp, new mission, gp. Once you exit
through north-western tip of palisade and enter the world map, you'll be
able to choose Shaengarne Ford, that starts chapter 1.

---------------------------------------------------------------------------
2. chapter 1 ppg05
---------------------------------------------------------------------------
==OVERVIEW==
It's time to strike back. There are two main missions in this chapter.
Once complete, threat to Targos will temporaily slove. The first mission
is to save Shaegarne Bridge. the second one is to strike at Horde Fortress
so that the main threat could be eliminate.

Enemies are everywhere and i would not mention every band, just keep your
sword sharp everywhere you go.

---------------------------------------------------------------------------
2.1 shaegarne fort ppg06
---------------------------------------------------------------------------
Simply save Shaegarne Bridge. Of course, along the way, you would meet with
some troubles.

---------------------------------------------------------------------------
2.1.1 somewhere before village ppg07
---------------------------------------------------------------------------
As soon as you arrive at the first area, you'll be greet by Torak. Beyond
the kegs wall are several orcs. All the orc band will be accompanied by at
least one shamamn which works as a cleric but more agressive. You throw
some summons inside the wall and let those orcs get busy with them first.

Work your way till a junction where you meet Torak for the second time. To
north is the main path, to east is a house. Clear the orc near the house
first then north. Now here is a new toy called 'keg of blasting'. It will
brust into area effective fire whenever it is attacked by fire damage.
Orcs use these to piss you off, so beware and be prepare to back off when
you see any keg starts to count down. Usually there will be a runner who
place the keg where he sees fit, Then a firestarter will shoot a fire arrow
at it.

Killing orcs along the way untill you reach a campside up north where you
meet with Dereth Springsong. He needs you to clear the orcs outside his
house, which you did just now. Then he wants you to save his wife. He will
open a blocked path to you and then teleport away. You can always goto his
house (2371, 1625) and ask him to let you rest there. Also near the
campside are woods that block your exit. You'll need to destroy both side
so that you can get through. The first side would be here. the second side
would be later.

Return back to where you started this area at (870, 2503). Run along the
forest path till an opening and a junction. To north is the main path, to
west which blocked by a blasting keg is Dereth's wife, Sabrina. Work your
way to save her. She will mention an ambush, and open another blocked path
for you at northeast. Be sure to propose escort which yields extra xp. Now
that Sabrina is saved, she can offer some spell scrolls for you wizard's
need. Of course report back to Dereth for reward.

Off to the ambush we go. Keep on going till the end. Off the edge you can
see a line of blasting keg. Ignite one to set off a chain reaction. Take a
long run back to the juntion where you saved Sabrina. Continue north and
meet Torak for the 3rd time. Destory the second side of the roadjam. Move
north and meet with Torak the 4th time and watch him run away. Of course
kill everyone and then follow his path and leave the place.

---------------------------------------------------------------------------
2.1.2 torak base ppg08
---------------------------------------------------------------------------
As soon as you enter, you meet Torak again and a big fight also. The
situation is, Emma Moonblade joins in, troll steal her moonblade. She helps
you during the big fight and ask for your help to recover the moonblade. If
unfortunately you damaged her during the fight. she still fights with you.
but when the fight is over and you talk to her, she will teleport away.
Later in other area, she will ambush you with her gang. I would suggest not
to damage her anyhow since this is not healthy for your xp. Plus, moonblade
is not an excellent weapon to keep for yourself. sometimes, you damaged her
and she will still offer the quest but after the conversation she teleports
away. That would not do, as long as she teleports away, you'll have to
reload from autosave and start from previous area.

Move east and Kaitlin Silvertongue will cut in to ask for help. The
situation is, villagers are being held as hostage inside town, door to town
is locked, a device to open door is in Torak base, once you enter his base
his gang will kill all hostage far away. During the conversation, you can
also ask about a dam that she mentioned to gather some information.

So you need a rogue to do the job. If your rogue is very bad at hiding,
wait until night to try again. If you don't have a rogue, there is an
invisible potion at (2196, 1414) a ruin north of where Kaitlin stands.
Move your invisible member along the ruins and enter the base. Turn
immediate west to uncover a roller (2203, 1109) which once used will open
the door to village. Backtrack, move into the village at (1920, 1200) and
save the village people. Once the villager are saved, report back to
Kaitlin for reward. A new guy, Arte, appeared to offer trading service.
He sells a 'sure striking short sword' which would be useful later on.
Besides, you can also buy gem bag, potion bag and scroll case which can
collect all your miscellaneous stuff.

Since the village crisis is sloved, feel free to move into the base and
finish Torak for good. Together with torak is a key which opens the gate
out of the village up northwest. Moving up to the ramp inside Torak base,
you arrive at a cave entrance. This would be the place where you recover
the moonblade.

Inside the cave you will encounter slime and slime zombie. i believe that
slime is resistance to slashing damage and slime zombie is resistance to
bludgeoning damage. Eventually you'll run into not-hostile orcs guarding
sort of an entrance (3120, 1600). Vrel Vileclaw is inside at the end. it
would be best if you just send a tanker inside to initiate the
conversation. After which a fight will break out and the guards will turn
hostile. A troll would not die just by any type of damage. When it is
almost die, it will lay down, at this point it is immune to every damage.
You'll need to use a fire or acid damage for the finishing touch, through
spell, melee or range. Emma did give you a flaming oil when she offer this
quest didn't she? Return the moonblade to Emma and you can leave this area
to the next area via the ramp beyond village gate up north.

---------------------------------------------------------------------------
2.1.3 somewhere before dam ppg09
---------------------------------------------------------------------------
Nothing here, just beat everyone and go through.

Straight north to where you started is a house guarded by gaints, the house
has some minor treasure.

As you turn at the junction at (1852, 948) you'll encounter Gaernat


Sharptooth. He is the one who runs this pass. Just proceed where ever you
can and kill everyone along the way.

If you don't get along well with Emma in previous area and she teleports
away. She will be waiting you here at south-western tip with her gang.

---------------------------------------------------------------------------
2.1.4 dam ppg10
---------------------------------------------------------------------------
As soon as you enter the area you'll be attack by priests (they all looked
and functioned like driuds to me). They are accompanied by their pets and
they cast 'entangle' to annoy you. Just at the entrance (2453, 497) is
first of three 'support beams'. You'll have to destroy them all in order
to destroy the dam.

Pass through the camp you'll reach a broken bridge which need repair. go
the other way and you'll reach a small bridge beyond it is a ramp and the
2nd 'support beam' at (1127, 369) which can be only reach by range attack
or magic attack. Pass the ramp to the west end is the 3rd 'support beam'
(130, 580) which you don't need to destroy but rather just 'take it' and
leave. You get xp for destroying the dam. take the 3rd 'support beam' and
place it one the broken bridge to get pass this area into your final
destination. Remember to cast every protective spell before you enter the
next area.

---------------------------------------------------------------------------
2.1.5 shaengarne bridge ppg11
---------------------------------------------------------------------------
This is why you are being sent for, to recover the bridge.

The situation is, Xuki is defending the bridge along with tons of minions,
Two ogre are destroying the bridge at the far end, you want to save the
bridge. i failed once to prevent the bridge from being destroy but that
does not end the game. i suppose that just yields less xp.

Simple stuff, just join in the party and kill everyone you meet. You can
save and rest anytime you want, and i don't think that resting would
jeopardize your mission as while you rest, orge rest also. Do not work
towards the western part yet, you should instead move towards the bridge
at east. As you draws near the end of the bridge you'll meet Xuki. She'll
talk with you and offer you something. DO NOT bargain with her, directly
end the conversation and kill everyone. If you go into that conversation,
you are falling into Xuki's trap as she is just only trying to buy some
time for the orge. As soon as the conversation ends, the bridge is destroy.
so don't ever go into that.

>>According to [Arachree Mae]


"Talk to Xuki using a high wisdom (16-17 WIS) paladin or cleric
(or just high wisdom, haven't try that one) first consider to talk
peace out of it and then when she said this is a good offer, the
wisdom will detects that it is too good an offer. Yields better xp
than just talk hurriedly (1050)"
>>Author's note
High WIS will do, as you go further into the conversation, 'wisdom
dictates that the offer is far too good'.

Over Xuki's body you'll find 'bag of holding' which can carry everything.
i place it under my sorcerer so that everytime he identifies an item, i can
just place it into the bag.

---------------------------------------------------------------------------
2.2 horde fortress ppg12
---------------------------------------------------------------------------
==GENERAL==
This time we strike at the Horde Fortress. Ulbrec has sent two scouts to
uncover the fortress. You'll need to meet with them and and aid them to
destroy the fortress or rather, destroy the fortress yourself.

---------------------------------------------------------------------------
2.2.1 outside fortress ppg13
---------------------------------------------------------------------------
You meet Ennelia at the entrance, get every piece of information available
from her. Remember to offer help to find her partner Braston as well. at
the end of conversation remember to offer her healing potion for some xp.

The fortress entrance is top north and it is heavily guarded. Once you
touch the gate, worg raiders will teleport out of nowhere beside your
weakest members. We don't want to risk for that. There is an alternative.
A cave entrance at east will lead you inside the fortress as well but
you'll need a key to open the gate blocking the cave entrance.

Throughout the area are 3 major outpost with war drum. Once any of these
outpost discover you, someone, usually a shaman, will beat the war drum
and worg raiders will keep on teleporting beside you.

If you rest anywhere, you'll likely be interrupt by half-goblins, goblins


archers or ice trolls. Half-goblins and ice trolls are hard to beat but
yield some amount of xp. If you want to avoid the trouble, consider talking
to Ennelia to rest there.

Now to deal with the 3 war drums first. First is to the west of your
starting position beyond a bridge. The bridge is trapped. and a shamann
stands at the end of the bridge. As soon as he sees you, He will move north
to beat the drum. So you need to kill him first. What i did under normal
mode is just rush in with tanker infront of course, ignore the traps
because it wouldn't kill me. So soon as i see the shaman talking something
about beating the drum, i send my spellcasters (sorcerer, wizard and druid)
casting 2 magic missile and sunscroch on him. Then continue casting another
2 magic missile and sunscroch again. Before the shaman is out of sight, he
should be taken care off. If so unfortunate that he is out of your sight.
i suggest you reload. Second outpost is at (1173, 631). Beyond a camp
guarded by winter wolves and a trapped bridge. Start from the main path
where you started the area and follow it north till the end.
The third outpost is a bit tricky. There are two ways to approach it.
Beyond first outpost, follow the path to the north, pass the trapped bridge.
Alternatively, from second outpost, go east, pass the fortress front gate.
i think that while passing the the front gate you might trigger teleported
worg raiders. Furthermore, going this way you will encounter large amount
of worg raiders and the drum beater is way back and out of your sight.
Talking the bridge path, you'll have a better sight of the drum beater,
a witch doctor. While clearing the third outpost, careful not to go too
east into an encampment. If so, you'll have a difficult battle.

The camp east to the third war drum lives Trugnuk. He is the one who is
holding the key to the alternative path inside fortress. He is accompanied
by ice trolls, shaman, and orc archers. The most annoying thing about him
is he will cast 'entangle' and 'call lightning'. 'entangle' will limit your
members' movement. 'call lightning' will still strike you from time to time
even after he dies and you linger around his body. Over his dead body you
could find the key to the cave entrance.

Now you get the key, follow the path beyond second outpost to south then
east, pass locked gate, into the cave.

---------------------------------------------------------------------------
2.2.2 cave to fortress 1 ppg14
---------------------------------------------------------------------------
Special thanks to [Aveh] and [Arachree Mae] for contributing greatly to
this part of walkthrough.

To gain extra xp in this, you'll need some stealth skill (for low level) or
invisibility spells (for high level). If you are short in this department,
you'll have to take the slice and chop way. If you are hungry for some
extra xp, don't not alert any enemy of campA, campB and campC before you
entered the second floor.

To the north is a locked door that needs password and we are going to get
it. Move at least two invisible members to the south and through the
goblins camp (campA), follow the road westward to a junction. Turn south
will encounter a orc camp (campB), we don't want to go into that for now.
So turn north a bit further from here into a small cave(?) where you meet
Pondmuk. Pondmuk eats spiders and will trade the password with spiders if
you got any. Backtrack to the junction and move stealthly further west. At
the end, to south is another camp of goblins (campC), to north is a door
which leads to a vast area with 4 spiders and 1 spider queen. Kill all the
spiders and move stealthly back to Pondmuk. After you gave him the spiders,
Pondmuk will tell you the password, which is 'chimera'.

>>According to [Arachree Mae]


"....give him the spider in this order: 3 regular, 1 queen,
1 regular (you'll have to drop 1 before) yields the highest xp.
1050+1575+545 if i didn't wrong. "

Now, you'll need to move your band together and go to the password door.
As soon as you are in, aim your attacks at the nearest blue orc as he is
the drum beater. Move around to discover an orc chief in north, and
trolls in northwest, and the war drum is to the west. Of course you can
kill them all and loot their items.

From war drum move south to speak with Vunarg. You can convince him to
bring his people back home for 700xp by selecting second conversation
option all the way or just kill him and his horde for more xp. i think you
need 'diplomacy' to convince him.

Further east from Vunarg you'll meet a troll called Yquog. He needs you to
fetch a message from Kruntur and he gives you a password 'xvim'. Now,
before you are totally done with this quest, you cannot kill anyone,
not Yquog, not his minions blocking Kruntur and not Kruntur. Any of these
dies, the quest cannot be complete.

When you are done with this level without alerting enemies in campA/B/C,
detrap the exit at top north wall and move to the next level. Upon arriving
the next level, you'll be given some xp for not alerting the enemies in
previous level. Of course, from this point onward you are welcome back to
finish off everything in campA/B/C. Among the loots in campA, you'll find,
one of many to come, dart that return to user.

---------------------------------------------------------------------------
2.2.3 cave to fortress 2 ppg15
---------------------------------------------------------------------------
Deal with the welcome party. Move north is a band of sleeping orc. One of
them is a drumer. If your rogue uses 'hamstring' you can slow him down from
running to the drum at west. The drum is guarded by 2 trolls. Ignore the
bug prison first, go through the door, near the drum. To west is a band of
mixed enemies, to the east is another war drum. After taking care of the
enemies and war drum, you'll have plenty time to deal with the bugs inside
prison.

From the second war drum, follow the path to a farm(?) and a band of orcs.
Among the their dead bodies, you'll find a 'Iron Ward Stone' keep it for
later use. Move futher west and you'll meet Yquog's minions asking for
password, 'xvim'. Move into the camp to find Kruntur (739, 1017). He will
ask for you to fetch for him his brother's bracer from Yquog. Move west
from here and take a turn south to meet Yquog's minions again. No password
needed.

Follow the path to find companies of orcs. Like the previous one, you'll
find 'Black Ward Stone' for later use. Right now you have should have taken
a big turn back to the entrance. Now you can perform the usual fetch stuff.
After all is done, kill everyone for extra xp and treasure. If you don't
kill Yquog, you'll meet him again in the last chapter. Of course this opens
up another mini quest then. Xp-wise, killing him now is better, but the
mini quest is a bit weird so you might enjoy that.

Exit to this area is at the north east tip. In case you are wondering, The
ward stones that you kept are to enable you to exit this area here safely
and also the big door in the next area. If you encouter fire blast while
passing the stair, you don't have the two ward stones. By the way, the
fortress will have a lot of items to loot, so you might want to go all the
way back to targos empty your load at this point.

---------------------------------------------------------------------------
2.2.4 fortress ppg16
---------------------------------------------------------------------------
Not much story here, just hordes of orcs and goblins. Kill and loot
everything you can, if you need to rest, it is safer to rest inside cave.
Obviously, door at (825, 1071) is the one that leads into the fortress and
gate at (869, 1613) is that one that leads back to outside fortress. If you
have problem opening door (825, 1071), you would want to double check if
you have to two ward stones with you from the previous area.
---------------------------------------------------------------------------
2.2.5 inside fortress ppg17
---------------------------------------------------------------------------
*please have a look at <known bugs> section (ppgbug)
i start to wonder why does Black Isle design so many 'as soon as you enter,
you will be attack by xxx' scenario.

So, as soon as you enter, bugbears attack you. When bugbears die, the
entrance will pop out an old orc who holds the key to the locked door.
Note that you cannot rest inside fortress. open the door to find Sherincal
and Guthma. After the conversation, proceed to kill everything inside.
After a big tough fight, remember to save.

Guthma's position is from entrance walk straight, first junction turn right,
first room to the north. They have a lot of sorcerer and shaman and they
are not shy to use 'web' which limits your movement and disrupts your spell
casting. Don't stick your caster too close to your tanker.

After all is clear, Braston is at the south-eastern tip which setting looks
like prision or some sort. After conversation, he will follow the talker.
Through the entrance, through the fortress gate and bring Braston to
Ennelia. There was once that i lost Braston when entering the 'outside
fortress area'. Loading the autosave will slove the problem.

==CONCLUSION==
Simply put, you saved Targos. You have also discovered that behind the
goblins attack is Guthma, behind Guthma is Sherincal. The next thing you
need to do is to find Sherincal. Report back to Shawford and Ulbrec for
reward and next mission.

Now that targos is saved, Ulbrec wants you to meet with the reinforcement
from Neverwinter which is long overdue. He wants to tell inform them of
Targos situation and aid the other ten-towns (or nine towns). To do so,
you'll need to travel in Oswald's airship. Shop for whatever needed as
you will not come back to targos anymore.

---------------------------------------------------------------------------
3. chapter 2 ppg18
---------------------------------------------------------------------------
==OVERVIEW==
You travel in Oswald's airship and the ship crashed due to some unnatural
ice storm. In here you will discover the real boss (or bosses) behind
everything. But first you'll need to repair the crashed ship and
investigate what's going on here.

---------------------------------------------------------------------------
3.1 foothills ppg19
---------------------------------------------------------------------------
Everyone is unconscious and boring beetles comes to attack you. actually,
it is not unconscious, everyone is sleeping. so if you have half-elf or elf,
they wouldn't be sleeping and can react fast to the threat. When this taken
care of, shout at Oswald to wake him up. Now that the airship is broken,
you'll need to help Oswald to repair it and find out what's behind the
glacier that caused the crash. Recipe for repairing airship is in the
table. As for the boring beetles shell, Oswald can make it into light
weight heavy armor. Go for the fullplate, forget the other two. This could
prove useful for your fighter, cleric and druid. You can only make one item
at a time, so you'll need to come back several times to get more fullplates
. Beside that, later when you encounter yeti or winter wolf, Oswald can
make their pelts into several items. Go for the winter wolf item instead.
A winter wolf item will provide the same cold resistance as yeti item in
addition with +1 CHA.

Now back to the recipe, you'll need spider slik, Thrym extract, belladonna,
iron, 2 diamonds and woods, all 7 items. Inside oswald ship, you should
able to find Thrym extract and 1 diamonds (2/7). Put them into the table
and go to search for more. You cannot rest in here until the elimination
of the boring beetles threat.

The foothills area is heavily trapped, so plan your footsteps carefully.


There are woods laying in the middle of the road which are trapped.
These woods would be what oswald need (3/7). Sometimes, you'll see cultists
running around. They are actually werewolves and some might suddenly attack
you. The boring beetles nest is to the north (507, 1870). You'll need to
kill the pool like nest. After destroying it, you can loot it for tons of
potions.

We will follow the path north beyond the beetles nest. Keep sticking to the
side and head north. Till you arrive at a junction where a damage wagon is
visible. To the east is a yeti band, to the north is werewolves base.
Finsih off the yeti first. The locked box at (925, 1035) among the yetis
has a quest item called 'Periapt of wound closure'. You can equip it if
you want. In fact, i used it till the very end of normal mode on my
fighter.

Now head to the werewolves base and you'll meet Beodaewn, the werewolves
head. He sells stuff so you might want to look at it first before killling
him. There are at least 2 ways to expose him. open the trapped den behind
him or use a paladin to sense his evilness. Beodaewn is not alone. He has
followers. First time through the game i saw his gang of followers with him.
Second time, he this alone. Third time, he is alone but after i rested
near by, his followers re-appeared.

>>[Arachree Mae] had taken further advantage on Beodaewn


"You could get some discount from Beodaewn the werewolf (for those
spells in normal mode or bardic horn in HoF). first you have to
know about the cult from Odea (the panther) then confront Beodaewn
with a paladin (or cleric, i dual class it so i could't be sure but
paladin seem right) he could then threaten to reveal him to the
mayor of Ten-Towns. Don't know if you need high intimidate but i
got better intimidate person that didn't work. Beodawn then would
ask your cooperation by lowering his price. There you go, buy (and
then kill him of course)."

As you approach the middle of the map, you'll encounter captain Yurst
(1929, 1908). First you'll need to eliminate his attackers at south-eastern
tip. Spiders should be coming out of no where while you approach the direct
south juntion where yurst lies and is turing to east. Killing these spiders
yields spider sliks (4/7). Move east and you'll meet gaints that throw
rocks(?) at you. These are the one that you need to kill. When this is
done, return to Yurst and provide further aid. Give him the periapt to
cure his wounds, then squeeze every bit of information outta him before he
dies. Over his dead body, you'll get back the periapt as well as some
broken armor which serves as iron (5/7).

From the gaints ambush to the north is a druids village. You will not be
welcomed. Sent someone with high 'intimidate' over to initate the talk,
detrap along the way. Odea, a panther, will talk with you. Ask about her,
about Illium, ask her to show you to him. Then you'll be brought to meet
Illium Ar'ghrenoir. Ask who gives him the right to deny passage, then
further intimidate him and he will let you through. As a result, Sherincal
jumps in, kills Odea and kicks you off hill. Anyway, you still granted
passage. Follow the village path till the end, enter the stairs at
(3440, 531) to go to a upper level. You don't want to miss the items that
the panther dropped, don't you? After you enter, to west is the loot, to
east is more loot. Detrap the bridge first or else the druid people will
attack you. Inside the house with several holes you'll find another diamond
(6/7). Alternatively, you can 'pickpocket' Illium for belladonna.

Exit to the next area through north-east.

---------------------------------------------------------------------------
3.2 glacier crevice ppg20
---------------------------------------------------------------------------
Remember that this is still outdoor so your druid can use 'Call lightning'.
All the doors here are locked, you'll need to find a symbol some sort to be
able to open all doors. All the small pots here are actually shrine to
Auril. If you want to take the items inside, you'll have to suffer some
little damage.

Go north, you'll see a note at the junction which left by Zack asking for
help. Further north will have another note, left by Oria which pointed out
that crystal golems are weak against bludgeoning weapons. Continue the path
north as it leads, you'll meet the first crystal golem on the way. At the
end of the path as it turns south, you'll see several pristress guarding 3
rocks(?). Activate the rocks and it will break the opposite ice, which gives
you a medallion that enables you to open door. Now work your way to get the
medallion. As you take the medallion 'Aurilite Holy Symbol', constructs in
this area which used to be neutral will start to attack the symbol holder.
Every door that you open, you will be attack by unavoidable 'ice lance'.
The room at (563, 1268) has a spider with several deer. They are all
friendly so don't attack them. The spider is Zack's pet.

The door which Master of Locks escaped leads to a dead end, and you can
hear Zack shouting for help at the other side. take the door above this
one, at the end you'll meet the Remorhaz queen with priestresses. As the
queen dies, the snow block behind will brust into fire and damage
everything in a large area so beware. Beyond the snow block is lord Rengar.
this guy can cast 'fire ball' and 'ice storm'.

Beyond the snow block, to north is entrance to ice temple and a big fight.
To east we go first. You'll see some necromancers here. Once you talk with
them, they will attack you, at the same time, crystal golem will run from
the door further east to aid them, so plan your position before engaging
them. The door which golem rushed in leads to a hole. You'll need a small
member (gnome, dwarf, halfling) to go inside and enlarge the hole for all
members. It doesn't really matter if you don't have small one to perform
the task. This hole leads inside a den in ice temple. There is a quest
there which i'll cover it in 'ice temple upper level' since you can enter
this place through ice temple.

To the south are trolls and at the end you'll meet Zack, inside of a
Remorhaz. Zack will ask for his pet spider which you already found.
Then he will ask for any information abou this ice palace which you'll get
later. While playing inside the ice temple, you'll gather some information
from time to time but you have only one shot for sharing information with
Zack. To play safe, return to Zack only after you found Nickademus, the
architect of the ice temple. Don't forget to ask for belladonna from him
as this will complete our ship repair recipe (7/7). In addition, Zack sell
stuff. Back to Oswald ship, place the last piece into table and report to
Oswald. As you are leaving the ship, Oswald will suggest you to investigate
the western pass.

Backtrack all the way to where met lord Rengar. Summon and prepare
everything. As you move to north, you will finally meet Sherincal. Keep
asking her questions to discover who is the boss behind her. Depends on
situation, Sherincal sometime retreats to the ice temple entrance. To climb
the stairs you'll need to activate a device at the other end of the stairs.
The device will be highlight in yellow circle if you pause the game. Hit
it with arrow once and the stair will open. Shoot it again and it will
close. Sometimes, the priestresses will counter you and close the stairs.
Enter the ice temple when everything is done.

---------------------------------------------------------------------------
3.3 ice temple upper level ppg21
---------------------------------------------------------------------------
Left and right of the hallway are two rooms with treasure. The right room
will have a secret door that you need to uncover. We can deal with these
later as there are prisoners dying and you need to rescue them. Proceed
into next hallway, we will mark this as room A. You'll find two closed
doors, between them is an opened door. Go to the northwest. You will need
to lockpick the door. If you have problem lockpicking the door, then you'll
have to go to the opened door and kill the high priestress inside to get a
key.

Now, the door leads to another door which leads to a prison. you'll meet
Nathaniel (i think he is the little boy who stood at the entrance of
Kuldahar back in IWD1). You'll need to free him first. Simply lockpick the
prison door. Next cell will have prisoners for you to rescue for some xp
per prisoner (that's why i suggested to come here first) and a table with
an unimportant note in it. Once you freed Nathaniel, ask for more
information about this place and the glacier. For now, you cannot use
magic in this area. Since you cannot use magic, you might want to lure
enemies to areas where magic is useable.

Go north, pass the prison to another small room. Eliminate every enemy
nearby to have an easier fight later. The southeast wall is pass-through
-able, roughly (1262, 1280). Killing enemies here will give you a better
chance against Lysara later. Go into the north door of the room and you'll
encounter high priestress Lysara (1/3), one the three high priestresses in
ice temple. Remember to squeeze every information before engage into
battle. She mentioned about Lysan. Lysan is the priest that was kill in
IWD1. There is a dais in this room which control several things. stand on
the left side to turn the dais rotating left, stand on right side for
right.
-to disable the antimagic field, right east, left west.
-to open a locked study room in this level, left southwest, right
northwest.
-to open the three locked door here, left north, right north.

The three locked door leads you to an Abishai den. You can only enter it
will full health member since blood smell will trigger the Abishais inside
berserk. one of them, Xhaan, will approach you and offer you a quest.
Remember to send a high INT and ask about the voice he heard so that he
mention the name 'Aiej-kllenzr't'. Your high INT member will deliberate
'The Caged Fury', which is the real name of it, from 'Aiej-kllenzr't'.

Backtrack to room A, and enter the opened door in the middle. inside is a
church like area with high priestress Cathin (2/3). As you are fighting,
Reinforcement will come from behind so beware. Proceed north to a hallway
with three rooms. The first one will need to use the dais to unlock. The
thrid one will have the information about how to defeat Aiej from Ondabo, a
djinni or genie like npc. The room north to this hallway is the entrance
to lower level, guarded by a horde of trolls.

Backtrack again to room A. Enter the southwest door, which should be open
then during your fight with Cathin. Not much story here, just search and
kill along the way. At the north end of this area (2962, 1300) is a magic
staircase. There is a painting at its north wall which you can talk to,
with different passward it will lead you to different area. you will need
to use this later.

Lastly, there is a long secret hallway with its ends at (250, 2771) the
room south of prison and (2372, 2009) the hallway east of church. Nothing
is here, just eneimes to kill.

When everything is done, proceed to the lower level through the door at
(2618, 775) top north. At this point you have several things at hand,
gather temple information for Zack, find Nathaniel's equipment, free
Abishai and find the last high priestress.

---------------------------------------------------------------------------
3.4 ice temple lower level ppg22
---------------------------------------------------------------------------
Level two is beyond by descrpitive ability, so i'll draw you a map.

-----------------------------------------------------
| | | IN | | |
| N.T | N.T | | ORIA | N.T |
| | | | | |
|--M----------M-------------- ------X1-------M-----|
| * |
| --------------X3------- ------------------ |
| | | | | | |
| | AEIJ | TRE2 | X4 N.T | |
| | | | | | |
| |---X8---| -------- -------------- |
| | | | | |
| X7 SHA | PRISM | |
| | | | | |
| |--------|--------| |----- | |
| | REST | EGR | | N.T | |
| | | X5 | | |
| ----------------------- ------------------ |
| P
|-----------------------------M-------------M-------|
| MIR | | | | |
| M | | | |
|-------X6-------| | COF | M B.S |
| TRE1 | | | | |
| | | | | |
-----------------------------------------------------

IN is the place that you arrived in. P is the exit to upper level that will
ends up in the talking-painting-staircase. X are doors that need to use
special method to open. M are just ordinary doors, either locked or not.
Room N.T means rooms that has no story, you can just go in and loot
everything. * is an adjustable mirror.

We will play with the PRISM in the middle first. To adjust the prism,
pull the lower trigger (2029, 1183); to shoot the prism, pull the upper
trigger (2068, 1131). If you by chance broken it, you can repair it using
switches in room B.S.

Adjust PRISM to face northeast to open X4. The room contains some spell
scrolls.

Adjust PRISM to southwest to open X5. you will find Nickademus sleeping.
Touching, and JUST touching the closet beside him will wake him up. When
you ask for his help, he will ask you to do a future favor for him, of
course you'll have to agree. Now you have a choice:
1-Asking help for defeating Aiej-kllenzr't, he will give you some
magical protections/enhancements.
2-Asking about sharing wisdom, he will give you xp worth of 5000+.
3-Asking for sharing treasure, he will give you some stuff.
Now, i suggest you take the xp because Aiej is simple to defeat; the stuff
he gives is actually stuff that are in his closet. DON'T not try to unlock
his closet at this point. Doing so will make him hostile. If you kill him,
the game ends. You can take the stuff when you are about the leave the
temple for good. Apart from this, you can squeeze a lot of information from
him since he is the architect of this ice temple.

Room COF is a room filled with coffins and shadows. One of the coffin at
northwest tip is open-able. You'll have to open it of course. Room MIR is
a room with two mirrors in northeast wall containing Talisman henchmen.
When you touch the other two mirrors in northwest and break them, these
people will be released and attack you. Now adjust the prism facing south,
the light will shoot to room COF, takes a few bounce, passes opened coffin,
hit mirror in room MIR and break door X6. Room TRE1 is where you find one
of two nathaniel's stuff, a bag with his name. Don't return to him yet,
you might miss a sub-quest.

Now we will play with the talking-painting-staircase, access via stair P.


Talk to the painting as talking to normal npc, you'll be given choice.
Different answer will change the destination the staircase leads, below
are the choices and their respective destinations.
1 - Death to Kuldahar
= exit P
2 - Lysan
= room SHA
3 - Auril shower me with strength
= room B.S
4 - In Auril's name bla bla bla
= TRE2 (You can only get this after defeating Oria)
5 - Bedroom
= Nickademus's bedroom
6 - From the sea of moving ice bla bla bla
= Abishai den
7 - Hmmmmm....interesting
= random area

In room SHA via the talking-painting-staircase, send someone near door X8


to take damage so that you can open door X7. Adjust the mirror * far away
near the entrance facing left. Adjust prism facing north and shoot it. The
lightning will take a few bounces eventually ends up hitting X8 thus open
it. Send a high DEX to enter the room, the altar will talk to you, choose
the answer with the name 'The Caged Fury'. The door X8 will close and the
altar will attack you with 'Whirlwind' which your high DEX will have no
problem evading. When the door opens, enemies will come from north and
south of X7 to attack you. When everything is done, report back to Xhaan
for reward.

Inside room B.S you will find a lot of triggers. The three at the
southwest are, from bottom, activator, selector 1 and selector 2. Flip it
stands up as on, flip it lies down as off.
- 1 off, 2 off for battle square
- 1 on, 2 off for matainance, repairing prism
- 1 on, 2 on for nothing
- 1 off, 2 on for inner sanctum, we have use later

Play the Battle Square and win a line of 3 squares to obtain key to Oria's
room which opens X1. She is accompained with tons of winter wolves. When
she was damaged enough, she will threaten to break her staff and disappear.
Moments later she will come out of no where and attack you. At this point
you cannot hurt her whatsoever. Rush over to Nickademus and ask to him
advice. Now you know that you have to do, rush to room B.S and turn on the
inner sanctum mode. when she dies, remember to deactivate it.

After defeated Oria, you can now goto room TRE2 via the talking-painting-
staircase. In room TRE2 you will find another Nathaniel's stuff, 'Ring of
Ram'. You have a choice of returning this ring to him or not. To me, the
ring isn't any wonderful so i rather take the xp. When you return both
items to him, he will leave. When he leaves, so is Oswald, so you'll need
to plan this carefully.

---------------------------------------------------------------------------
3.4.1 battle square ppg23
---------------------------------------------------------------------------
Special thanks to [fire mage] from gamefaqs.com IWD2 forum for contributing
greatly in this section. Many of the ideas of defeating the battle square
below originated from him.

1 off, 2 off and we can play the famous battle square.

The game is like this, you select a RANK via other triggers in this room.
The crystal golem will inform you which rank selected. After selected the
rank, you activate to play. Everyone but the activator will remain here.
others will be teleported to room REST and cannot come out. See the nine
squares on the floor? Click on it to call forth a monster, you defeat it
in 60 seconds, you take the square. Whenever you link three squares, you
win the LEVEL. Win LEVEL 1 to 5 in order to win the RANK totally. The
screen will shake when you achieve RANK mastery everytime. Below are the
suggested patterns of selecting square to win LEVEL 1 to 5 of any given
RANK.

----------------------------------------------
| Level1 | Level2 | Level3 | level4 | level5 |
----------------------------------------------
| x - - | x - - | x - - | - x - | - x x |
| x - - | x - - | x - x | x - x | x o x |
| o - - | o - x | o - x | x o x | x x - |
----------------------------------------------
- are the one that you ignore, x are the one you select, o are the one you
select last. Anytime during the game when you feel that things are getting
out of hand, pull the activator to deactivate the game. The reason you want
to play the squares is to get the key for high priestess Oria's room and to
get some excellent stuff.

If this is the first time you encounter the battle square, you might not
have the level to play highier ranks (rank 5 and up). You can always return
later to finish it after you gained some level. The furthest you can get
if you still want to return to battle square is the end of chapter four
before you take Oswald's ship. i'll place a reminder later in the
walkthrough. If you are impatient, you can export a current member, create
a new one and adjust it's level. Later after you've completed the square,
you can delete that member and import back your previous one. For more
information about adjusting a character's level, please refer to Dan
Simpson's faq at
http://db.gamefaqs.com/computer/doswin/file/icewind_dale_ii_items.txt
Because all i know about this part is from him and i don't want to
plagiarize his work. If you are so desperate, two items for you to create
'00ARMBL2' and '00ARMCH'. This two totally destroy the fun of playing the
game, not just battle square, use it at your own risk. (Special thanks to
[ejsmith] from Sorcerer's Palace sharing his discovery about the two with
the public)

You should have no problem finishing the first 3 ranks using normal
tanker character. Monk isn't really useful in battle square as monk offers
only one damage type, bludgeoning. If you encounter zombie lord for
example, your monk can do nothing but pull the trigger to end battle
square. Fighter type is the best because they have a wide range of damage
types to choose from, depending on what weapon they use. The best candidate
to enter the battle square in my opinion is paladin 3 or 7 / fighter x.
Paladin for the immue to fear at level 2, immue to disease at level 3,
fiendslayer feat at level 7. Fighter for the weapon sepcialization in
several kinds.

Before you start the battle square, rearrange your equipments so that your
fighter has every of the best that the band can offer. When playing under
HoF mode, choose equipments that reduce damage and increase saving throws.
Monsters will hit you on regular basis even if you can push your Armor
Class to as high as 40. When choosing your weapons, make sure you can do
slashing and bludgeoning damage, melee and range damage. Give the fighter
all the healing potions you have. If you have problem getting more healing
potions. Venla in the Wondering Village (the next area) sells extra healing
potions as much as you can buy. The last thing to do would be, of course,
polish your fighter. Cast spells like 'stones skin', 'chaotic command',
'remove fear', 'barskin', 'emotion: hope', 'resist elements', 'improved
invisible' (if not playing V2.00), 'cat's grace', 'bull's strenght', etc,
depends on what spells you have.

Of all the doors in IWD2, this one is the most famous and important. There
are two doors in the battle square, the one at the north wall is the 'north
door'. This door offers you strategic advantage as huge enemis cannot pass
through this door. That's why range damage is also important playing battle
square.

>>[Rob Valentine] has another idea for those who don't fancy arrows
"... just lure them to the door and clobber them with a 2 handed
weapon (Ice Lance works well). None of the creatures seem to be
able to reach you and you can dispatch them in a couple of hits"
>>Author's note
Some weapons, two handed weapons like staff, spear, etc, has a
longer range then one handed weapons but still consider melee
weapons.

The 'Club of Disruption', as battle square rank 6 prize, really helps a lot
. High rank battle square will always give you demons and elementals type
enemies which you can destroy them by using 'Club of Disruption' if they
fail their fortitude saving throw. Open your 'Attack Rolls' feedback via
option --> game play --> feedback to see if the enemy you are currently
hitting is subject to disruption process. If they are, it will show their
fortitude saving throw aganist 'Club of Disruption'. When playing high
rank battle square under hof, it is just a fight to see if monsters throw
1 in their fortitude saving. If you want to use range attack with your
fighter, take throwing weapons over missile weapons because throwing
weapons (like throwing dagger/axe/hammer) use STR modifier in attack roll
not DEX in missile weapons. A returning throwing hammer +2 that i've gotten
in Wondering village/Underdark (i forgot which) is also a helpful weapon as
my fighter already specialized in war hammer. Apart from bludgeoning damage,
it deals electrical damage as well. 'Throwing Axe of Shocking Burst', rank
5 prize of battle square, is also useful if you are better with axes then
hammers. Weapon choice for [fire mage] are Warhammer +2 with shock, Flaming
Star +1, Morning Star of Thorns, Greataxe +4, Club of Disruption (prize),
Ice Spear (prize).

Now save every single time you completed a single square. If you are not
satisfy with the monster that the next square gives you, you can always
load the game. Well, this is a computer game after all and the designers
don't limit our saves, so however 'cheesy' it is, it is still valid.

Sometime those teleport-able monster will teleport to where the rest of


your members are. This isn't a bad thing as now you can outnumber the
monster. However, take extra care to make double sure that the ice golem
champion is somewhere near this room the moment you kill the monster. If
not, you kill wouldn't count. You can also choose the teleportion on
purpose if you feel that the monster is to hard to handle single handedly.
Summons several minions in the battle square room before you start and
place them at a corner where they cannot see the coming monster. When you
encounter a teleportable monster, send one summon to attack it. Upon making
a sucessful hit, the summon will be teleported to the resting room with the
others and so as the monster who choose to chase this summon.

Enemies and weakness


Elemetals:Fire/water/earth/wind elementals fall under this group. They
generally have high hp. Club of Disruption works on them but some
have pretty high fortitude saving throw bonus (like +19). Some
even resistance to bludgeoning damage, making the attempt to
disrupt process harder.
Demons :Gelugon, Cornugon and Glabrezu. All demons can be dispruted and
are vulernable to bludgeoning damage, making them weak against
Club of Disruption. Keep in mind that all demon knows how to
teleport. Also, they will 'panic' those unprotected.
Undead :These undead are very strange. They are subject to disruption
under HoF mode, but not under normal mode. Boneguard type is
resistance to slashing damage and zombie type (including the fat
one) is resistance to bludgeoning damage. To me, these are the
hardest foes in battle square. i often reload encountering them.
shadow :Those black monsters are shadows, not some bad animations or your
graphic card's fault. Shadows come in different forms and each
form charateristic is just like their real bodies. So, for
example, if you encounter Glabrezu in shadow form, use your
against demons tactic on it.
big ones :These are the ultra big enemies that have problem passing the
north door. When you encouter these, rush pass the north door and
use range weapons to deal damage without taking any pain. They
are the easiest foes in battle square.
others :These include small skeletons, small shadows, animals and any
other type that doesn't fall into the previous categories. They
are not that strong and you can just melee them to death. None of
these is subject to disruption. There is a kind of enemy called
Fyer variations (the big floating balloon kind). They know how to
teleport and can 'hopeless' your member.

>>Words of wisdom from [fire mage]


"Because the game often uses the same monsters repeatedly, it didn't
take long for me to figure out which type of weapon worked best
with which monster"

Below are the items for completing a rank (under HoF mode). If i am not
mistaken, only the prizes of first and third ranks change in HoF mode,
others stay the same.

- rank 1 = Warded Dragon's Belt


- +3 reflex saves
- 6/- cold resistance
- rank 2 = Potion of Holy Transference
- permanantly +2 wis, -1 dex
- rank 3 = Cornugan Hide Armor
- damage reduction 10/+2
- regenerate 1 hp per 10 rounds
- rank 4 = Boots of Grounding
- 6/- electrical resistance
- rank 5 = Throwing Axe of Shocking Burst
- return to user
- 1d6 electrical damage, 10% chance of extra 1d10
electrical damage
- +5 for hitting
- rank 6 = Club of Disuption (** MUST GET **)
- undead and outsiders must make fortitude save or
destroy
- +5 for hitting
- rank 7 = Ice Spear +4
- cast ice lance 1/day
- rank 8 = Composite Longbow of Empowerment
- random +4 on str, dex, con, int, wis, cha for 5 rounds
when damage by melee
- rank 9 = Wand of dead (** MUST GET **)
- cast animate undead
- rank 10 = Brilliant short sword +5
- attack ignore shield or armor bonous
- upon completion of all ranks
= Bracers of Icelandic Pearl
- cast lesser planar binding : water element 1/day
- cast cone of cold 1/day
- cast horrid wilting 1/day

---------------------------------------------------------------------------
3.5 chapter ends ppg24
---------------------------------------------------------------------------
When everything is taken care of, return 2 of Nathaniel's stuff back to him
and report that you have killed the 3 priestresses. He will now leaves the
ice temple to the glacier crevice, follow him. Once out, you'll be taken to
middle north of the map, Nathaniel will 'melt' the glacier and the remains
of Neverwinter force will arrive leading by Ingrath Mariner and Rahm Dammel
. As the conversation ends, you'll present both with letters that you kept
so long ago from Targos by Denham. after you exposed Ingrath, he and his
goons will change to dopplegangers and attack you. Rahm and his men will
help out. Return to Oswald crash site to find that he has already left.
pick up his note and potion. you can wipe out the druid village if you want,
they have some nice stuff. When you are done, exit via the melted glacier,
north of glacier crevice to the next chapter. If you are that hungry,
remember to loot the stuff in Nickademus' closet but don't hurt him even
if he attacked you.

If you don't have the letter, you would not expose Ingrath here. He will
ask you to meet in outside a dragon's lair entrance. When dragon attacks,
he and his gang will run away. When you defeated the dragon, he will come
back and attack you.

==CONCLUSION==
Oswald left, and you are to pass the western pass by foot. now you have
names, the organization is the Legion of Chimera, the leaders are Isair and
Madae, the place is Severed Hand. As the story goes on, you'll know what
they want.

---------------------------------------------------------------------------
chapter 3 ppg25
---------------------------------------------------------------------------
==OVERVIEW==
Frankly, i am a bit confuse about the story and the realistic purpose of
chapter 3 and 4. Originally, the band was assigned to find the Neverwinter
reinforcement, and the band did, at the end of chapter 2. So there is no
purpose for the band to travel any more right? But, instead, they continue
to travel with a clear destination, which is the Severed Hand. So my best
guess would be, as the band was fighting with Sherincal in chapter 2, they
already made up their mind of going to Severed Hand to end the madness
(without letting me know). That's why they keep on travelling, through
western pass and eastern pass. So now you are, passed the western pass, and
going to pass eastern pass. But then you discovered that eastern pass is
blocked by Legion of Chimera. So you have to shift to the Underdark. Also,
in the middle of chapter 3, you will meet your final bosses, Isair and
Madae.

---------------------------------------------------------------------------
4.1 wandering village ppg26
---------------------------------------------------------------------------
You want to get pass this area, the villagers here see this as an
oppoturnity to ask for your service to clear the evil in this area. Due to
the fact that you need to run back and forth to do all the main quests, so
walkthrough in this part will be written as quest based instead of area
based.

Note that you cannot rest in this area unless asking a priest. As you move,
you'll meet Thvara Baelm and his babaric gang as a junction. When the
conversation draws to an end, you can tell the gaint that you are going
to kill everyone so he better run away if he wants to live. North to the
junction is a dire wolf den, we can take care of that later. South is a
grave guarded by an undead named Sordirsin, this one is quest related.
Don't touch his grave at the moment. East is the wandering village. Move
there and you'll be approach by villager who instruct you to meet their
elder, Souma.

As you move into village, you'll meet the infamous Nym. back in IWD1, he
single handedly caused the destruction of elves and dwarves. He will ask
for your destination and suggest an alternative through the Underdark. If
you have the bonus cd installed, Nym's merchant inventory has something
called 'Avarine Decanter'. Use it to summon a djinni merchant. The
merchant don't have any woo-ahhh things to offer. Instead you free him on
the spot, you'll get real woo-ahhh items, including a +5 to armor bonus
non-magical bracers. Or you can summon him 3 times and at the end of third
times you'll be attacked by his band, that's gives you little amount of xp
and some mostly masterwork grade stuff.

Souma is at the northwest in the village, you get quests from her and she
sells magic scrolls also. Right to souma is Jari who needs a wolf pelt, if
you don't have it now, we can get it later. Right to jari is Tahvo who
sells and buys weapons and armor. South to Tahvo are Carita and Leevi.
South to the couple Venla who is like the priest who sells and buys
potions. There is a blondie running around the village by the name Pairi,
a sorcerer can give her guidance to become a sorcerer and gain some xp.

---------------------------------------------------------------------------
4.1.1 the missing children ppg27
---------------------------------------------------------------------------
First quest that Souma gives is to aid Venla. There has been quite an
amount of missing children lately and Venla wants you to investigate. Off
to the Fell Wood via the exit at east of village. At this point you can
approach Tahvo and Venla asking them to spare some weapons and potions to
you.

Into the area before Fell Wood, move east and you'll encounter a horde of
trolls at a junction. The road to north turn west and leads to a iced dead
body, we have use of that later. The road to east leads to a band of
babarians who are searching for Thvara you previously kill. You can rest in
this area but 80% of the time you'll be interrupted by snow trolls or dire
wolves. When the area is cleared, you can now go into the spooky tent in
(2404, 629). Inside the tent you'll meet Limha and Agog. You can buy some
stuff from Limha but don't buy any spell scroll from her even if you needed.
We can get all the scrolls she posses later. Obviously you cannot get any
information out of her. You can rest here if you want. So leave the tent,
into Fell Wood we go, via exit at east.

>>[Alicia Shieh] put her paladin into work this time


"you can expose Limha by having a paladin talk to her. He'll detect
that she's evil. You don't have to go to the Fell Wood this way."

This Fell Wood is a maze. You take a wrong turn, you end up running circle.
You can always back out by selecting the west exit and restart the maze.
If you have a druid or ranger, you can use their 'wilderness lore' to find
you way through the maze. Sometime you might get caught by roots that damage
you. These are actually traps that you can detrap. The enemies in this area
are smart, they will go to your weaker members, so beware. Most of the
undead here will attack my cleric first. Attack from undead might drain
your energy noted by a horizontal red line in your potrait. You'll need
restoration spells to cure it. as you enter Fell Wood, a ghost greets you,
telling you some general information.

Take the northwest exit into a winter wolves den area. The pelts you
collected, you can spare one to Jari for some xp. He doesn't have anything
good in return so don't push him. From here go north to encounter some
snow trolls for xp.

Below is the path you take to seek out a dryad that will help you with the
mission.
From the ghost take exit northwest (180, 292)
--> wolf den, east (900, 433)
--> container in middle trunk, north (489, 214)
--> tree trunk in middle, east (836, 280)
--> tree trunk in the middle, east (841, 264)
You reach a small opening guarded by some undead. Kill them all to release
Carynara the dryad. She'll point out that there is something fishy about
Limha. As for the question about passing the wood, you'll need a high
charisma person to charm her for pointing out. The route she pointed will
be used later.

Now back to Limha to expose her. She will run away and Agog will attack
you. Don't waste much spell on Agog. As Agog dies, you rush outside only
to find out that Limha had placed a small band waiting for you. Usually,
she will then retreats back to the north of the junction where she can
continuingly summon minions to deal with you. When these are taken care of,
loot her body to find a scroll case that holds every single spells that
she sells.

report back to Venla and Souma for reward and next quest.

---------------------------------------------------------------------------
4.1.2 the returning dead, or undead ppg28
---------------------------------------------------------------------------
Second quest is to aid Tahvo. West of the village is a grave guarded by an
undead called Sordirsin. Someone stole his drinking horn, and you need to
retrieve it. Once again to the fell wood. Alternatively, if you have a high
level bard, you can make a song for Sordirsin and put his soul to rest.

routes for recovering drinking horn,


- longer route to cover every enemy
from the dryad area take west exit (187, 363)
--> spiders, southeast (866, 567)
--> trolls, item in middle trunk, northeast (826, 317)
--> zigzag area with undead, northeast (616, 231)
--> zigzag area, southeast (849, 910)
--> zigzag area, northwest (247, 310)
--> zigzag area, southeast (864, 881)
- shoter route
from dryad area take west exit (187, 363)
--> spiders, northwest (208, 347)
--> zigzag area with undead, northeast (616, 231)
--> zigzag area, southeast (849, 910)
--> zigzag area, northwest (247, 310)
--> zigzag area, southeast (864, 881)

The undead in the 'undead area' will regenerate, giving you some xp to earn
if you want. Take the loop from zigzag area with undead, northeast(614, 266)
--> zigzag area, northeast (599, 298) --> back to undead.
Eventually you'll arrive to an area with standing stones and a dead body
among them. Loot that body for drinking horn. Take the west exit, return
the horn to Sordirsin, loot his grave for treasure, report back to Tahvo
and Souma.

As you report back to Souma, Nym will leave. Remember to shop him for items
before this. If there is one thing you cannot miss, that is the 'Antimagic
scroll' that he sells, you MUST buy this. Beside that, he has a mace that
deals fire damage, this could be useful aganist trolls later. Also, a mace
(Everlasting torch) he sells that deals fire damage is very important
later with dealing with trolls and slimes.

---------------------------------------------------------------------------
4.1.3 the silent ghost ppg29
---------------------------------------------------------------------------
You are to aid Kurttu as the third quest. She is at south of Souma
(1897, 674). Kurttu has a stepdaughter named Carita (2402, 570) who is
married to Kyosti. Kyosti is dead and his soul can't speak. Beside that,
Carita seems to have something going on with Leevi (2431, 581) both
Kyosti's friend and enemy. Speak with Carita and Leevi to squeeze some
information then off the Fell Wood again. Ask the ghost in Fell Wood about
Kyosti and he will ask you to free them by destroying the ghost lights.

From the standing stones where you found drinking horn take the
east exit (857, 578)
--> undead with frozen pool in the middle, southeast (705, 569)
--> frozen pool, northeast (672, 217)
--> frozen pool, northwest (249, 228)
--> undead with 2 tree bridges, northwest (329, 241)
--> 3 tree bridges, northeast (843, 264)
--> 3 tree bridges, fully prepare before entering southeast (824, 717)

This will lead you to one of the hardest fight in the game, especially if
this is the first time your band into the game. These so called Will
O'Wisps deal electrical damage. On top of that, they teleport around,
making you chasing them wildly. Now, range and magic might work well. But
then they seem to have very high resistance to magical damage, i think they
are immune to magic. So your casters will be busying running around to
avoid them and your fighters will be busying running around to damage them.

>>[Jae Shin] and [jerrod] used bow and arrows in this situation
Equip everyone with ranged weapons and keep on attacking one Will
O'Wisp at a time.

When this is done, take west exit and return to the ghost. Unfortunately,
among the ghosts you freed, you can't find Kyosti. But the ghost points out
that you might find Kyosti in the area before Fell Wood. At the mean time,
you gain 'Fell Wood remains' which you can present it to Souma for reward.

Kyosti's ghost is lingering around northwest (640, 563). As you approach


the junction, you'll be ambush by dire wolves from both sides, so be
prepare. Approach Kyosti to hear his story. Report back to Kurttu and
Souma for reward. As you are speaking with Souma, something happens.
Go through the story and fight whatever enemies come to you. Before you
leave the place, remember to present 'Fell Wood remains' to Souma and
make sure you buy at at least 2 ropes from Tahvo.

As you enter the Fell Wood, you'll see a tree pops up, kill it for xp. Exit
through northwest then north. You'll encounter more of these tree monster
called Dark Treants. Finish them all and the north woods will open you an
exit.

>>[Koh Zi Han] found the exit with a shorter route


"When you enter the Fell Woods to eliminate the Dark Treants, a
faster way would be to be West from the starting location,
In fact, if what you do when you meet the sole dark treant is to
cast summoning spell and blesses, chances are, it will flee to the
West."

---------------------------------------------------------------------------
4.2 cold marshes ppg30
---------------------------------------------------------------------------
Spiders, trolls and babarians make up this area. If you rest in this area,
chances are you'll be attack you trolls and babarians. So, if you have
sleeping problem, you can always go back to fell woods. Work your way
uneasily to the east and meet Hadbruki and his gang who are guarding the
Gate-of-Stone.

from left to right is 1 to 3, from bottom to top is A to D.


my fastest way to open the gate would be,
move A2 to left, B3 right,
A2 right , B2 right,
C1 left , A2 left,
B2 left , C2 left, D3 right.

Depends on how well you mess up this gate, babarians will pop up from the
south of the gate to attack your band.

at the south of the gate, moving across the frozen river, you will find
frostrose at (3279, 2173).

>>According to [scyther36] from gamefaqs.com IWD2 forum,


"The healer lady, Venla?, from the wandering village is looking
for one to create some potions so it's worth some EXP and a
couple of potions that she gives to you for finding it."

Get a full rest before you proceed to next area.

---------------------------------------------------------------------------
4.3 river caves ppg31
---------------------------------------------------------------------------
River caves have an outpost of a Duergar (grey dwarf) company. Duergar to
dwarf is like drow to elf. These dwarves are do not getting along well with
the Black Raven monks live on top. They will see this as an opportunity
asking you to clear out the monastery.

---------------------------------------------------------------------------
4.3.1 river caves entrance ppg32
---------------------------------------------------------------------------
Prepare everything as you will be facing white dragon. If you did not
expose Ingrath in the glacier crevice at the end of chapter 2, this is
where you'll meet him and end his life as he tried to end yours, after
you killed the dragon.

As you approach the east near the entrance, white dragon will come out and
some wyrms will pop up around you. It would be best if you just send a
decoy there and block the junction near where you come in with summons.
Get a good rest and enter the lair.

As soon as you enter the cave, wyrms and dragon attack you. When this is
done, search the area for treasure. Click on the big hole to lower down
ropes and exit.
---------------------------------------------------------------------------
4.3.2 river caves ppg33
---------------------------------------------------------------------------
*please have a look at <known bugs> section (ppgbug) (patched in v2.01)
There is a horde of hook horros not far along the path. When they see you,
their friends will pop up from behind. So you might want to prepare for
this first. At (798, 1558) is the path leads to dwarves base. If you kill
all the monster inside this cave before you enter the dwarves base, there
is a possiblity that you cannot finish a quest and skip another one. so
make sure you don't finish every enemy here. also, you cannot rest here,
so feel free to go back to the dragon lair.

We'll first find the key that open the dwarves base gate. Turn east as the
path goes and arrive at a junction. Take the south path and go through the
hole at (1744, 1719). You'll meet ice troll and later jelly. These jellies
have high resistance against all types of physical and magic damage except
fire. Cleric, druid should have 'Flame strike' and wizard, sorcerer have
more fire based magic. 'Horrid Wilting' works wonder, if you have it. The
worst part of these jellies is they split and multiply. At the east end of
the path is the key.

Backtrack to (798, 1558) and follow the west path to reach the dwarves
outpost front gate. The slave master will instruct you to speak with their
leader. Just don't say any unpleasant thing about them. Their leader, Barud
Barzam is running back and forth in the hallway beyond the door. Listen to
his story and ask about your quest. In exchange of providing you mining
tools to pass this area, they'll need you to clear out the area.
furthermore, you can sleep here if you ask him.

As you enter the door, turn northwest, first room is the store room. You
can take away anything expect the one that is locked. Mining tools are
located at (750, 401). Second room is the temple which offers you basic
temple service. You can send someone to 'bluff' for some healing potion
from Zama, the priest in the middle. Don't touch anything here. Turn
southeast, skip the first room, walk towards the end to meet Dragu. He is
working on a crossbow. Anyone with high INT could help him on that, in
return you'll get a copy of that crossbow. Furthermore, you can trade
equipment with him. Walk pass the slaves quarter till the end to reach the
torture chamber. A ghost will appear and attack you. When you are done here
, go back out to clear the cave.

>>[chalcedony] has a better idea dealing with the ghost


"you should use your cleric to talk to the ghost, and then when he
attacks you, TURN him. He will cease to attack you and start
talking; most importantly you will gain xp (3000 if I recall
correctly)."

Pretty routine stuff, just kill anything that walks. Ambush is everywhere.
When you finish all the monster in this area, it will show in your journal.
report back to Barud for reward and next mission. He wants you to clean out
the Balck Raven Monastery. i would suggest agree. You see, when you are
done with Black Ravens, there is no more story there. You can just kill
everyone, loot their stuff and come back here to claim the reward. In
addition, after claiming the reward, you can finish off this base and loot
the dwarves' treasure too. Now with Black Ravens cleared, the duergar
outpost finished, no one is fighting nobody no more, peace. Near the end of
the game, you'll save some Black Raven monks and these monks will give you
help. Clearing black raven here will not affect these monks decision, so
don't worry.

When you are done here, exit via the northeast exit, which you need mining
tools to clear the blocking rocks.

---------------------------------------------------------------------------
4.3.3 river caves exit ppg34
---------------------------------------------------------------------------
This area is both tricky and dangerous. There is a story scence here where
your band will be brought to a place and as the conversation ends, you'll
be attacked. You don't want to trigger this unprepared, don't you? Beside
this, you'll meet some umber hulks here. They will confuse people that are
close to them, making your party member running stupidly and might trigger
the story. 'Chaotic command' by cleric can prevent this to happen. Also,
when you rest in this area, you'll be interrupt by yeti or umber hulk. yeti
pelts could bring you some fortune. The dawrves wouldn't buy it, but the
Black Raven monks will.

As you enter, take the east path. Umber hulks will pop up from wall to
attack you. Past the first junction, contiune the path, you'll be attack
by second umber hulks from wall. Then you are done here. Return to
entrance, go north, you'll go into a small area will a pool. Umber hulks
pop up from northwest wall. Return back to entrance, take the northwest
path. As you reach the corner, umber hulks pop up. So now, you are done
with all the umber hulks here, all 4 groups of them.

What i'll do at this moment is to summon 6 undead, have them wait in a


place. Then cast spells on my members. Invisivility of any kind will not
work here. Somehow, enemies we later encounter can see through invisibility.
Send a decoy towards the northeast part of the map and the story begins.
When the fight begins, all my members will start running back to where the
undead was.

You'll meet Harshom at the exit. He was sent by the Arcane Brotherhood of
Luskan. (If you play 'Neverwinter Nights', you'll be raiding this tower
of Arcane Brotherhood.) Turns out that Phaen that you kill long ago in
targos town is one of them. Even worse, remember Carita and Leevi? As
revenge, they told Harshom your whereabout and destination.

This band, they have everything. Tankers, archers, spellcasters and


everyone is sharp. Don't worry if your spellcasters die. Because your
cleric can bring them back and join the fight immediately without claiming
back their equipment. Also, don't over concentrate on one end, if you are
fighting in a tight junction. These people will travel far and reach you
from behind.

When this ends, pick up the key, open the gate, into next chapter we go.

==CONCLUSION==
i suppose you have met Isair and Madae, yes? You will be fighting them at
the very end of the game. As for now, you continue to travel towards their
lair, or rather, the headquarter of the Legion of Chimera, or even rather,
Severed Hand. You have passed the western pass from chapter 2 to chapter 3.
Now you want to pass the eastern pass. Also, remember that you might carry
a quest over to the next chapter, massacre the Black Raven monastery.

---------------------------------------------------------------------------
chapter 4 ppg35
---------------------------------------------------------------------------
==OVERVIEW==
From Nym, you know that the estern pass was block by Legion of Chimera
forces. Nym also provide you an alternative by going through the underdark.
So, your purpose is to go to and through the Underdark.

---------------------------------------------------------------------------
5.1 black raven monastery ppg36
---------------------------------------------------------------------------
The passage to Underdark is guarded by the Black Raven monastery and its
monks. Currently, the monks have some problem inside. The Legion of Chimera
invited the monks leader to their place to discuss about alliance. But the
leader thinks the other way. So the Legion kept the leader as hostage.
Meanwhile, the Legion send a pretty-face-envoy to the monastery intended
to corrupt them from the inside. You are now here to make everything back
into order.

---------------------------------------------------------------------------
5.1.1 monastery entrance ppg37
---------------------------------------------------------------------------
Follow the path, detrap the torn bridge as you go. You'll see some neutral
wyrms. There is a wyrm nest at (1187, 1207) which you can take its egg and
ruby ring, making all wyrms turn hostile. We have use of the egg later. The
ruby ring that comes with it, we have use later also.

As you cross the second bridge, you'll meet yeti and more yeti will pop up
from cave behind as their friends die. If you need money, you can always
come to rest in area. Yeti will attack you, and you can pick up their
pelts.

Enter the cave, and you will see the entrance to monastery.

---------------------------------------------------------------------------
5.1.2 monastery ppg38
---------------------------------------------------------------------------
(Seriously speaking, i don't know why it/he is called Black Raven. My
English may be not good, but at least i wouldn't say 'look it's a white
polar bear'.)

*please have a look at <known bugs> section (ppgbug)


You'll meet Salisam. He wants you to speak with Aruma Blane who currently
runs the monastery. Regardless of what would Aruma say, you are to speak
with Salisam again. The monastery is very tight, running inside will give
you headache. You can of course raid the whole place as the duergars ask
in earlier chapter, but let's play the story and we will do the massacre
later.

Before you speak with Aruma and continue the main quest, let's play the
sub-quests first.

-------------------------------------------------------
| | | | |
| TRAINING | | LIBRARY | *SALISAM |
| ROOM |DOWN | | ENTER
| | | | |
| | |------ --- |
| |
| *SAVALTID |
------------------------------------- ----------X-----
| | | |
| *NONIN | | STORE |
| DINING ROOM | ROOM |
| | | |
| | | |
--------------------------- --------------------------
| *SERSA | | |
| *ARUMA |
| SLEEPING |-----------X-----| |
| ROOM | DOLON'S | |
| | ROOM | |
-------------------------------------------------------
* represent important NPC and X represent locked door that are related to
quest.

Inside library, you'll find Bered. He will tell you general things and
stories about Black Raven (the person and the monastery). There are two
things that he sells would interest you. "Masterwork tome of glorious
exaltation", once held in hand you are under the spell of 'Exaltation'. Of
course, this would be excellent for monks. "How to be an advanturer", it
gives you a good laugh as you read through the book, more importantly, it
gives 20000 xp to the reader.

You can just lockpick the door and help yourself in the store room. Inside
the room, you'll meet Ven. There are several ways to finish this side
quest. Plan A, agree to side with him and later report him to the authority
(either Aruma or Salisam). You'll then have the Black Raven's Tomb for
yourself to loot. Plan B, side with him and don't mention this to the
authority. You'll find him later in the Black Raven's Tomb, he loots all
the treasure, you fight the tough iron golems. If you want the loots, you'll
have to search big tomb for invisibled Ven and kill him. Plan C, don't side
with him and ask for something to silence your mouth. He will give you a
ring with 'NN' initials. Report him to the autority any way to get rid of
trouble later.

Inside the store room you will find Nonin. He offers priest service and
trade. For all the yeti pelts you collected, Nonin will take them. As the
conversation ends, Nonin will ask for a ruby ring. You can give him the one
that you found in the wyrm nest earlier. For this he gives you the key to
the store room. If you just enter the store room after this, Ven will just
leave the place and you cannot get the quest. Give him the 'NN' ring you
found earlier, you'll get some xp and extra healing potions.

Sersa is the one who offers you a place to sleep here. She has a small
problem as Salvatid wouldn't teach her. You could slove her problem by
talking to Salvatid. You'll need 'bluff' skill to do so.

>>[Alicia Shieh] found another way around using a monk


"If a monk talks to Sersa, he can show her how to fight better. You
don't need bluffing skill on the monk."

Now for the main quest. You'll notice that there is someone else inside
Aruma's room. After Aruma rejected your request. You speak with Dolon
to find out that this guy was sent from Severed Hand. Now, turn back and
speak with Salisam. He will tell you the whole story behind Dolon and Aruma.
Now you need to do is to break into Dolon's room, steal his letters and
present them to Aruma. Aruma and Dolan will run away, leaving Salisam
in charge. Now you get a chance to play the 'Eight Chamgers'.

Exit via DOWN.

---------------------------------------------------------------------------
5.1.3 eight chambers ppg39
---------------------------------------------------------------------------
The reason you want to play this is to win acceptance among the Black
Raven monks so that you can use the passage to Underdark. As the name
suggest, you went through eight chambers and face different kinds of
challenge.

Speak with Morohem to enter the challenge. You cannot bring anything inside
the chambers, and you'll be dispelled before entering. Of course, you don't
need the use the same person for all eight chambers. If you die in the
process, well, you are dead. When you speak with Morohem about entering the
chambers, he will put all your equipment in the table nearby. It would be
best if you rest 16 hours after each chamber because sometime 8 hours is
not enough to make animate undead to disappear and that could affect your
summon limit. There is a container inside every chamber on the wall. You
can rush there and pick up your weapon to fight. Last thing to remember,
save everytime you win a chamber. If you have a monk, then all these will
be rather easy. If you don't then you'll need to went through some troubles.

generally, i have few tricks playing this chamber.


plan A - Summon animate undead, all the way. Well other summon will work
but not as effective.
plan B - If my member dies in the process, but the summons are still
inside the chamber, i will not rest but continue the game by
sending another summoner inside. Of course, bring back the dead
member into life so that he/she can claim the xp as we beat the
chamber
plan C - 'Mirror image' myself as soon as i enter a chamber. So for the
first few attacks, those monks cannot disrupt my spell process.
plan D - Under HoF mode, the monks will have high resistance to various
melee damage that the weapons in the chamber or summon minions
can offer. The most effective magical sword that can bring into
the chambers is Mordenkainen's sword.

1st chamber - Chamber of Stone


You'll need to pull the level in correct order to pass this. See the black
and white tiles on the northwest wall in this room? It suggested the order
of 1 -> 5 -> 3 -> 2 -> 4. As you pull the level on northeast wall, stone
monk(s) will pop up near southwest wall. Nothing that animate undead cannot
take care of.

2nd chamber - Chamber of Shadows


You just enter the doors in correct order and you are done. If you enter
the wrong door, shadow monk will pop up and attack you. again, nothing
that animate undead cannot take care of. the correct sequence is
--------------------------
1 x 2
3 x 4 x are the doors you
-------------------------- ignore.

3rd chamber - Chamber of Sorcery


Frankly, i don't understand how this chamber works. There are panels on
the ground and you are suppose to step on them according to some order
or something. Melee damage might harm them, if you are sending tanker
inside. What i did is quickly summon animate undead and let them deal with
anything to come.

>>According to [Rainox]
In the Chamber of Sorcery, you suggested using Animate Dead to
beat it. The real solution is to watch the tiles as the lightning
bolts strike the ground, one tile will "rise". If you stand on
this tile, then you get immunity to lightning. Then you can
melee-attack the two monks without getting fried by their
lightning attacks... rinse and repeat.

4th chamber - Chamber of Clockwork


This room is small and has deadly turning baldes on the floor. There are
three monks here. If you damage them enough and they are going to die,
their clock will start ticking. At this time, there will be a device open
on the wall where each monk stands at the start. You'll have to rush there
and touch the device before time ends. If not, the monk will blast into
fire and damage everyone. The annoying part is, the ticking monk will not
do anything but stick with you all the time while the clock is ticking, no
matter how far away you are. The same old animate undead still works.

5th chamber - Chamber of Sand


The monks here can only be damage by the fire damage activate from the 4
device on the wall. The fire hose will last a little while, dealing 2
damages everytime it activated. You have to turn on the fire hose according
to clockwise direction starting from the one in west coner. Of course, you
have to make these two monks stand in the line of fire hose which activated
or else they wouldn't take damage.

6th chamber - Chamber of Silk


Poisonous spiders are everywhere. Plus, running around will trigger 'web'
trap which is not pretty. You just need to kill every spider inside and
that's it.

7th chamber - chamber of battle


There are two triggers on the northeast wall and a blue platform on the
ground. Notice that when you stand on the platform, one of the trigger will
shine. Now, fight the coming monk on the platform untill he becomes
unconscious and lies down on it. Now you can rush over and pull the
shinning trigger. this is just the first part.
After the trigger is pulled, a second monk comes in and a new room is
available to you through the northwest wall. There are two palforms now and
you need to make both monks lie down on each. When this is done, rush out
to pull the shining trigger.

8th chamber - Chamber of Immolation


This will be the hardest room. There are two monks here who deal fire
damage. On top of that, you'll encounter 'flame strike' everywhere you go.
Fortunately that there is indication where the next flame will strike, so
you'd better watch out. i am aware that there are other ways to get over
this like sending a high DEX to evade 'flame strike' but while i was
playing this under HoF mode, these monks and earlier monks in other
chambers are totally immune to my physical damage of all kinds. To overcome
this room, at least for me, send someone with summoning ability and 'mirror
image' ability. The mirror image is to protect from flame strike. Upon
teleportation, cast 'mirror image' then summon. The first summon must be
a strong one and must complete. The member will mostly die after this.
Bring back the dead one back to life and repeat the process. The initial
summon will be there to block the monks the second time. If 'mirror image'
is expired, remember to recast. Continue to summon and throw in a
Mordenkainen's sword, if under HoF.

After you finish the Eight Chambers, report back to Salisam for key to
Black Raven's tomb and xp. Move to Black Raven's tomb via the stair in
Eight Chambers area.

---------------------------------------------------------------------------
5.1.4 black raven's tomb ppg40
---------------------------------------------------------------------------
You can see that Black Raven's tomb is guarded by 4 iron golems. If you
are still fresh and young, then you would have serious problem killing one
of them, not to mention all 4 together. If you loot the treasure inside,
those golems will come to life and tear you apart. We will deal with the
treasure later.

If you side with Ven and didn't report to the authority, you'll meet him
here. He will loot the tomb and alert the iron golems. When you are dealt
with the golems, you'll have to look for Ven. Ven is hiding, somewhere
here. Because he always fail to hide from time to time, you'll have an
easier time to find him. Move your members around the whole area, when Ven
is re-hiding you'll hear a 'hide' sound effect that you usually get hiding
a member if you are close to Ven. The louder the sound, the closer you are
to him. Then use 'see invisiblity' spell to reveal his actual position and
kill him.

The exit is at (1473, 474). It is a bit hard to find. As you open the gate,
you'll see more duergars preparing to attack the monastery. There is no way
to avoid the fight, even if you have helped the other duergars to kill all
the monks. Fight them to clear your path.

At this point you can massacre the monastery. Make sure you kill everyone,
including the one in the Eight Chamber before reporting back to duergars
outpost for reward. You can also massacre the outpost after claiming for
rewards and xp.

Now you can loot the tomb, run like hell outta this place. Into the
Underdark we go.

---------------------------------------------------------------------------
5.2 the underdark ppg41
---------------------------------------------------------------------------
When you arrive, Malavon greets you. At this point, you'll have to accept
his hospitality. If you refuse, he will close his gate and if you open the
gate, every drow in this area will attack you, not to mention you'll miss
most of the quests available here.

You can listen and record down Malavon's story if you want. Turns out that
he had asked Nym to find someone to help him with his troubles here.
Overall, he wants you to destroy the device that transform drow into
driders and return his sister to him. You can do some trading with the
drows here, but they don't sell drow equipment here. However, you might
be interest in the 'Ring of Freedom of Movement' that Malavon sells. If you
intend to sell anything, i suggest you to keep them first as you'll find a
better trader who offer 20% more. At this point, if you talk to Malavon
again and offer to report your discoveries about the driders, Malavon will
thank you for your information, which is nothing. The people in BIS should
have done a better job about this.

A side note, Malavon appeared in IWD1 and was killed by the previous band
late in the game. The story he told is about how he survived. His sister,
Ginafae also appeared in IWD1. Malavon blinded his sister (for whatever
reason i forget) and the IWD1 band restored her. While playing IWD1/2, you
must know this Malavon guy. There is this arcane spell called 'Malavon's
Rage', guess who invented this spell?

As you exit through the south gate, go immediate south, at (509, 2142)
you'll encounter some merchants. These people have bad temper, so beware.
Don't touch their chests unless you want to pick a fight. One of them, the
dwarf at east, Heggr will buy your stuff with 20% highier price and sell
you at 20% lower price. To be specify, i used an Aamisar sorcerer with all
class skills at full in his current level to do the job. So, my best guess
would be, you'll a person with both 'knowledge (arcana)' and 'bluff' to
make him do so. ask him why he is making business with drow, remind him
his clan will not agree with his viewpoint and tell him that you will
report him to his superior. When you are planning to leave this area for
good, remember to come back here to raid their stuff.

North to the gate at (1893, 583) is a 'container' with very minor treasure.
opening it does however alert the mushrooms nearby to attack you.

>>[fire mage] found some goons to fight


"In the underdark in the area where Malavon's camp is, there is a
group of Lolthian assassins hiding right next to his camp, in the
corner between the mushrooms that attack you and the entrance to
the underdark. Of course they attack you and you have to kill them
all, and they have some nice things to loot."

Roughly in the middle of the map (2449, 1702) is Oinchack'olp, a mind


flayer. He (or she) wants you to find a blue stone for him inside the
driders caves. The stone is actually a amulet type item that +2 WIS. Return
that, you'll get a +2 STR belt. so the choice you totally yours. Of course,
if you refuse to give it back, the mind flayer and his mindless goons will
attack you. If this is the first time your band play the game, i would
suggest to keep the stone as there isn't many thing that +WIS in the game.
There will be a +5 WIS ring later through merchant but that is only for
druid or cleric.

South to the mind flayer at (1817, 2422) is another minor treasure


container that will alert shadows drakes when you come close to it.
Following the narrow path to the east by the pool, you will also alert some
sword spiders to attack you.

The entrance to the driders cave (east end of the map) is guarded by two
draiders. They will ask you some question, if your 'bluff' skill is high
enough, you can talk your way out. if not, a fight is unavoidable.

North to the cave entrance is a wall with two hole-looking-doors. You'll


exit through here when all is done.

So now, enter the cave we will.

---------------------------------------------------------------------------
5.2.1 the driders cave ppg42
---------------------------------------------------------------------------
If you look for it, there are three entrance to the driders cave. Each will
takes you to a different location, but all locations are close to each
other. In the walkthrough, i took the top most entrance (3413, 1021). The
driders were once drows, so you can very expect to encounter sorcerers,
wizards and clerics. But they are not just drow, they are drows and spiders
hybrid, which grants them some extra hp. Things to remember, web traps are
everywhere, and don't expect enemies to come from one direction as you see.
And lastly, if you rest inside, you are likely to encounter red mushroom
called Mycoind.

Move towards the east, pass the cave(?) to a junction. Take the north turn,
and eventually you'll meet Ginafae Despana in a room full of spider web.
She will mention Viciscamera and Impharaili. Viciscamera is the device that
you want to destroy and Impharaili is the person who works on this device.

Now continue you search towards to east from the web room entrance. First
turn to the north, dead-end with nothing, backtrack, continue east. Second
turn to the north, dead-end with driders, backtrack, continue east. Now
you should be at roughly (1680, 1432). Continue to the east and you are
into a big room with white cocoons. These cocoons contain driders. Wait for
a moment and driders will hatch. Each cocoon contains one drider and
unhatched cocoon will show blue ring while pause. At the east end of the
room is the Viciscamera heart which cannot be destroy by ordinary method.
Well, of course you can if you can do strong magical range damage. But
let's follow the story ok? When you are done here, backtrack to the
previous point (1680, 1432).

Move your way to south. At the very south, you will encounter mushrooms and
mushroom monsters. One of the mushrooms, (1172, 2603) will contain the blue
stone that the mind flayer wants. Backtrack a little and move east, on the
way, you'll encounter Impharaili in a small room, guarded by golems, caged
driders. You can 'bluff' her that you are sent by Isair and Madae to check
her progress to make her reveal everything. In addition, you will also come
across the name Saablic Tan, who you'll encounter later. You can fight here
right now, but we can wait later, there is no hurry. Saablic Tan and
Malavon, they have old score back in IWD1. The IWD1 band came across
Saablic as a umber hulk and helped to restore him.

Continue towards east from here to uncover more driders. Be alert that
ambush and reinforcement comes from behind. When you have cleared the cave
from driders. You can now go back to finish off Impharaili. There is one
golem there that you cannot kill. That one will be your golem later. In
the messy study desk of her, you will find 'Transfusion note', 'Journal',
'Treatise upon flesh golem', 3 'Vial of Spores' and 'Vial of Silvery
fluid'. According to the transfusion note and the treatise, you can bring
the golem into life and at your command. According to the journal, you can
create a potion that can destroy Viciscamera. You'll need someone with
'alchemy' to do so.

Have the alchemist to examine the table that is in between two 'container'
tables (1640, 1738) and follow the instruction. Also, remember the wyrm
egg we took from Black Raven monastery? we can use it here to create
+STR potions. If you have any 'healing potions' with you, you can upgrade
them all into 'extra healing potions' with this lab. Before you can create
the potion for flesh golem, you'll have to 'talk' with the golem first.
Then go back to use the lab. With the potion created, go back and 'talk' to
golem and inject to potion into it. Shock the golem with a lightning spell
and the golem will follow the person who shocked it. If the golem require
maintainance after a fight, it means that you need to rest. Also, move all
the way back to Viciscamera heart and 'talk' to it with Viciscamera in your
possession.

>>[Joshua Witkop] has a good news for transmuter wizards.


"In the Drider Cave in the Underdark, there's one other thing you
can do with the alchemist lab. You need to have a transmuter and
have him/her examine the lab. It seems that as long as someone in
the party has a decent alchemy skill (my transmuter only had a rank
of 5, but another member had 16), you can use the last Vial of
Spores to give the transmuter a permanent +5 HP."

Now you can leave the cave and report back to Malavon.

---------------------------------------------------------------------------
5.2.2 leaving the underdark ppg43
---------------------------------------------------------------------------
When you leave the cave into the Underdark, you'll find more driders at
south, and more ambush coming from west. If you have anything to buy from
the drows, buy it before you report back to Malavon. When your business
with Malavon is over, everyone teleports away, leaving you an empty camp.

Remember the hole-looking doors on the wall. Now it is guarded by a mind


flayer and some goons. You cannot open the doors unless you fight with them
and alert their reinforment and will open the doors for you. Oh, yeah,
remember those mindless goons surrounding the mind flayers beside the pool?
These mindless goons and the mind flayers guarding the doors, they
are of the same gang. If you attack the mind flayers, mindless people
attack you.

And before you leave, if you are interested, you can raid the bad temper
merchants base for some treasure.

---------------------------------------------------------------------------
5.2.3 z'hinda citadel ppg44
---------------------------------------------------------------------------
You have a choice of going in through the left or right door. Entering the
right door will give you a more strategic position because so soon as you
are inside, you'll have to fight.

Ironically, this area is very straight foward. While exploring the area,
you'll encounter some lightning devices that shock you. You can destroy it
of course by the hard way. Alternatively, you can lockpick a container
behind to sort of deactivate it. Furthermore, each container behind
lightning device will contains a diamond. There are altogether 7 diamonds
for you to pick. Also, you'll encounter mind golems which look like iron
golems you encounter earlier in Black Raven's tomb. You can kill them if
you have the ability. They are not hostile but whenever they pass you, They
will give out a blue fog called 'mind fog' which lowers down your WIS. There
are 4 of these golems.

The big boss here is a brain in a container, sitting in the middle. If you
go directly to him before killing much of the minions here, you might
convince that you are here not to seek trouble and giving you exit without
resistance.

From your starting position, we will run anti-clockwise around the place,
without stepping too deep into the center. First you'll find yourself in a
kitchen roughly at 4~5 o'clock position. Inside, you'll find with some
unwanted stuff. At 3 o'clock as you pass through the hallway, mind
flayers will be changing opinions about killing you. But they don't attack
after the conversation ends. If you move further north, just about to pass
their living quarter, they will start to attack. 1 o'clock is the exit.
guarded by a number of monsters. 11~12 o'clock is the slave living quarter.
9 o'clock is the amory. You can work on the forge (623, 1635) to create a
lousy axe. If you use a grey dwarf with high fighter level, you'll get a
magical axe. You'll also notice that one of the slave is blocking your way
to open a container. If you choose to slay him, other thralls will pop up.
As you have taken a circle back, you can start to confront the 'contained
brain'. Don't look down on the container. It is effective enough to charm
you, stun you and paralyse you.

You can 'intiminate' the guards at exit 11 o'clock if you killed the
'container' for some extra xp. Before you leave the place, you would want
to take a good rest and, more importantly, take a picture with your pet
golem as this will be the last of it. Don't forget to make a save, cast
'mass haste', 'bless', 'preyer', 'recitation', etc.

There will be a big tough fight as you exit this area. You'll meet Mirabel
and Majrash. i think they are from the Red Wizards and was sent to kill you
by Saablic Tan. If you exit through the left door, you'll be at the
northeast tip and surrounded by a few earth elementals. If you exit through
the right door, you'll be at the middle top of the map, and surrounded by
more earth elementals and more harpies. Well, if you choose the left door,
try not to run your members too far west and south, this will only open
yourself to more harpies to attack you. All these are just theories, when
the real fight begins, all hells break through. Enjoy the game.

When the fight ended, you'll meet Oswald again. Beside him is Maralie, the
story teller of the game. If you want to finish the battle square back in
ice temple is the your very last chance. Regroup yourself, take a rest and
you are ready to go, to Kuldahar that is.

==CONCLUSION==
Iselore, the archdruid of Kuldahar sent Oswald to fetch you. You are to
Kuldahar first, to help them out, then to Severed Hand. Kludahar was the
center back in IWD1. You will come across the Heartstone gem, which was
recover by the 'other' party back in IWD1.

---------------------------------------------------------------------------
chapter 5 ppg45
---------------------------------------------------------------------------
This chapter is a long chapter. The main thing is, Iselore wants you to go
to Kuldahar to save the town. Then you want to continue your journey to
Severed Hand. To go to Severed Hand, you must pass the Dragon's Eye and
Fields of Slaughter. In between Dragon's Eye and Fields of Slaughter,
Nickademus (remember him?) teleports you back to his ice temple to kill
some demons and, practically, to gain many xp.

---------------------------------------------------------------------------
6.1 kuldahar ppg46
---------------------------------------------------------------------------
You come to here because of Iselore's 'invitation'. Iselore is the person
who runs this place. Ultimately, you want to go to the Dragon's Eye. In
here, you will find out the twin's past and why the Legion and Chimera
wants to attack the Ten-Town. Furthermore, it is the merchants here who
sell the best equipment you can but through gp.

---------------------------------------------------------------------------
6.1.1 kuldahar pass ppg47
---------------------------------------------------------------------------
As the conversation ends, Hiepherus appears. If you are able, you can
'bluff' him by telling him there are armies marching here and showing him
Oswald's ship to convince him. He will then teleports away. If not, he will
teleports away and some undead will teleport in. Remember the 'Club of
Disruption' that you've got in Battle Square? This area is all undead and
nothing but undead.

At the middle of the map is a tower that you need to lockpick in order to
get in. You'll meet Jermsy and Nathaniel. Jermsy will speak you. You can
convince him to open the door north to the tower so that you can strike on
Hiepherus right in the Hrothgar's Glen where he hides. In addition, he will
mention about a guy called Gerbash. He holds the key to his tower, and he
may be captured after all this long while. You'll need to retrieve
the tower's key from him, or his body. Before conversation ends, remember
to mention Isair and Madae so that Jermsy will ask you to speak with
Nathaniel regarding this issue. Now you can talk to Nathaniel about Isair
and Madae. He will mention the haunted house west to the tower. At night
time you can see mother Egenia's spirit. Egenia is the one who raised
Isair and Madae. Remember to shop Nathaniel for 'Every God Ring' (+5 wis).
A side note, Jermsy is the boy that IWD1 band saved when orcs and goblins
invaded Kuldahar. Hrothgar is the one brought the IWD1 band to Kuldahar and
died during the journey by an ambush avalanche.

At night, when you go to the ruined house west to the tower at (1091, 592),
you'll meet mother Egenia's spirit. She is still searching for Isair and
Madae. Ask her about the twin's weakness for some xp. Ask for more
questions and ask her to see your future for somemore xp. Eventually, she
wants to know what has happened to the twins after she died. For more
information, you'll need to ask Iselore.

Now, through the gate at north, you come to a graveyard. There is one
important tomb here that you might want to mark down. Lower group of graves,
upper row, from right to left, second grave, the one with a standing
tombstone. if you click on it, it will shows 'old kholsa, traveler and
farmer, bla bla bla". mark this one down, we have use later.

Through the entrance to at the north to meet with Hiepherus again. This
time he is well prepared. You'll have a tough fight for sure. After this is
done, report back to Jermsy for reward, then off to Kuldahar.

---------------------------------------------------------------------------
6.1.2 kuldahar ppg48
---------------------------------------------------------------------------
Kuldahar is crawling with yuan-tis. you'll encounter 4 bands of yuan-tis
while exploring the area.

Near to the entrance (1016, 1812) is a shop runs by Conlan. he is looking


for his son who went looting Orrick the grey's tower. If you find his son,
be sure to come back and report to him. Meanwhile, you can buy some
excellent equipment from him. For example a belt that + STR, a 'Mercenary's
Sack' that holds everything, a 'Boot of Speed' that increase movement rate
(not 'haste', just movement rate), short sword and dagger that +hide skill,
and of course 'Ring of Freedom of Movement'.

Sheemish is inside in the tower at northwest tip (342, 815). This father
and son, was in IWD1. In fact, sheemish get caught by yuan-ti and the IWD1
band saved him from Dragon's Eye. Sheemish sells magic scrolls. If there is
anything you can buy from him, 'Protection from Acid' and 'Lower
Resistance'. Inside northwest is a table with an open book writing 'yemnit
progales k'apahcs'. Ask Sheemish about this and make him say this a few
times then you would feel "whoa, that did something". A lesser wind
elemental appear in the tower. You can free him by mentioning 'Sheemish'.
When this elemental is freed, items in its merchant inventory will transfer
to Sheemish. these items include some of the most finest, most excellent,
most wonderful, most unbeliveable equipment you can ever buy.

Gerbash, who you are suppose to find to get the tower key and return it to
Jermsy, is inside building (2935, 823). When you've got the key, return it
to Jermsy to get reward.

Iselore is standing in the south of the map, among the standing stones and
Heartstone gem. As usual, ask everything that you can, Especially about the
stories of Isair and Madea. When this is done, report back to Egenia about
what happend to Isair and Madea after she died. After you put Egenia into
rest, report back to Nathaniel for reward.

As for the main quest, the yuan-ti are attacking Kuldahar and slicing the
Great Oak so that they can find the gateway (called Crossroad) within the
tree to this jungle called Chult. If you want to go to the Severed hand,
you'll have to find this jungle, kill all the yuan-ti in the outpost or
just kill the guardian of this Crossroad so that it will be sealed.
(Frankly, i don't see the connection and logic between getting to Severed
Hand and closing the Crossroad.)

Last note, there is a house near the Heartstone gem where you can loot the
things inside. It is suppose to be the house of archdurid in this area,
well at least it was the house of the last archdruid.

Entrance to Chult is at (l411, 602) north of map, marked by a shinny blue


whirl. Make a seperate save file before you enter.

---------------------------------------------------------------------------
6.1.3 chult and yuan-ti temple ppg49
---------------------------------------------------------------------------
*please have a look at <known bugs> section (ppgbug)
You have a choice as the story concern. Either finish all the yuan-tis or
slay the guardian. This walkthrough will write in such way that you can
cover both options and, possibily, maximize you xp gain.

You enter into north-eastern tip. There are, of course, yuan-ti crawling.
At south-east corner is Katchmat. You ask can him about some general
information about this area. Southwest corner is a yuan-ti priest teaching
some initates lesson. Listen to what they are saying.

question: what approaches the dusk?


answer: growing drakness
question: -----------cloudless night?
answer: obscuring moon of our faith
question: -----------venom of sseth potent?
answer: faithful followers
question: -----------sseth embrace unbelievers?
answer: the cradle of scales

The priest will discover you enventually and you have to silence them. The
initaites left some robes which can function as disguise inside the yuan-ti
Temple. Before you go trashing the whole place, you might want to disguise
your band so that you can uncover more stories, and extra xp of course.
If you have a pure class paladin with you, she/he might not willing to wear
the disguise. There are ways to get around this you'll have to kill the
paladin before entering, resurrect the paladin back when needed.

There are 4 pillars in this area, spread out at (636, 799), (1260, 1015),
(1439, 954), (1964, 958). Collect all 4 and 1/2 to release the guardian so
that you can slay it. The 1/2 is inside yuan-ti temple. Place what you've
got onto the pillar stands surrounding the temple entrance. There is
already an example there, so i guess you'd have no problem finding those
stands. When all is done but the last 1/2 pillar, we go into the temple.

When you are inside the temple, save often, save seperate. You would never
know what you did that triggered nearby yuan-ti to attack you. Also, you
are disguising a one of them is this area, so let you 'bluff' and
'diplomacy' member do all the talking. Also, don't ask stupid question like
asking Ojaiah (the yuan-ti who runs this place) 'who are you?'.

While exploring the temple, you'll come across yuan-ti archers act as
temple guard asking you questions. This is sort of a challenge to the
yuan-tis. Of course you need to answer the correct option. Questions and
answers are what you have heard outside the temple just now. There is
another 'Black Flower of the World' ritual that you don't know. Find an
initiate and ask about disscussing rituals. Initiates can be found in the
lobby during recess hour.

question: what is the black flower of the world


answer: night, fed by the dead of day

You'll experience the screen fade away and return. This is to tell you that
the yuan-tis have finished their ritual and return to their rooms or they
have rested and continue to their ritual. Refer to the conversation box for
more information.

---------------------------------------------------------------
| | | | |
| | Ojaiha's | | |
| vast area with rooms | room | | priests' |
| | --------| | room |
| | | |
| | ------- | | |
| | | | ------------|
| | ritual | | | TREASURE |
|------------------------| chamber | | | VAULT |
| | | | | |
| ------------------ | | | |
| | | ------------ ---------------X-----|
| | more rooms | W =ENTRANCE= |
| | | | --------- -----------|
| ------------------ | | PIT | |heartless
| | dead |
|------- -----------| | | TRAP | #| pit |
| PIT | | --------- -----------|
| TRAP | |
|-------------- ---------------------------- --------------|
| | *Ashra | | *Jeszreal |
| +| | | |
| | classroom | guestroom |
| | * | |
| | | | |
---------------------------------------------------------------

'Vast area with rooms', 'more rooms' and 'priests' room' are serving the
sole purpose of looting. When the ritual ends, yuan-tis inside ritual
chamber will scatter among these rooms (making the massacre troublesome).

W is a deadly trap that slams walls at you as you walk through. Pit traps
are traps that close you inside a pit and damage you. You'll need to 'lock
pick' the trigger inside to de-trap it.

Inside classroom is Ashra, teacher of Viper's Fangs assassins. Don't talk


to anyone in this room because Ashra is very bad temper and will ask her
students to demonstrate what they have learnt thus making everyone in this
area to attack you.

Heartless dead pit consists of 4 heartless dead (undead). Pulling the


trigger # will release them. These heartless dead will directly go for
their hearts, which is in the statue in ritual chamber, thus making yuan-tis
to attack them. If you have the hearts, they will attack you instead.
Taking the hearts in ritual chamber will invoke nearby yuan-ti to attack
you. When the heartless dead have possess their hearts, they will die.
Inside the room you'll get the last 1/2 pillar that require to free the
guardian for you to slay.

To open the treasure vault, you'll need to do some investigation about the
plates/bricks at the vault door. Ask the yuan-ti cook in guestroom about
the vault. He will tell you the second part of the combination. Also, he
will tell you that Viper's Fangs assassins might know the first part. Move
to classroom and talk to the assassin inside the room beside Ashra (marked
by + in the map). Flatter the assassin that Viper's Fangs seems to be a
honourable job and continue from that. Then you will get the first half of
the combination and some xp. Frankly, i have an easier way explain the
combination. Starts from the left end, press every stones as you work
towards the second last stone. The last stone at right is the 'restore'
stone which makes every stone to pops back. After you pressed the second
last stone, go back again and press any stone that is still standing. You
would want open the vault after you have cleared the temple, because
opening the vault will invoke Ojaiha to attack you. Take note that among
the loots of vault, there is a 'Finger of Death' scroll.

Also at the east side of classroom are a couple of Coiled Cabal students.
Ask one of them with a high INT to give you information about releasing
the guardian. For this you get extra xp.

You only have one shot at this so be prepare and don't miss it. Inside
guestroom is Jeszreal. She is from Dragon's Eye coming here asking aid from
Ojaiha to chase human out of Kuldahar. Speak with her about this matter.
then find any ordinary yuan-ti priest and ask for information about
Jeszreal. After that, you can go to Ojaiha's room during recess hour and
ask him about Jerszreal and continue the topic from that. You are trying to
convince Ojaiha not to attack Kuldahar. Of course you'll fail that and
exposed your identity. A fight is unavoidable after that. As the fight
goes, it will draws reinforcement from the classroom. However, other yuan-
ti in other places will not attack you and remain neutral even after the
fight. When this is done, loot the place (especially Ojaiha's room and the
treasure vault) and finish every other unfinish yuan-ti. don't forget
the last piece of pillar as you leave the place.

If you leave Chult at this point to Kuldahar. The game will take that you
have finished the quest by stopping the yuan-ti Chult and yuan-ti Dragon's
Eye alliance and continue the story from there. The crossroad will not
close after that, and you can come back for the guardian after that. It
will only close for good after you have slayed the guardian.

---------------------------------------------------------------------------
6.1.4 slaying the guardian and protecting kuldahar ppg50
---------------------------------------------------------------------------
Before you place the last pillar, you might want to make a new seperate
save file and rearrange your memorized spells. Of course you might want to
try the guardian first then decide what spells you want to memorize.

There are many ways to slay the guardian


1 - Generally, animate undead and other summon works.
2 - The guardian will have high resistance to lower level magic attack like
magic missile.
3 - You should have 'Mordenkainen's Sword' for your wizard. Use this as
your last resort when you are out of damage-able spells.
4 - Your sorcerer might have 'Desintegrate'. Don't be shy to use it as the
guardian has no item for you to loot later. At least for once, i killed
the guardian with a 'Desintegrate'.
5 - Don't swarm all your tankers if you have limited 'heal' spells. Instead
go in one by one so your cleric, druid will have time to cure wounded
members and summoning helpers.
6 - If there is a protective spell you must cast beforehand that would be
'remove fear' (lvl 1 cleric spell) and make sure you have plenty of
those because it might wear off during the fight.
7 - Enjoy the game

>>[ezequielf] pierced the guardian with arrows and bolts


"Inside the temple kill a caracther named Jezabel who is in the
kitchen and is the leader of the yun-tai, by doing this you can
exit Chult and continue the game to the dragon eye the portal
will still be open, now go to Dragon's Eye pass all the level and
when you reach the Fields of Slaughter return to Kuldahar, talk to
Gerbash and he will give you crossbow bolts with enchantement +5.
Now go confront the guardian, equip all your party members except
the mages with bow and crossbows and arrows +4, arrows of piercing
and the bolts+5. Use some protective spells and call him and attack.
All your party menbers will hit him with a 15 to 19 damage use the
wizard spell 'lower magic resintence' to do more damage with magic.
You will kill him much easily the only disvantage of it is that you
will get minor experience points because of your higher levels."

When you killed the guardian, the game will make you rest. You'll have
to leave the area as soon as possible after the rest or else your members
will be taking damage. After you leave, the Crossroad will close for
good.

When you enter Kuldahar, you will have a chance to enjoy the biggest fight
in the game.

Iselore will join in the battle and he will prove his usefulness. He heals
your members when injured seriously. Enemy reinforcement will come from all
direction so plan well. The battle will run like this after you clear each
group
- Cedra and yuan-ti from east at start
- harpies from south
- neo-orog from west near the archdruid's house
- yuan-ti from northeast near the statues
- neo-orog from east of statues
The conversation box will indicate that you have save Kuldahar after you
have done with every enemies.

Talk to Iselore so that he can mark the Dragon's Eye on your map and off
to the Dragon's Eye we go.

---------------------------------------------------------------------------
6.2 dragon's eye ppg51
---------------------------------------------------------------------------
To get to Severed Hand, you have to pass Dragon's Eye. the yuan-tis run
this place but you'll not be facing yuan-ti only. They have lizardman and
histachii. This section is very long and there are several bugs that might
stop you from progressing the game.

---------------------------------------------------------------------------
6.2.1 dragon's eye entrance and level 1 ppg52
---------------------------------------------------------------------------
At the entrance, you'll have a conflict with frost salamanders. They have
an aura of frost (or some sort) that will damage anyone who is close to
them. The bridge is heavily trapped, inch by inch. at the end of the bridge
stands Izbelah warning about your intrusion.

>>[Joberto] has another way to detrap


"To disarm all the traps at the entrance to the Dragon's Eye,
mouse over to the right side of the start of the bridge (the side
where the sign isn't). There's some sort of skull-topped post there
that's clickable at (980, 695) (the pointer changes to the kind
when you mouse over items on the ground, not the disarm traps
pointer). Clicking this will disarm all the traps on the bridge."

There are a 3 things you don't want to throw away as you progress in this
area. Rope, fire agate gems and wyvern stinger. These things will have
important use later in the story.

*please have a look at <known bugs> section (ppgbug)


From the entrance, you proceed south, beating lizards, thieves and wyverns
along the way. At the end you'll come to several trapped chests. This is
an amory. You would want to loot everything inside now because you might
lose them later. From here proceed to the east, you'll encounter an exit
and a nest for you to loot. DO NOT use the exit at this point or else
you'll lose an important quest item.

Backtrack to the exit and we will go east then south. Along the way you'll
see a bridge which you can take a rope from it. You'll reach a door with
two blade pendulums. Yes, you'll take damage if you pass it. We will deal
with this later.

*please have a look at <known bugs> section (ppgbug) (patched in v2.01)


At the end of the path to southeast, you'll reach a torture chamber and a
locked door. Deyond that lock door is a prison. As you try to open the
door, the prisoner inside will request for your help and gives you
information on how to open the door. If your INT is high enough, you can
make him to mention about the alarm when the door is opened. i cannot
find a way to disable the alarm however. To open the door, you need to
turn the roller on the torture bed, the one that says that 'it has been
recent and frequent use'. The roller is small so keep your eyes open
at (2906, 1466). Once it is rolled, 'dispel' and 'fear' will cast on your
members and enemies will pop up. The door will open of course. When you go
inside the prison, rush, rush your way to the south room and kill the
prisoner wearing a robe and casting spell. If he is not in this room, then
search him inside the east room. The green troll here is his pet, we can
kill it later.

Inside west room is Nheero Fhutma, who is a yuan-ti sage. He and Mandal
Graye travel to Dragon's Eye so that he can experience (or experiment) the
living of yuan-ti. He let himself get caught and Mandal gets away for a
plan. The yuan-tis make histachii brew from Mandrake root. It will
transform human into histachii when drank. Mandal is to repalce the
Mandrake root with a modified one so that Nheero transformation into
histachii will be temporaily. But then, Mandal is lost, so Nheero wants
you to find out if Mandal is ok. Beside the main thing, you also found
out that first, members of Legion of Chimera are running in this area.
Second, you can use the wyvern stingers to create venom. Third, yuan-ti
divide the prison into 3 sections according to intellegence so the lower
class will be transformed into histachii, upper class will serve as
breeders and others for food or torture. As for other prisoners, you can
ask them to go to the armory to arm themselves. One prisoners who was a
breeder would require some rest after all the 'hard work' before he can
fight.

Now back to the blade pendulums. You can send a rogue, who as no problem
evading the baldes, into the room to turn off the pendulums. The switch
is on west wall of the room (2313, 620). When you are prepared, go into the
room with meet with Grishum. There are altogether 5 braziers in this room.
you'll need to place a fire agate gem on each so that the statue will open
a path for you which leads to second level.

---------------------------------------------------------------------------
6.2.2 dragon's eye level 2 ppg53
---------------------------------------------------------------------------
After taking care of enemies nearby, head to the east from the entrance.
you'll pass an area with quite an amount of spiders which leads to the
south but this is not what we want. Send a rogue continue east till you
reach the end and the path turns southward. As you move along, a boulder
will come rolling, take the pain and you'll find Mandal's dead body at the
end. You'll find a cursed light armor in the chest beside Mandal's body.
Though curse, it is still the best light armor for a rogue. Report back to
Nheero your findings and he would want you to find Mandal's blade so he can
rest in peace.

Back to level 2 and from the entrance we go west. You'll reach a trapped
staircase and at the end of the room, west end, you'll see some egg
shells. Continue south, pass the trapped bridge then west and you'll meet
Nathaniel in within an oasis sort of setting. He offers healing for free
and trading. Beside, if you encounter any prisoners, you could tell them
to find refuge within Nathaniel's oasis. You could return to the prisoners
you've set freed within the amory and tell them about the news. i don't
know why my member mentioned the glacier thing to him as if this is the
first we meet since seperated in glacier. After all we did meet him in
Kuldahar pass, shouldn't we be mentioning this there? But any way, this
Nathaniel is a fake one. Rakshasa is disguise.

At this point if you go back to Kuldahar and talk with the real Nathaniel,
you can expose this fake one. This is a tough fight for one reason, you
will encouter almost endless jaguars. Because when one jaguar is killed
another one will appear. Where the jaguar appears is always where you least
wanted to. Often at the end, your tanker(s) will be surrounded by jaguars
and there is no way for they come come out nor for cleric to go near them
to heal them.

Continue south from Nathaniel's oasis, you'll reach a big pyramidal altar
and trapped a trapped snake picture on ground that is un-detrap-able.
Continue southeast from here and you'll find a room that looks like a
alchemy lab and library. This lab palys an important role in the game.
But right now, you can just loot everything here. You'll find a 'Mandrake
root' in one of the tables. Mark this table, and also keep the root. Also,
you'll find a lab note. Study it as is provide vital information on how
does the lab operates.

Backtrack all the way back to the enterance, head east, remember the
spider infested path towards south? Work your way to the south and you will
arrive at an exit. This exit has a trap which slams you with spike and
teleport in yuan-ti pureblood sorceresses. You'll need to detrap it or
else everytime you pass it, you trigger the trap.

---------------------------------------------------------------------------
6.2.3 dragon's eye level 3 ppg54
---------------------------------------------------------------------------
Let's have a basic run through before what continue to find Mandal's blade.

You start in the middle east side of the map. Follow the path to the north,
You'll reach a table and a fountain. That fountain serves a purpose of
opening door, and so as other similiar fountains found in this area. Turn
as the path turns south and you'll reach a junction shortly. Go east a bit,
you'll see some items on the ground in the north. If you go inside that
room, a rock will block the door closing you inside with some skeletons.
You'll have to destroy the rock in order to get out.

Now go back to the junction and continue south. You'll reach an opening
with tons of snakes and yuan-tis. There is a statue in the middle of the
area which shows snakes eating human. The north wall of the area is a
series of trapped doors that you cannot open. We'll mark this as 'snake
statue square'. There are three path at southeast, south, and southwest.
We'll go southwest first.

When you reach the end of southwest path, the screen will shake, and tons
of slimes pop up. As of other slimes/jellies you encountered, they have
high resistance aganist every type of damage except fire damage and they
multiply. These slimes have to be kill by fire damage. If not, they will
multiply upon death. After you eliminated all the troubles, check on the
wall/door that close off the small area. It says that it can be open by
a rogue or it will open later. Use your rogue to 'search' and you'll find
a 'trap' at roughly (725, 1514). Detrap it will open the doors. If your
rogue cannot perform the task, simply sleep a few times and it will open.

From here, if you go south, you'll reach a sleeping room (sort of) with a
fountain at the north wall and a loot-able table at the southwest wall.
From this room, travel to the north, you'll reach a second library with
another fountains on the north wall and 4 loot-able shelves. Take the
other path the leads to south and you'll reach another opening at the end.
You should be able to see the other side of the un-open-able trapped doors
that you've seen just now. If you go to northeast, your members will
suddenly freak out and run wildly. This is because the Sseth eye on the
archway stares at them.
Now go back to the snake statue square. The south path is currently blocked
by a raised drawbdrige. The southeast path will lead you to room surrounded
by 4 spkie doors. In the middle is an iron golem guarding a sword.
Obviously this will be Mandel's blade. You can deactivate the spkie doors,
by seaching for traps and deactivate it.

Continue from the spkie doors room to the south end and you'll find a door
that says "there is no obvious means of unlocking the door". Behind this
door is the treasure chamber. We will be back. Move north from here toward
the entrance, you come across a door with wyvern's poison odor. This is the
exit, which requires some work to open.

---------------------------------------------------------------------------
6.2.4 finishing the dragon's eye ppg55
---------------------------------------------------------------------------
*please have a look at <known bugs> section (ppgbug)
Bring Mandal's balde, 'The sword of Myrloch Vale' back to Mandal's dead
body, in level 2 (3557, 1265). He will then show you where he threw the
'Modified Mandrake root'. To recover the modified root, you'll need to
go back to level 1, east of the armory at(1712, 1950) you'll find a exit.
This leads you to a small cave within level 2. It is a lair of an ancient
wyvern. You'll find the 'modified mandrake root' on the ground where the
wyvern stood.

Report back to Nheero when you recovered the modified root. He will then
tell you to brew the potion for him. So we'll go to the lab in level 2,
southwest now. At the entrance of the lab, you'll see D'hey-Jazerrion. You
don't need to be nice to him. 'Intinimate' him to help you, the broken
shaft at (659, 2454), south of the pyramidal altar, will be repaired. If
you don't have an 'alchemist', you'll need to intiminate D'hey-Jazerrion
to do the job for you and wait and wait and wait for him to actually
perform the job. Don't talk to him while you are waiting/resting as this
will 'reset' him to restart the whole process from the begining. Let's do
it ourselves, Shall we? Put the modified and/or original Mandrake root in
the middle table among the three. Put four wyvern stingers into the west
most table. Have an 'alchemist' pull the shaft. Shinies will spark around
the tables and when it ends, you can pick up Histachii Brew (from Mandrake
root), Sobataged Histachii Brew (from Modified Mandrake Brew) and 4 wyvern
poison (from wyvern stinger). The Histachii Brew will have no actual use,
you can sell it if you want. The brew will turn into a useless potion after
a rest. The wyvern posion will be used to open a door in level 3. As for
the sabotaged histachii brew, we will give it to Nheero. Before you give
the sabotaged brew back to Nheero, make sure you replace the original
mandrake root back into the table after all it is a deception we are doing.

After you gave the sabotaged potion to Nheero, you can find him in the egg
shells room in north-western tip of level 2. You'll see him in histachii
form. He is unable to talk right now, so you'll have to rest. You'll see
him as himself again after the rest. Talk to him again and ask about the
purple thing (Fyer) that attacked you. You'll suggest him to research in
the lab library in this level. If you have mentioned this beforehand, you
will find him there when you wake up. Of course, you'll have to sleep again
for him to gather information. Talk to him first to ask for a sabotaged
histachii brew, you'll need this to pass the archway that freaks you. Then
ask him about the purple monsters and suggest him to library in level 3.
You have only one shoot at this so be warned. As you reach the archway,
drink the sabotaged potion. It will transform you into a histachii.

>>[Chris Kelly] made some extra potions.


"You can create as many Sabotaged Histachii brews as u like. You do
not get only one shot at it. The modified mandrake root does not
run out."

Now you can walk through the archway normally. There are histachii inside
but they will not attack you. A secret switch is at the north wall (1917
134). Pull that one and the drawbridge near the snake statue square will be
lowered.

>>[ezequielf] seems to use shapeshifting a lot


"If you have a druid let him enter the chamber of fear as a
histachii to lower the bridge once done he can come back to normal
in no time with his will shape special ability regardless of the
four hours mentioned by Nheero."

Go through the drawbridge, inside the room you'll find Efreeti, a whole
company of them. Inside the room is a boy named Thorasskus finding his
mother Izbelah. You probably rested, so you can go to Nheero go gather
some information, especially about Thorasskus. Izbelah is the person you
met at the entrance of Dragon's Eye. Thorasskus is the high priest of
Dragon's Eye yuan-ti. Now you can go back and expose Thorasskus.
Alternatively, a paladin can detect Thorasskus is evil and expose him. When
conversation ends, the drawbridge close up, snakes will pop up and all
hells breaks through. Depend on situation, Thorasskus might escape through
exit at southeast of the room or he might just die before he can escape.
Either way, you will have to exit via that door which is at (1978, 2440).

You end up in the treasure room, among the things you loot is the
'Medallion of the Lost Followers'. Read the interesting story that comes
with the medallion. We have use of this later. If you are pursuing
Thorasskus, he will meet you at the snake statue square.

You are now done with Dragon's eye. If you want to leave this place, you'll
have to place the wyvern poison in four fountains found at the four corners
of the map. This will open the door at (3026, 1342) which will bring you
to the Dragon's Eye exit.

If you return to Kuldahar at this point, you'll find all the NPCs line up
near the entrance. Speak to Nathaniel to expose the fake Nathaniel back
in dragon's eye level 2. Speak with Gerbash to gain some equipment.

---------------------------------------------------------------------------
6.3 the holy avenger ppg56
---------------------------------------------------------------------------
When you have the 'Medallion of the Lost Followers', you can return to
the graveyard in Kuldahar pass to claim the Holy Avenger. Of course this
cannot be done with some hard work.

Among the outter graves, upper row, count from east, the second tomb which
is standing. You check on this one with medallion in your inventory, you
will find yourself surrounded by 6 enemies as described in the medallion.

Using clock direction system,


12 o'clock - 'Atalaclys the Lost' is a sorcerer/wizard.
2 o'clock - 'Jaiger of the Fanged Seasons' is an archer who has the
ability to deal hugh damage with bow and arrows.
4 o'clock - 'Kaervas Death's Head'is a drawf with an axe which is equal
to deadly.
6 o'clock - 'Inhein-Who-Was-Taken' is a cleric who is capable of casting
'animate undead'.
8 o'clock - 'Broken Khree' is a monk.
10 o'clock - 'Veddion Kairne' is another fighter who uses warhammer.
According to the medallion he is the strongest of all.

At this point you should have no problem defeating them, yes? The usual
thing, mass haste and animate undead.

normal mode - 'Cera Sumat', Joly Avenger


- damage: 1d8+5
- attack bonus: +5
- enchantment: +5
- +2d6 against evil creatures
- +15 spell resistance
- cast 'dispel magic' with no limit

HoF mode - Light of Cera Sumat


- damage: 1d8+10
- attack bonus: +10
- enchantment: +5
- +2d6 against evil creatures
- +30 spell resistance
- cast 'dispel magic' with no limit

Final note, Holy Avenger is an one-handed long sword, not two-handed great
sword.

---------------------------------------------------------------------------
6.4 dragon's eye exit ppg57
---------------------------------------------------------------------------
This place and its story is heavily twisted. You cannot rest here. If you
need to rest, exit via entrance into Dragon's Eye.

=day 5=
Head east, walk around the outter rim to the south and found a broken
bridge. Place 3~4 rope into the brige to repair it. Proceed to the west
and you'll meet Venomin in inner rim saying strange things and jumps into
the magma. Turn around the corner, head north, go into the inner rim if you
have a chance, continue north and you'll meet Archon. He will ferry your
around with a price of 200pg each person. Of course you can choose to
'bluff' him for free each time you have a choice. He doesn't sell things,
but will buy from you. He also provides priest service. You'll be heading
to Lord Pyros' domain. In there you'll encounter Ambassador Jasper, a
salamander looking guy. Talk to him to gather information.

The situation is, Venomin was sent by yuan-ti to find Izbelah. But then,
Venomin killed lord Pyros (the person who runs this place) YESTERDAY and
seek refuge in Jesper's embassy. As a result, king Lothar assumed control
and sent efreets to kill Thorasskus (you have seen this earlier). Izbelah
on the other hand was caged and killed while escaping from cage. Right now,
some guy named Zil-T'yor runs this place.

Now you can first go to the embassy for a quick loot. Then proceed to exit
to Fields of Slaughter. You'll meet Zil-T'yor and his goons. You can choose
not to fight first. i regrouped my band at the outter rim for a better
position. When you are done, have a tour around this area to at least know
where is called what. After that, exit through the exit below the entrance.

=day 4=
You'll arrive in the same place but in different time, yesterday. You seek
lord Pyros but he is seeing Venomin right now. So go to Jesper's embassy
instead. As for the closet in the embassy, you cannot open in ever because
you had opened it 'tomorrow'. After the conversation, you can now go to
Pyros' domain and follow the story. After Pyros is killed, rush your way
to embassy to continue the story. After that, talk to one of the fire
people near amphitheatre to know about the trial of Izbelah. Go yo find
Jesper in Pyros' domain and find yourself trapped among yuan-tis. Head back
to upper levels and you'll see Venomin dumping himself into lava again.
Also, you'll see a hostile iron golem destroyed the bridge.
*please have a look at <known bugs> section (ppgbug)

Now the situation. Venomin killed Pyros, Lothar discover it, destroyed the
embassy, summon efreets to kill Thorasskus. All these you have known, you
are now witnessing it. In addition, there was a trial for Izbelah, Venomin
jumped into the scene to defend for her. Eventually he found out that
Izbelah is innocent yesterday (day 3) but Izbelah still tried to escape.

When you are done, exit through Fields of Slaughter exit.

p.s. You will find that things that left on ground tomorrow
will 'still' on the ground today.

=day 3=
Talk to Proys about everything under the sun. Move north, the path once
broken will join and there comes Venomin. Venomin comes to report to Pyros
that Izbelah is innocent she was casting a spell to prevent the coming
eruption. After this seek Lothar for high tea. Drop by at the embassy to
get some more information.

Walk to the amiphitheatre and talk to one of the flamewalker about plays.
you fell asleep during the play (i though elves are immune to sleep) and
Lothar, jumping through several patches, killed Izbelah at the end. When
you are awake, you see Venomin running pass you. Don't forget to stop him
and give him a holler. Now, go to Lothar's citadel and you will see Lothar
blames the death of Izbelah on Pyros to Venomin thus making Venomin wants
to kill Pyros. Furthermore, Lothar said that Pyros is creating an eruption
just like the one happened 30 years ago when Pyros was created. After the
conversation, Lothar discovered you eavesdropping and he wants to silence
you. Don't forget to destroy Lothar throne at (1656, 1005) for some
precious gems.

Exit through Fields of Slaughter exit.

=day 2=
Choose the new choice when talk to Archon, "lava mephit lair southwest to
the amphitheatre". This will take you to the island with a chest and you
can enjoy the trial on a boat. Gathering information from Lothar, your
band concluded that this 'Temporal Stasis' spell was flawed and should be
prevented.

So now make a seperate save, take a rest and exit through Fields of
Slaughter exit.

=day 1=
Time is short so you have to act fast. Immediately send your high DEX,
wearing 'boot of speed' running west, taking the shortcut to Archon, the
boatman. You'll experience falling rocks, but that wouldn't stop your
speedy high DEX. If it does, you'll have to reload. At the meantime, other
members should be preparing, At least cast 'mass haste'. Ask Archon to send
the band to the embassy. As soon as you arrive, anyone with the ability
should be casting 'Finger of Death' immediately. Send one person near her
to trigger the coversation. She should die under 'Finger of Death'. If you
failed the first time trying, you have enough time to try for the second
time.

**Originally, i was stuck in this place. So i ask for help in


www.gamefaqs.com iwd2 forum. A lot of people contributed. But
just one person gave me 3 real words of wisdom, 'Finger of
Death'. i wanted to credit him/her for this, but the name is
no where to be found now.

>>[ezequielf] found another way to play with Izebelah


"Have a druid and shapeshift into panther and run to the east until
the movie of izbelah appear now take him to the ramp in the east
descend and go to the ferry his velocity is superior to improved
haste for that reason he can take the large rout avoiding the
falling rocks. Now the best spell to cast in Izbelah is the
wizard spell "Outlikes resilient sphere". First use "lower magic
resistance" and then use "Outlikes resilient sphere". If it works
izbelah will be trapped in the sphere and she cant cast any spell
or be attacked giving you a lot of time to kill all the monster
summoned by her now take all your party and go in front of her.
When the sphere is gone kill her with all you've got."

When Izbelah dies, loot her stuff and run run run. The collapsing building
might injure your band members if not running fast enough towards the
Fields of Slaughter exit. If you are using 3X2 formation, place the 2
tankers in last 2 position.

---------------------------------------------------------------------------
6.5 ice temple revisit ppg58
---------------------------------------------------------------------------
Nickademus is ready to collect his favor. He trapped fiends inside the
temple and teleported you to help him slay all of them. Plain and simple,
just hack and slash your way to fortune. Every containers here has a
potion. One of which will permanantly +1/- magic resistance. All these
demons will yield very high xp, expecially when you are in HoF mode. One
nice trick here. Don't level up in this area, because once you level up,
you lower down the challenge rating thus yield less xp when killing a
demon. When you finish all the demons, the screen will shake and you can
exit via the staircase at east. Make sure you cast every protection and
enhancement before exiting.

---------------------------------------------------------------------------
6.6 fields of slaughter ppg59
---------------------------------------------------------------------------
This qualifies as one of the hardest fight in the game. You will encounter
Saablic Tan and his half-breed horde. After the usual chitchat, he
teleports away, leaving his minions to take care of you. The half-breeds
are not the hard, just that they have numeric advantage at start. If you
somehow pushed too far north, Fallen Bladesingers will join in, this will
complicate the situation. These pinkish, blurish fighters can fight fast
and hard, it will only take them a 2~3 slashes to finish your wizard. This
is the worst part, they will directly, immediately, without consideration
go for the weakest member in the party. So, first of all don't summon your
summons to far north. If you see any of bladesingers break through the
fight and coming at you, you want to invisible yourself. i myself have to
reload several times to finish this fight.

If you attracted none of the bladesingers during your fight with the horde,
you can finish them relatively simple and still a hard work. Later, you
would want to gather all your troops, invisible everyone and send a
invisible 'bluff' person (it would be your sorcerer i think) with your
summons north to take care of every other fallen bladesingers left behind.
The reason for sending a 'bluff' is that you will trigger a conversation
if you wonder too far north, and from that point onwards, you need to
'bluff' your way success. An orc dread warrior will ask if you are the war
party send by Saablic Tan. the answer is obvious isn't it?

The messenger will bring you to see Kratuuk, the leader here. Ask him about
the lich, pretend that Saablic Tan sent you but he was vague in his
directions, ask for more about the lich and agree to help them. If you can
get past this, you can ask more about the prisoned elves at the entrance.
Furthermore, you can ask him to watch for you as you sleep. This is very
important and useful as there is no where to sleep at this moment. You
know the rules, no touching anything unless you want a fight.

Kratuuk will gives you a key that open the other gate of this camp.
Continue southeast from the gate and you will meet orc fighting elves.
The leader is Gorg. He will offers help to kill the lich and some xp. If
accident happens and they turn hostile, you'll have to finish them. Don't
worry, the orc inside camp wouldn't know this.

Move southwest and you'll be brought to the lich, M'darfein. The elf he
kills is Salaron, a cleric with holy water to purify this place. This is
another tough fight as the elven archers will aim at your weaker members.
M'darfein will difinitely invisible himself, but you can guess his position
by looking at the screen for 'casting XXX spell' then move near this area
and cast 'see invisibility'. The worst part is, he knows 'Wail of Banshee'.
Your orcish reinforcement is at the back so you might want to rush back
when the fight starts.

After the fight, you might want to use the advantage of Gorg and further
eliminate threats past the lich camp, along the path till the exit of this
area at northeast. If you place the holy water you looted from the eleven
cleric and put it in the pool along the path, all the creatures here will
die, including the orc but not the elves prisoners. If you don't do so,
report back to Kratuuk and that ends in a fight.

Free the captured elves at the camp entrance, place the holy water in the
pool east end of the map and you are done with this area. Cast protective
spells before advance to next area.

---------------------------------------------------------------------------
6.7 saablic tan ppg60
---------------------------------------------------------------------------
As you enter the area, you meet Saablic Tan, for the last time. This is a
worthy fight. Enemies that gives me most headache are the Slayer Knights of
Xvim. i really don't know why how they can do so many damage and have so
much hp. These knights are those with full armor and look like human.

Loot the small camp at north then proceed east. At the end, you'll have
another will more half-breeds, among them are half-dragons, which,
suprisingly, not that strong.

Before you leave for the next area and ends the chapter, you might want to
put your two best 'bluff' members in the front.

==CONCLUSION==
You have found out the past of the twins and the reason why they want to
attack the Ten-Towns. At this point, you should reflect this to yourself.
Have you ever look down on other races or ethnic background? Have you ever
look down on the so call 'abominations' of your society?

---------------------------------------------------------------------------
chapter 6 ppg61
---------------------------------------------------------------------------
This is the Severed Hand. As its name suggest, it is a hand like building.
So when you are inside and traveling up, you are in the 'palm' section.
When you reached the top of 'palm', you'll be running around the five
seperate 'fingers' called towers.

A brief history about the severed hand. Long time ago, elves and dwarves
are good friends. They united together to fight orcs. The elves build the
Severed Hand as fortress (Initially not called Severed Hand, but i forget
the name). But then the elves and the dwarves started to fight each other
because of some misunderstandings. Then the leader of Severed Hand casted a
spell intended to protect them from the advancing dwarves but the spell was
flawed and doomed everyone there. Thus the name Severed hand. As for the
reason why the dwarves fighted the elves, Nym single handedly started all
these. Yes, the Nym who told you to go to Underdark, the Nym who told the
twins your whereabout.

>>[J A] will take over from here


"It's real name is the Hand of the Seldarine, or the Seldarine's
Hand, which explains the mix-up well. The Seldarine are the Gods
of the Elves (maybe the most powerful elven gods?)"

Since every floor are in circle setting so i will be using more of the
clock direction system instead of normal compass system.

---------------------------------------------------------------------------
7.1 the palm ppg62
---------------------------------------------------------------------------
At the entrance, you will be asked for purpose of 'visiting'. If you can
'bluff', you can pretend that you are delegates from the east. If not, you
will have to fight your way in.

>>> first floor


It doesn't matter which entrance you take, upon entrance you'll see Zigma
telling her soldiers to prevent you from coming in Severed Hand. She will
see you and a fight is ensured. Near to the entrance stands a demon,
Glabrezu guard. You will see more of its kind later. At this point you
cannot kill it. Once it is killed, it will resurrect on the spot. Its, or
rather, their ultimate purpose is not just serving the twins but feeding
on panic and fear. So they wouldn't be sounding the alarm but watching
you trashing around can causing chaos.

Inside 8 o'lcock room is Jerre Stoh, blue dress guy. He is the


representative of the slaves here. He will tell you the information about
the Glabrezus and ask you to free them by killing the Glabrezu guard
outside. You can now head back to the Glabrezu guard to confirm about his
immortality and ask the highier power that take him here. You'll come
across the name 'Iyachtu Xvim, Godson of Bane'.
9 o'clock room is Ysha who has trouble with the construction plan. Offer
your help of altering the construction plan. she will then give you the
plan.

12 o'clock is the Minister of Foreign Affairs room. Talk to Xavier to learn


about the origins of the war and you'll get xp for that. Ask him about the
imprisoned envoy and you'll get xp. Ask for a delegate pass from him and
you'll get more xp. Lastly, ask about the demon in this floor convince him
that these workers are actually slaves (you'll need to talk with Jerre Stoh
first to be able to convince Xavier). Xavier will resign and you get xp
again.

Room 2 o'clock is Vashti who has problem with disappearing food and needs
your help.

With these done, go exit to 2nd floor via stairs at (1735, 1355) or the
staircase at 6 o'clock.

>>> second floor


12 o'clcok is Fynne asking for you aid to kill a demonic construct(s)
(number of constructs is dependent on difficulty). Turns out that Fynee is
the instructor and Tasha is the student. This is Tasha's exam for promotion.
They totally ignored your presence and went on to celebrate their success.

11 o'clock is Kav Lathram. He is able to alter content of documents.


Ask about his work and present the construction plan you've got from Ysha
(9 o'clock, 1st floor). You can then return the Altered plan back to Ysha
for reward. Container Inside this room (943, 435) will have 'Ring of
Nourishment' and 'Virulent Agent'. You'll need both to complete quests
later. After you have gotten Zaem's diary and talked to the librarian
about it, you can come back to Kav for further investigation.

6 o'clock is Roga who has problem with his work. Turns out that tools are
missing in one day and appeared in Vylu's room the next day. He wants you
to put a stop in this. Vylu is in 10 o'clcok and she is currently out of
her mind and unable to communicate. Report back your finding to Roga and he
will ask you seek out a priest in 4th floor.

1 o'clock are some guards guarding the 'Globe of Essence'. This is what
makes those Glabrezu immortal. Right now you are unable to harm that globe.
Ask the head of the guard, ruinlord Garuk for some information and he will
eventually ask you to read his diary placed in 12 o'clock room. Killing
these people you will find some 'Iyachtu Xvim Holy Symbol' amulets over
their dead bodies. You'll need to collect all 6 of them to enter an area
later.

9 o'clock is the library and 8 o'clock is the librarian.

>>[bloodtitan] had done some invstigation.


"One of the shelves contains a diary of Zaem Asym who was a
scientist of the red wizards. Talk to librarian to learn about his
death. I used my wizard for this ... he had high INT + talking
abilities ~7 and of course arcana max for that time. Turns out
Zaem suicided but I managed to discuss with librarian in Sherlock-
Holmes-style and he told me to talk to Kav Lathram (2nd floor,
11 o'clock), the scholar of Zaem, and Zaem's concubine Jaebrilla
(12 o'clock, 4th floor). Also, you have extra talking options after
that when talking to blured lizardman so do this quest after
librarian-discussion. Seems that Lizzy (Zaem named ;-)) is the lost
creation of Zaem Asym. Talk to all three of them to find out
librarian is murderer of Zaem Asym. If you finished the tatoo quest
for Vese you are trusted enough to accuse librarian there. Inform
Kav and Jaebrilla for reward."

2 o'clock is Vese Nejj. She will ask you to help her gain access to the
library in Mage tower. After you sloved the puzzle in Mage tower first
floor and report back to her, she will further ask you to find 3 items
within the Mage tower for her. 'Orrick the Grey's Spellbook' in 2nd floor,
'Orrick's Book of Mythal' in 3rd floor upper level and 'Larrel's Bones' in
4th floor. Returning these items to her and insist her to give you reward.
She will give a member a tatoo which gives the ability of either 'iron will',
'greater fortitude' or 'lightning reflex'. It is consider a feat and those
who already have this feat will not stack with the tatoo. Do not speak with
Orrick before you finish this quest.

4 o'clock is Dracein. She/he will ask you to leave the room or else she
will attack you with her precious, which is a Chimera. If you use 'improved
invisibility', you can loot her room without being notice. One of the loots
will be a pair of shoes that +5 DEX.

When are is done, exit to 3rd floor via (1397, 1349)

>>> third floor


9 o'lcock is Yxbudur'zmutkimdu (pronounce that for me) and his minions. In
simple words, they want to eat you. From this room, work you way towards
10 o'clock, there is a container at (403, 757) with 'Bonding agent'. we
have use of this later.

>>[Karl Hoel] has a story to tell.


"When you meet Yxbudur'zmutkimdu you can tell the story of the
Blood War instead of fight him and his friends."

7 o'clock room has 2 slayer knights, a trapped welcome carpet and more
importantly Iyachtu Xvim holy symbol amulet in container (793, 1797).

6 o'clock room has 2 slayer knights, a trapped welcome carpet and more
importantly Ilmater holy symbol in container (1863, 1825).

3~4 o'clock is a trapped hallway.

2 o'clock are guards and a magical pool. This pool will play a important
part in the main story.

11~1 o'clock room has 2 immortal Glabrezu guarding the twin's thrones.

When all is done exit to 4th floor via (1454, 1638)

>>> fourth floor


If you don't have a delegate pass, you cannot wander around 4th floor.
There are much to do here. Remember questes we carried from previous
floors?

10 o'clock is the kitchen. One of the containers (333,913) has a 'Demon


blood'. Talk to Miram, attempting to slove the missing food problem of
Vashti (1st floor, 2 o'clock). Turns out that Miram doesn't want to help.
So back to Vashti we go, to find an alternative. Vashti suggest that the
band hide in near where the food is given and find out who are steeling it.
Follow the story and you'll see a blur lizardman stealing the food and
runs away. You can find the lizardman in room 1st floor, 3 o'clock. Be nice
to him and find out his problem. At the end give him the 'Ring of
Nourishment' (found in room 11 o'clock, 2nd floor) to fill his hunger. Find
out also about the information of his dead master, Zaem. Report back to
Vashti for extra xp.

12 o'clock is Jaebrilla weeping for her dead husband Zaem. Talk to her to
find out more about Zaem's death.

2 o'clock has two important NPCs. Hatemaster Drothan has questions about
his faith. You'll need the diary of Graduk first (12 o'clock, 2nd floor).
With this you can ask him for the secret behind the Glabrezus' immortality
and the method to destroy the 'Globe of Essence'. Eradru, on the other
hand, can give you a potion to restore Vylu's sanity. Give the potion to
Vylu (10 o'clock, 2nd floor) and report back to Roga (6 o'clock, 2nd floor).

7~8 o'clock is a classroom. You go inside, interrupt the study and all the
demons attack you.

4~5 o'clock is the sleeping quarter of guards. You have a choice of two to
finish them off. First choice, go in and slash. This will also invoke the
patrolling guards in this floor to attack you. Xp gain is not many since
your level is very high already at this point. Second choice, speak with
Riki at 12 o'clock. She will give you a poison recipe which you can then
make a poison to kill them. Go to 2nd floor, 4 o'clock, ask Dracein for
permission to use the lab, she will give you a go if you have a delegate
pass (12 o'clock, 1st floor, Xavier). Then place the Virulent agent (11
o'clock, 2nd floor), Bonding agent (10 o'clock, 3rd floor), Demon's blood
(10 o'clock, 4th floor) into the potion lab in the middle of the room
(2699, 1363) and voa-lah. Place the 'Lethal Virulent Poison' into the grain
sacks in 4th floor kitchen, 10 o'clock and follow the story. Loot the place
for a armor that doesn't penalize arcane spellcasting and theivering skills.
Report back to Riki for reward and second quest. Turns out that the twins
have tied themselves with Iyachtu Xvim. you have to find a way to break
the bond and weaken the twins.

When these are done, we are ready to explore the 'fingers' of Severed Hand.
Starts from 1 o'lcock go clockwise, each hallway will lead to War tower,
Cleric tower, Office tower, Mage tower, broken stair.

---------------------------------------------------------------------------
7.2 the fingers ppg63
---------------------------------------------------------------------------
>>> War tower
1st floor is a prison. You can find the prison key on in the table. Also
in the table is a dead cat which you can use in on Yquog (1st cleric tower)
Cell 10 o'clock is Puddy. He is the one who carried the insulted presents
from Bryn Shander to the twins. Show him that you are not an illusion, hear
his story and attempt to free him. He doesn't want to leave unless you can
find a safe way to send him home. Orrick the Grey in Mage tower can slove
this problem for you. Cell 12 o'clock is Ormis Dohor. He is from the Black
Raven monastery. Remember that the Severed Hand and Black Raven Monastery
exchanged envoy back in chapter 4? You'll need to use 'monk's antidote'
(cleric tower, 4th floor) to return Ormis Dohor into normal. Later when
you fight the twins, these Black Raven monks will offer their vital help.

1 o'clock cell is Toral, priest of Ilmater. He will give you instructions


on how to scantify the waters of Ilmater statue in cleric tower. To do
so, you'll need 'Tome of Ilmater', 'Toral Bonds of Suffering', 'Madae's
Ilmater Medallion' and 'Tears of Suffering'.

2nd floor is a torture room where you can find a fight and 'Toral Bonds of
Suffering'. Also in the same floor is female body and male body which you
can use it on Yquog (1st cleric tower).

3rd floor is an armory which we need to come near the end of the game, to
use it exit to 4th floor.

>>> cleric tower


1st floor is a room with statues of several gods. All are in agony
expression except the middle one, which is Iyachtu Xvim. Also, if you
didn't kill Yquog back in chapter 1, you'll meet him here.

>>[J A] had some fun with Yquog


"Go into the War Tower Finger first in the Severed Hand, and
collect the cat in the prison area. Go into the first room of
the Clerics Tower and Yquog, who says he was going to get a
note off the PCs earlier in the game, will comment, get
flustered and attack you, giving you 1000xp for it."
>>author's note
Any of the following will do, a dead cat (1st floor war tower), a
female body (2nd floor war tower) or a male body (2nd floor war
tower), or three combined. Different body you have will generate
different dialogue but same amonut of xp.

2nd floor is a room with an exit in the middle. You'll need Xvim holy
symbols for every member in order to gain access through that. If you don't
have enought Xvim holy symbols, you get strike by lightning everytime you
go near. After you dealt with the guards here, you'll get Xvim holy symbol
over their dead bodies.
locations of Xvim holy symbol
- palm 2nd floor, guards guarding the 'Globe of Essence'
- palm 3rd floor, 7 o'clock room container (793, 1797).
- 2nd floor Cleric tower
- 3rd floor Cleric tower

3rd floor is some kind of a church service area with ceremony still going
on. As usual, interrupt them and start a fight. You will find some Xvim
holy symbols here.

4th floor is blocked. You can only access via the middle exit in 2nd
floor. When you've collected enough Iyachtu Xvim holy symbols for every
members, place each inside their inventory and you can enter the exit in
the middle of 2nd floor and be teleport into the middle of 4th floor.
You'll be surround by all kinds of enemies and among them are bosses that
you killed in the earlier chapter. It will a bit chaotic, i managed to
spot Guthma and Sherincal. Among the loots you find will be 'monk's antidote'.

>>> Office tower


1st floor is a battle tactic room. You can just kill everyone inside and
loot their items.

2nd floor is a monk training room for you to 'train' the monks and loot
their stuff.

3rd floor serves the sole purpose of looting.

4th floor is a garden where captain Pudu will arrive later, according to
Bisbe who is taking care of the garden there.

>>> Mage tower


When you enter, you'll see five blue spirals. Click on it according to the
correct sequence and you'll be teleport to next floor. If the sequence is
wrong, everyone takes the pain. The correct sequence, accodring to clock
direction, is 12, 5, 9, 3, 7, 12. After you have entered to next level
you can go back and report to Vese Nejj (2 o'clock, 2nd floor) for further
instruction.

Attacking anyone inside the Mage tower is equal to game over.

2nd floor is full of Orrick's Apprentices. Inside 12 o'clock room, you'll


find 'Orrick the Grey's Spellbook'.

3rd floor is a library. you can find 'Tome of Ilmater' and 'Orrick's book
of Mythal' on the upper level of this room.

4th floor is Orrick the Grey himself. The container at(784, 343) contains
'Larrel's Bones'. If you want to finish Vese Nejj's quest, do not talk to
Orrick first. Return 'Larrel's Bones', 'Orrick's Book of Mythal' and
'Orrick the Grey's Spellbook' back to Vese.

When you talk Orrick you'll learn a lot of information about him and his
work. Turns out that he arrived at Severed Hand earlier then the twins.
For years, both sides are aware of the opposite presence but dare not to
take action since neither are sure to defeat each other. At this point,
you'll have to confess to Orrick that 'i may have tipped to scales in
their favor, Orrick' (if you finish vese's quest). Confession will give you
xp. As the conversation goes, you'll find out that you'll have to taint the
magical pool in 2 o'clock, 3rd floor to weaken the twins. Also, if you have
met Puddy in War tower, 1st floor, you can ask Orrick to provide them
passage home. Go back to Puddy for reward.

---------------------------------------------------------------------------
7.3 finishing the game ppg64
---------------------------------------------------------------------------
First we need to gather the required items to scantify the waters of
Ilmater statue in Cleric tower.
-'Tome of Ilmater' found in 3rd Mage tower floor
-'Toral Bonds of Suffering' found in 2nd War tower floor
-'Madae's Ilmater Medallion' found in 6 o'clock 3rd palm floor
-'Tears of Suffering' found in 8 o'clock 1st palm floor from Jerre
Stoh.
Bring all the above and enter the Cleric tower 1st floor. Perform the
ritual infront at Ilmater statue (talk to the statue at 11 o'clock
direction). Xvim will stop you and offer an alternative. By killing 10
innocent slaves, you ally yourself with Xvim thus making him not sending
his minions (those Glabrezus) to help the twins. Of course, by accepting
his offer, you will not be able to finish the ritual, and free the slaves.
If you send a paladin to perform the ritual, she/he will not accept the
offer.

If you don't accpet the offer, Xvim will personally sees that you be
stopped. He will teleport in together with his demonic minions. He appears
in the middle and the goons appear in the south. Xvim is all about fire.
Among the spells that he uses are 'Meteor Swarm' and 'Fiery Cloud'. His
goons will be easy to deal with if you place some traps ('Skull Trap' or
'Delayed Fireball') beforehand.
Over Xvim's dead body, you will find a large sword that drains energy.
Continue the ritual after Xvim is dead. Upon completion, you'll get 'Holy
Water of Corellon Larethian'. This water is to be place in the magic pool
in 2 o'clock, 3rd floor.

After killing Xvim, the 'Globe of Essence' is vulnerable. Go to 1 o'clock,


2nd floor to destory it. After this, would be killing the Glabrezu in 1st
floor and report to Jerre that he and the slaves are freed. Go back to
Orrick to check on his study on the mythal corruption.

We are almost there.

Report back to Toral in War tower 1st floor about your scantifying the
water of Ilmater statue and purifying the magical pool for xp. Report to
Riki about your finished job. She will then tell you to disturb a Cabal
envoy at the top of war tower so that the Cabal and Legion of Chimera
alliance can be prevented. She will leave after this. There is a way to
prevent this. Tell her you want to shop as the conversation ends. After the
shopping screen, press 'esc' to go out and she will be still there. The
next time you talk to her, just don't mention 'farewell'.

We'll go to the top of office tower first. To get a key from captain Pudu.
(Interesting enough, Pudu refers to the inter-state bas station in my
country's capital, Kuala Lumpur.) You can choose to fight for the key or
'bluff' that you are a delegate and you'll take the matter to Madea if he
don't hand over the key. After you have the key, walk you way up to war
tower 3rd floor. There is no way that you can talk out of this (you'll know
why from the letter among the loots), so you'll have to kill everyone here.
Before you further proceed to aerie atop the War tower. Finish any unfinish
business you can or wish, including killing any Legion minions you desire.
i would suggest you to buy those +5 arrows/blots/bullets because money
wouldn't be export when you finished the game.

When you are on top of war tower, you'll be attack from infront and behind.
What i do is pre-cast 'mass haste' and other protective spells before
enter. Mages must have 'mirror image' to make sure their spell will not be
disrupted. As soon as the fight starts, those who are able will be
summoning helpers, one mage will be casting 'mass invisibility', others
just stand still. When invisibility kicks in, the band will run to the
other side and leave the summons to take the pain. After regrouping, i can
continue from there.

Take a good sleep, save a seperate file, protect yourself as you did before
coming to here and take the stair down. You'll be taken to where the twin's
thrones is, after some talking, the fight starts and the monks you helped
earlier teleport in. Madae will first casts 'Blasphemy' which will stun
all your non-evil alignment members. She has at least 3 of this in her
spellbook. It would be crucial to invisible all members. Those who can
run, run to the east side of the room. You'll see a mage summoning
creatures there. Killing him fast is important. Then, take down all other
goons one by one and finally turn your attack to either Isair or Madae.
Just concentrate on one of them and don't over spend your spells. Some of
the monks might be charm by the twins, be sure to slap them back to your
side, or at least don't let your summons attack them. Mostly, charmed
monk will stand still and do nothing.

When you hurt one of them enough, They will teleport to the magical pool.
Regroup your band and polish them up shiny. You cannot sleep here and don't
banish your summons. As you open the door, the whole band will be brought
to the magical pool. This time, as the fight starts, run like hell back to
your summons and continue to work from there. As before, take down the
goons first then concentrate on one of them. If you are that gready,
the south rooms which you looted before will have new unimportant stuff for
you to loot once again.

General things about the fighting the twins.


1 - Isair might go invisible and attack you. If you have member yelling and
see no one beside, that might just be Isair attacking.
2 - Madae's attack comes with acid damage and Isair's attack comes with
disease, poison and stun.
3 - Their protections will run out after some very long time.
4 - If you have problem hurting them with your weapon, let me tell you this,
my Holy Avenger +10 also has serious problem hurting Madea. They don't
have total immunity to your attacks just high resistance, i suppose.
5 - One common way of dealing with them is to use 'Antimagic scrolls' which
are very rare and you can only get them on few occasions over the whole
game. Casting the scroll on one of them will disable all their
protections/enchacements and preventing them from further casing any
spells. As long as you don't cast 'Dispel' on them, the effect will
no fadeaway. Of course, under 'Antimagic field', they cannot be hurt
by magic whatsoever.

When all is done, exit via the exit as you exit this place all the time.
All your members will be exported into database with everything with them
except quest items, bags and everything inside bags as well as the gp you
have earned. i strongly you do a manual export before you exit.

>>[fire mage] reminds you (and me)


"I think the game saves your characters as soon as the twins die, so
any looting would have to be done before you kill them."

==CONCLUSION==
i think you don't want to listen to what i want to say anymore.

---------------------------------------------------------------------------
IX Frequently Asked Questions ppgque
---------------------------------------------------------------------------
Q: To dowload the 'Collector Edition' add-on...
A: Please go to Sorcerers.net and look for the following article,

http://www.sorcerers.net/Games/IWD2/bonus.htm

Q: To dowload the patch for Icewind Dale 2...


A: Start Menu -> Black Isle
-> Icewind Dale 2
-> Icewind Dale II Web Links
-> Visit Icewind Dale II Support Website

Q: About the fasinating 'Cheats' mode


A: Please refer to Dan Simpson's faq in gamefaqs.com because all i know
about this part is from him and i don't want to plagiarize his work.

http://db.gamefaqs.com/computer/doswin/file/icewind_dale_ii_items.txt

Q: Why can't my [spellcaster] cast any spells?


A: If your [spellcaster] is a cleric, druid, paladin, ranger or wizard,
check if you meorize any spell. In the spell list screen, you have
to left click on the spell listed on right part to 'buy the spell
ammo' which will indicate on the middle part of the spell list screen.
After you rested, your ammo is loaded and you can cast spell via spell
casting icon.
If this doesn't slove your problem,
your character needs to have 10+X in their prime spellcasting ability
to cast a level X spell. Prime spellcasting ability for each related
classes are as below,
WIS : cleric, paladin, druid, ranger
INT : Wizard
CHA : sorcerer, bard

Q: How to defeat certain enemy?


A: I am a very boring person and my strategy stays almost the same ever
since i summoned the first fire element in Warcraft 1. To fight for
any battle, i always have my summons do the dirty work. If one falls,
i quickly summon another. I just keep on summoning. If thing gets
ugly and i am out of summoning ammo, then only my fighter will engage
and do the clean up job.

Q: What is the use of gems?


A: Nothing. There are quests that you need gems, but the game have made
is so that you don't need to save your gems earlier. You'll will have
plenty when needed.

---------------------------------------------------------------------------
X version history ppgver
---------------------------------------------------------------------------
Version 1.4
- Changed a dreadful suggestion of multiclassing paladin to bard.
- Added and changed several things due to the help from those who
emailed in this period.
- Added Limha and Sersa alternative.
- Added Zaem's quest in Severed Hand.

Version 1.3 (Nov 23 2002)


- Changed and added many things throughout the walkthrough. Because
the list is very long and this happens over a long period, so i
wouldn't list everyone here.
- Altered the Battle Square section in walkthrough
- Added 'improved initiative bug' and 'bag of holding' bug.
- Took away some stupid things to do in the walkthrough.

Version 1.2 (Nov 2 2002)


- Changed some Asian expressions which are very suggestive and veiled.
- Added suggestion about ranger and arcane spells.
- Changed a few things which are inconsistant with game version 2.01,
especailly 'animate undead' and 'improved invisibility'.
- Added <Constructing a Band>, <Feats>, <skill> and <Frequently Asked
Questions> section.
- Patched many serious directional confussion.

Version 1.1 (Oct 22 2002)


- i realized that not everyone can accept the lengthy rubbish with
no caps. So i went through the whole thing and capped whatever
should be capped. i left out i because i don't think that i is/am
insignificant.
- Patched several broken grammers and sentences.
Version 1.0 (Oct 19 2002)
- The original version, unloaded upon the completion.

---------------------------------------------------------------------------
XI credits and acknowlegment ppgthk
---------------------------------------------------------------------------
If you feel uncomfortable with you name appeared here or anything about
crediting you, please inform me at teekc@mail.com

Special thanks to

Alicia Shieh for Limha and Sersa alternatives.


Arachree Mae for various ways to get more xp and other contributions.
Aveh for pointing out an alternative in cave to fortress 1.
(You've beaten Arachree Mae to that extent)
bloodtitan for the Zeam's death quest in Severed hand.
chalcedony for dealing with the ghost in river caves.
Chattahoochee for explaining to me about 'Spell Penetration'.
Chris Kelly for creating extra Sabotaged Histachii brew.
Daniel Johansson for a drow approach in Koluhm's quest.
Domen Gostincar for sharing his monk (errr ... nun) with us.
Earl Grey from Sorcerer's Palace forum informing me about the bugged
'improved initative' feat.
ejsmith from Sorcerer's Palace forum for sharing his discovery about
the '00ARMBL2' and '00ARMCH' with the public.
ezequielf for various help.
fire mage for many things especially battle square.
Folken Fanel for pointing out brad and bard.
Heidern98 for extra spell bug.
Howard Stump for pointing the 'opened but closed door' bug in Black Raven
monastery.
J.A. for various help.
Jae Shin for various suggestions.
jerrod for using bolts and arrows when dealing with Will O'Wisps.
Joberto for pointing out an alternative of disabling traps on the bridge
at Dragon's Eye entrance.
Joshua Witkop for the +5 hp potions in Driders cave and other off topic
information.
Karl Hoel for alternative dealing with Yxbudur'zmutkimdu.
Koh Zi Han for exiting the Fell Wood at the end.
Lance Coleborne for pointing out my creating modified mandrake root
mistake.
Rainox for the Chamber of Sorcery solution.
Rob Valentine for two handed weapons in the north door of battle square.
ribald for the citicism about the faq.
scyther36 for the use of frostrose.
Six Armed Man for pointing out my east and west confussion.
xenogriff for the Identify items using Bag of Holding bug.
Yorien Dragonard for his suggestion about arcane spells and 'disabler' type
of spellcasters.

All people who encourged me throughout the course, you'll be in my heart.

Ultimately, i bow and thank all the people who visited gamefaqs.com iwd2
forum and given me much needed help while i was stuck in the game.
FAYE WONG is the goddess and SHUANG is her angel.
i am nothing but their obedient servant.