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Icewind Dale – Guide and Walkthrough
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------------------------------------
| This document also includes a |
| walkthrough for the "Trials of |
| the Luremaster" add-on. See the |
| Table of Contents for more info. |
------------------------------------
by Michael Walsh
Ver 2.4
July 10, 2001
Questions? Additions?
E-mail me at: cumw7@pen.eiu.edu
Put "Heart of Winter" in the Subject Line
-----------------------------------
TABLE OF CONTENTS:
-----------------------------------
i. Things You Should Know
ii. Thanks To... Section
iii. Walkthrough - Party Makeup
iv. Game Strategy and Tactics
-----------------------------------
HEART OF WINTER
-----------------------------------
1. Lonelywood
2. The Barbarian Camp
3. Burial Isle
4. Gloomfrost
5. Sea of Moving Ice
-----------------------------------
TRIALS OF THE LUREMASTER
-----------------------------------
1. Castle Maluradek
2. The Crypt
3. The Dungeon
4. Cave of the Jackal
5. The Throne Room
-----------------------------------
v. Why Play Heart of Fury
vi. Experience Point Charts
vii. Cheat Codes
-----------------------------------
x. Other Works
y. Previous Updates List
z. Legal Information
-----------------------------------
==============================================================================
Things You Should Know
==============================================================================
For the people who are used to reading FAQ's, and especially for the people
who are familiar with the Baldur's Gate/Icewind Dale games, this section is
most likely unnecessary. Briefly I will explain some of the more commonly
occurring things you are likely to encounter in this FAQ that you may not
understand.
KEY TERMS: There are certain terms and abbreviations that are very common
to this style of game. The following are used frequently
throughout this FAQ.
xp - experience points
gp - gold pieces
IWD - Icewind Dale
HoW - Heart of Winter
HoF - Heart of Fury (game mode)
TotL - Trials of the Luremaster
COORDINATES: Just like the Baldur's Gate games, in Icewind Dale you can find
your exact coordinates on the map. I will use coordinates
frequently throughout the walkthrough. It is not necessary to
use them or to understand them, but they can be a great help in
assuring yourself that you are in the right location or going
the right direction.To do this in Icewind Dale, press X. In the
dialog screen will appear something like this:
PATCH INFO: The Trials of the Luremaster downloadable add-on is, in itself,
a patch. Therefore, Patch version 1.41 is outdated. The new
patch addresses a number of glitches and problems. The
downloadable dungeon is approximately 71.3Mb. You can find this
latest patch at:
http://planetbaldursgate.com/iwd/info/luremaster/
PATCH 1.41: As of Patch 1.41, there have been some changes made to the
gameplay. The most significant is that the Mage's Spell
Progression table has been fixed. This will affect Mages of
Level 21 and higher. I obtained this information from the
README file after downloading the Patch myself. Consult the
game manual to see the original chart. The updated spell chart
is as follows:
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 |
| 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
| 23 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 |
| 24 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 |
| 25 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 |
| 26 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 |
| 27 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 |
| 28 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
| 29 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | 6 |
| 30 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 |
-----------------------------------------------------------------
==============================================================================
Thanks To...
==============================================================================
This walkthrough is only intended to cover the Expansion Pack, and will
almost certainly never cover the main game. For an excellent FAQ of the main
game, download Dan Simpson's "Icewind Dale" FAQ, also found at
http://www.gamefaqs.com
(free advertising, and thanks to Dan Simpson for his excellent FAQ's, which
have provided me, in part, with the inspiration to write my own.)
I never imagined that, after having written a 53k walkthrough of the
expansion pack from start to finish, it would grow to almost 200k in size!
That goes to show you how you can play it once, and miss half of the quests.
------------
Thanks to...
------------
Dan Simpson for the excellent layout of his FAQ's, which I borrowed some
ideas from. Imitation (but not Plagiarism) is supposedly the best form of
flattery... so consider yourself flattered.
WinterMute for pointing out the location of Ogien's Scale armor in the
Barbarian Camp.
Heng Lok for pointing out some errors through the FAQ, as well as providing
an alternate suggestion for Fighter-Cleric Weapon Grand Mastery.
Interplay/Black Isle Studios for one of the most efficient and exciting
ways to kill free time.
==============================================================================
Walkthrough - Party Makeup
==============================================================================
Below is the party that I used when I created this walkthrough. Also given is
the reason I chose each character.
This class has virtually no problems in the beginning stages of the game, with
the exception of the lack of healing abilities. Each character is specialized
in a different weapon for maximum effectiveness. The Paladin uses Long
Swords, the Fighter uses halberds, the Cleric uses hammers, etc.
------------------------------------------------------------------------------
Having finished the expansion pack for the first time, I will now attempt to
discover some of the smaller details, as well as to explore the possible
tactics of other classes (most notably the Bard). This is the party that I
will be using for my second time through, to further supplement this
walkthrough:
I later decided to add a Dwarven Fighter to the mix. He is one BAD boy!
------------------------------------------------------------------------------
Note: It is highly recommended that you do not travel to Lonelywood (and the
expansion area) until you are adequately prepared. Having started the game
from the beginning, I did not enter the new areas until just after killing
Yxunomei. In any case, you can not enter the expansion pack area until your
characters are Level 9. (or the equivalent of Level 9 for Multi-Class and
Dual-Class characters) It is also not recommended that you attempt to play in
"Heart of Fury" mode until your party is around Level 13 or 14.
==============================================================================
Game Strategy and Tactics
==============================================================================
----------------------------------------------
| Contents of this Section |
----------------------------------------------
| 1. General Character Creation Strategies |
| 2. Racial Pro's and Con's |
| 3. Character Pro's and Con's: |
| a. The Triple-Class |
| b. The Mage-Cleric |
| c. The Bard |
| d. The Druid |
| e. The Ranger |
| 4. Miscellaneous |
----------------------------------------------
-----------------------------
Character Creation Strategies
-----------------------------
Looking to create the most effective thief? The strongest fighter? The
most cunning mage? Well, different classes excel in different areas. Below
is a chart showing what the minimum and maximum possible stats are when
creating a character. Note: A character can end up with a higher score in
one or more of these attributes due to magical items which may temporarily or
permanently raise a score. This chart only shows the minimum and maximum
possible while _creating_ a character. Also note that a STR of 18/00 is
stronger than a STR of 18.
-----------------------------------------------------------------------
| Race/Skill | STR | DEX | CON | INT | WIS | CHA |
-----------------------------------------------------------------------
| Human | 3-18/00 | 3-18 | 3-18 | 3-18 | 3-18 | 3-18 |
| Dwarf | 9-18/00 | 3-17 | 12-19 | 3-18 | 3-18 | 2-16 |
| Elf | 9-18/00 | 7-19 | 6-17 | 8-18 | 3-18 | 8-18 |
| Half-Elf | 9-18/00 | 6-18 | 6-18 | 4-18 | 3-18 | 3-18 |
| Gnome | 6-18 | 3-18 | 8-18 | 7-19 | 10-17 | 3-18 |
| Halfling | 6-17 | 8-19 | 10-18 | 6-18 | 3-17 | 3-18 |
-----------------------------------------------------------------------
Using this chart, you should be able to get a decent idea of which races
make the best fighters, mages, etc. For races with maximum possible scores of
19, be sure to try and get the maximum of 19. These super-exceptional scores
can make a big difference. Example: A mage with INT of 18 has an 85% chance
of successfully putting a spell in his spellbook. With an INT of 19, the
chance is increased to a whopping 95%!
---------------------------------------------------
| Class/Skill | STR | DEX | CON | INT | WIS | CHA |
---------------------------------------------------
| Fighter | 9 | 3 | 3 | 3 | 3 | 3 |
| Cleric | 3 | 3 | 3 | 3 | 9 | 3 |
| Thief | 3 | 9 | 3 | 3 | 3 | 3 |
| Mage | 3 | 3 | 3 | 9 | 3 | 3 |
| Paladin | 12 | 3 | 9 | 3 | 13 | 17 |
| Ranger | 13 | 13 | 14 | 3 | 14 | 3 |
| Druid | 3 | 3 | 3 | 3 | 12 | 15 |
| Bard | 3 | 12 | 3 | 13 | 3 | 15 |
---------------------------------------------------
For Specialist Mages, see the stats above for a regular mage, and in
addition, you will need the following:
---------------------------------------------------
| Class/Skill | STR | DEX | CON | INT | WIS | CHA |
---------------------------------------------------
| Abjurer | 3 | 3 | 3 | 9 | 15 | 3 |
| Conjurer | 3 | 3 | 15 | 9 | 3 | 3 |
| Diviner | 3 | 3 | 3 | 9 | 16 | 3 |
| Enchanter | 3 | 3 | 3 | 9 | 3 | 16 |
| Illusionist | 3 | 16 | 3 | 9 | 3 | 3 |
| Invoker | 3 | 3 | 16 | 9 | 3 | 3 |
| Necromancer | 3 | 3 | 3 | 9 | 16 | 3 |
| Transmuter | 3 | 15 | 3 | 9 | 3 | 3 |
---------------------------------------------------
-----------------------------------------------------------------------
| School | Opposition School(s) | With Heart of Winter |
-----------------------------------------------------------------------
| Abjurer | Alteration | Alteration, Illusion |
| Conjurer | Divination | Invocation |
| Diviner | Conjuration/Summoning | Conjuration/Summoning |
| Enchanter | Invocation | Invocation |
| Illusionist | Necromancy | Necromancy, Abjuration |
| Invoker | Enchantment/Charm | Divination, |
| | Conjuration/Summoning | Conjuration/Summoning |
| Necromancer | Illusion | Illusion, Enchantment/Charm |
| Transmuter | Abjuration, Necromancy | Abjuration, Necromancy |
-----------------------------------------------------------------------
----------------------
Racial Pro's and Con's
----------------------
The second choice that a player must make when creating a new character is
that character's race. Unlike gender, not all the races are the *same* in
this game. Each race has advantages and disadvantages that make it unique.
Often, these inherent advantages make that race particularly suited for one
class or another (class being the next, and probably most important character
choice). An 18 is the highest natural score that you can make for any one
particular attribute at the beginning of the game, with one exception. Some
races will allow a maximum of 19 in an attribute, which is super wonderful!
Here are the races that allow it, and with what stats:
-------------------------------------
| Dwarf | 19 in: Constitution |
| Elf | 19 in: Dexterity |
| Gnome | 19 in: Intelligence |
| Halfling | 19 in: Dexterity |
-------------------------------------
So, keeping this in mind, it appears that Gnomes would make the best Mages,
while Dwarves would make the best front-line fighters, with Elves and
Halflings making good thieves, fighters, or mages. But each race also has
disadvantages as well, such as:
------------------------------------------------------------------------------
| Human | No maximum scores of 19, can't multi-class; dual-class only |
| Dwarf | Maximum of 17 for Dexterity and 16 for Charisma |
| Elf | Maximum of 17 for Constitution |
| Half-Elf | No maximum scores of 19 |
| Gnome | Maximum of 17 Wisdom |
| Halfling | Maximum of 17 Strength and 17 Wisdom |
------------------------------------------------------------------------------
Gnomes are dumb, dumb, dumb. At least, I think they are. But you can't
argue with an INT of 19.
Half-Elves have virtually the same disadvantages as humans, but have the
benefit of infravision and partial immunity to sleep and charm.
-------------------------------
Character Class Pro's and Con's
-------------------------------
Now that the experience cap in Icewind Dale: Heart of Winter has been
raised to 8,000,000 points, there is a type of character which can really come
into power: The Triple Class Character. There are two different types of
Triple Class combinations in Icewind Dale: The Fighter/Mage/Cleric combo, and
the Fighter/Mage/Thief combo. To earn the maximum 8,000,000 experience points
that a character can gain could take a LONG time. But also added with the
expansion pack is the "Heart of Fury" option, which can greatly increase the
speed at which you earn experience. (Note: Don't even think of turning it on
until you have beaten, or nearly beaten the game) A Triple Class character
will never reach Level 30 in any one class. However, take a look at what they
can accomplish:
Fighter/Mage/Cleric Fighter/Mage/Thief
------------------- ------------------
Levels: 18 17 19 18 17 22
This may not mean much on the surface, but let's take a more in-depth look
at what these character levels mean:
NOTE: The Spell Progression table for Mages has been fixed in Patch 1.41.
See the Things You Should Know section at the beginning of this
document to learn what has been changed. This will affect all
mages Level 21 and higher.
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - |
| 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - |
| 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 |
-----------------------------------------------------------------
Iron Body
---------
100% resistance to electricity.
50% resistance to fire.
25% resistance to crushing damage.
Strength raised to 25.
Can attack 2/round with iron fists (2d4)
And the spell lasts for 2 full turns! Now for the
downsides:
Tenser's Transformation
-----------------------
Double's the hit points of the caster.
Gives the THAC0 of a Fighter of the same level.
+4 bonus to AC.
+2 bonus to all saving throws.
-----------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-----------------------------------------------------
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
-----------------------------------------------------
| NOTE: You must have a WIS of 17 to use Lvl 6 |
| spells and a WIS of 18 to use Lvl 7. |
-----------------------------------------------------
Level 22 Thief: In Icewind Dale, the Thief character class is not too
--------------- amazing on its own, but when paired with one or more
other classes, becomes much more formidable. Besides
having earned a LOT of thief skill points by Level 22
(30 at Level 1, and 20 each additional level for a
total of 450 points!) This amount of skill points is
enough to raise each of your skills to 112% easily -
and that is not counting your race's initial skill
level! Beyond that, having any combination of a
Thief/Mage means that you have a Mage who can attack
with spells AND arrows from the back row!
These are just some of the potential reasons why the Triple Class
characters are now a viable option, if one is willing to overlook their one
drawback: They go up in level three times slower than a normal character.
The Mage-Cleric
---------------
Mages excel at decimating the enemy forces with terrible magics. Clerics
prove to be valuable support companions, healing members of otherwise mortal
wounds - and resurrecting those who do die. Why not have the best of BOTH
worlds - A Mage-Cleric!
================
The Mage-Cleric:
================
-----------------------------------------------------------------
| Level 22 Mage - 4,500,000 exp. |
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
-----------------------------------------------------------------
-----------------------------------------------------
| Level 23 Cleric - 3,375,000 exp. |
-----------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-----------------------------------------------------
| 23 | 9 | 9 | 9 | 9 | 9 | 7 | 3 |
-----------------------------------------------------
================
The Cleric-Mage:
================
-----------------------------------------------------
| Level 21 Cleric - 2,925,000 exp. |
-----------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-----------------------------------------------------
| 21 | 9 | 9 | 9 | 9 | 8 | 6 | 2 |
-----------------------------------------------------
-----------------------------------------------------------------
| Level 22 Mage - 4,500,000 exp. |
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 |
-----------------------------------------------------------------
================
The Multi-Class:
================
-----------------------------------------------------
| Level 25 Cleric - 3,825,000 exp. |
-----------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-----------------------------------------------------
| 25 | 9 | 9 | 9 | 9 | 9 | 8 | 4 |
-----------------------------------------------------
Mage Spell Progression
======================
-----------------------------------------------------------------
| Level 20 Mage - 3,750,000 exp. |
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 22 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 |
-----------------------------------------------------------------
The Bard
--------
The Bard. Not just another pretty face in Heart of Winter. This character
class has undergone some serious renovations since Icewind Dale. Most
notably, he had gained a total of SIX different bard songs that can all be
learned by Level 11, which only requires 220,000 experience points. All of
these songs have their uses, but in my opinion, one of them is far more useful
than the rest: "War Chant of Sith" The song will grant the following bonuses
to any party member within range:
1. +2 AC bonus.
2. +10% resistance to the following: Crushing, Slashing, Piercing, and
Missile attacks.
3. Regenerate 2 hit points each round. (every 6 seconds)
Bard Spells
===========
-----------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
-----------------------------------------------------------
| 18 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
| 19 | 4 | 4 | 4 | 4 | 3 | 2 | - | - |
| 20 | 4 | 4 | 4 | 4 | 4 | 3 | - | - |
| 21 | 5 | 4 | 4 | 4 | 4 | 3 | - | - |
| 22 | 5 | 5 | 4 | 4 | 4 | 3 | - | - |
| 23 | 5 | 5 | 5 | 4 | 4 | 4 | - | - |
| 24 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - |
| 25 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | - |
| 26 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | - |
| 27 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | - |
| 27 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | - |
| 27 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 1 |
| 30 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 1 |
-----------------------------------------------------------
| Though it looks like an error, the number of spells |
| shown for Level 24 is correct. |
-----------------------------------------------------------
The Heart of Winter expansion pack makes the Bard a formidable spellcaster,
in addition to his already powerful skills. Let's compare how a Bard rates
against a mage (not a Specialist) in the area of number of spells per level:
-----------------------------------------------------------
| Level 18 Bard - 1,760,000 exp. |
-----------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
-----------------------------------------------------------
| 18 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
-----------------------------------------------------------
-----------------------------------------------------------
| Level 14 Mage - 1,760,000 exp. |
-----------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
-----------------------------------------------------------
| 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | - |
-----------------------------------------------------------
-----------------------------------------------------------
| Level 30 Bard - 4,400,000 exp. |
-----------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
-----------------------------------------------------------
| 30 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 1 |
-----------------------------------------------------------
-----------------------------------------------------------------
| Level 21 Mage - 4,400,000 exp. |
-----------------------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
-----------------------------------------------------------------
| 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 |
-----------------------------------------------------------------
NOTE: The Spell Progression table for Mages has been fixed in Patch 1.41.
See the Things You Should Know section at the beginning of this
document to learn what has been changed. This will affect all
mages Level 21 and higher.
Again, there isn't a great deal of difference here between the Bard and the
Mage, with respect to spellcasting. However, the above Mage still has nine
levels in which he will gain more spells per level, while the Bard will remain
maxed out at 30. Also note that the Bard will never be able to cast Level 9
spells, while the Mage will eventually be able to cast 4 Level 9 spells
before having to rest. Despite these drawbacks, the Bard makes an excellent
backup Mage for ANY party. And don't forget some of the Bard's other
advantages:
The Druid
---------
In previous Baldur's Gate/Icewind Dale games, the Druid could not go beyond
Level 14. This is, presumably, because the game designers were not sure how
to properly implement the Druid's natural "super" abilities. What this would
result in is a character who is somewhat weaker than the other classes due to
the fact that he gains fewer levels of experience. Well, that has been
changed in the Heart of Winter expansion pack. Your Druid, should you choose
to accept him, will be able to achieve Level 30 just like the other
characters. In order to do this, the game designers pretty much changed a
normal Druid's abilities, and gave him new ones instead. Unlike some of the
other new abilities that the characters have received, these are pretty
useful. In my opinion, they are not as good as the Bardic songs, but are
better than any of the other new abilities.
The following is a list of the special abilities the Druid gains through
leveling up, until he reaches Level 15:
1. The Druid can now shapechange as early as Level 5. At every other level
of experience until Level 15, he will gain a new transformation.
2. The Druid receives immunity to poison at Level 9.
3. They can transform into Elementals beginning at Level 11.
4. At Level 15, the Druid achieves the Timeless Body. This makes him
immune to ALL types of fatigue.
The Druid's shapechanging ability is still not the most powerful ability in
the game. However, there is a new addition to shapechanging that proves to be
VERY useful. When a Druid changes form (from human to creature, or the
reverse) he is healed of some of his injuries. This essentially is equivalent
to 6 free curing spells. By changing into one of the 6 possible
transformations, you will change some of your stats. Below are the changes
you will undergo by morphing into a given form. Your character's level of
experience, armor and weapons, and AC are not taken into consideration when
changing form.
--------------------------------------------------------------
| Stats/Form | Boring Beetle | Polar Bear | Winter Wolf |
--------------------------------------------------------------
| Strength | 18/51 | 18/00 | 18 |
| Dexterity | 7 | 10 | 13 |
| Constitution | 16 | 19 | 16 |
| Armor Class | -3 | 4 | 2 |
| Atk/round | 2.5 | 5 | 3.5 |
--------------------------------------------------------------
------------------------------------------------------------------------
| Stats/Form | Fire Elemental | Earth Elemental | Water Elemental |
------------------------------------------------------------------------
| Strength | 19 | 23 | 18 |
| Dexterity | 9 | 5 | 14 |
| Constitution | 8 | 19 | 18 |
| Armor Class | 2 | 0 | -2 |
| Atk/round | 2.5 | 2.5 | 2.5 |
------------------------------------------------------------------------
Since the Druid's experience table has been extended to Level 30, naturally
his spell progression table has been likewise lengthened. The Druid casts
Priest Spells. One benefit of this is that he can cast spells while wearing,
oh, say Full Plate Mail +1. This makes him a valuable commodity to the party
- a front line warrior who can also cast spells. The Priest can not cast
every spell that a Cleric can, but he CAN cast spells that a Cleric can not.
In this game, Clerics and Priests can only learn spells up through Level 7,
but have the ability to be able to cast an obscene amount of them at later
levels. Below I have reproduced the Priest spell chart from Level 15 on, as
provided in the Heart of Winter game manual:
Druid Spells
============
-----------------------------------------------------
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
-----------------------------------------------------
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
| 21 | 9 | 9 | 9 | 9 | 8 | 6 | 2 |
| 22 | 9 | 9 | 9 | 9 | 9 | 6 | 3 |
| 23 | 9 | 9 | 9 | 9 | 9 | 7 | 3 |
| 24 | 9 | 9 | 9 | 9 | 9 | 8 | 3 |
| 25 | 9 | 9 | 9 | 9 | 9 | 8 | 4 |
| 26 | 9 | 9 | 9 | 9 | 9 | 9 | 4 |
| 27 | 9 | 9 | 9 | 9 | 9 | 9 | 5 |
| 28 | 9 | 9 | 9 | 9 | 9 | 9 | 6 |
| 29 | 9 | 9 | 9 | 9 | 9 | 9 | 7 |
| 30 | 9 | 9 | 9 | 9 | 9 | 9 | 8 |
-----------------------------------------------------
| Druids need a WIS of 17 to cast Level 6 spells. |
| Druids need a WIS of 18 to cast Level 7 spells. |
-----------------------------------------------------
Finally, there is one final point I wish to address. In case you aren't
aware of it, dual-classing (only available to humans) from one class to
another is a very effective way of creating very powerful characters. The
Druid is no exception. Not surprisingly, the Fighter is the best class to
dual a Druid with. Why? Well, for starters, you will be able to gain Weapon
Mastery with a Fighter. Then when you switch over to Druid and regain access
to both of your classes, you will have Grand Mastery for a Druid, making him a
powerful offensive character. Secondly, if you are both a Druid and a
Fighter, your Druid will be able to use a Fighter's armor as well as that of a
Druid - which means you can wear the heavy metal. This also makes turns the
Druid into a front-line Fighter. There are a few things to consider before
trying this:
Having said that, here are a few final tips to keep in mind when creating
your Fighter, and Dual-Classing him over to a Druid. They are:
The Ranger
----------
The Ranger is a pretty cool idea for a character class. Having said that,
I hope to show why it is just that - a good IDEA. In actual game terms, the
Ranger is really not a great choice. In Heart of Winter, many of the
character classes received some improvements and changes, including the
Ranger. However, these additions are still not that great. What follows
below is my take on Rangers, and what their strengths and weaknesses are.
Advantages Disadvantages
---------- -------------
1. Can cast spells and wear armor. 1. Spells aren't all that great.
2. Has the new Tracking ability. 2. Tracking ability not too useful.
3. Can forego a shield for an extra 3. Has to forego a shield for an
attack per round. extra attack.
4. Receives spells 3 levels earlier 4. Progresses slower through the
in Heart of Winter. spell chart. (more below)
5. Longer spell progression lets 5. Must be Level 29 to cast Level 6
Rangers learn Level 6 spells. spells.
6. Can not put more than 2 skill
points in a weapon skill.
7. Has a slower experience table
than some classes.
I will not go into detail on all of the above pro's and con's, but I wish
to address a few. These are: Tracking Ability, Spell Progression, Extra
Attacks, and Dual-Classing.
----------------------------------- -----------------------------
| Level 14 Ranger | | With Heart of Winter |
----------------------------------- -----------------------------
| Level | 1 | 2 | 3 | 4 | | Level | 1 | 2 | 3 |
----------------------------------- -----------------------------
| 14 | 7 | 3 | 2 | 2 | | 14 | 2 | 1 | 1 |
----------------------------------- -----------------------------
Now, it IS true that Rangers will be able to gain higher levels spells in
Heart of Winter, but to cast Level 6 spells, the Ranger has to be at Level 29.
The most notable Level 6 spell (not mage spells) that I can recall is Heal.
With this spell, you can instantly cure all the damage one character has
received. Near the end of the game, you can have several characters with hit
points near or over 100. So Heal is very useful. But why wait for a Ranger
to reach Level 29 when you can get Heal for your Cleric at Level 11?
NOTE: It was previously stated in this section that the Cleric gets a
maximum of 2 skill points in any given weapon. This is not true.
The Cleric is only allowed ONE point per weapon. It was also
stated that, upon dual-classing to a second character, you could
continue to place points into a weapon, and they would merge
together once you gained access to both classes. This is also NOT
TRUE. When you switch over to the second class, DO NOT put ANY
points in any weapon specialization that had ANY points before the
switch. These points will be lost! (contributed by Heng Lok)
EXTRA: Heng Lok has a different idea on which weapon merits Grand
Mastery status for your Cleric:
"In HoW you can buy the Three White Doves, a mace weapon which has a
good chance of disrupting Undead and Outer Planar creatures. Put Grand
Mastery in Maces and combine it with Haste, and you will mow through
undead like crazy."
-------------
Miscellaneous
-------------
There is not much strategy involved when you only have one mage in your
party. Just find every scroll that you can and memorize them! But...what if
you have more than one mage? Well, one suggestion is to put some thought into
each mage before you actually start the game. Since some spells, particularly
the more powerful ones, have a limit to how many appear in the game, you
should decide before you get them which mage will learn them. Below are some
tips, some common sense, others more useful, on doing this.
It is very likely that any mage you create will have an INT score of 17 or
18. As mentioned elsewhere, with an Intelligence of 18, you have an 85%
chance of successful writing the spell in your spellbook, IF you are able to
cast spells of that level. However, if you try and transfer a Level 5 spell
into your book, but you can only cast spells Level 1-4, you will incur a
penalty (I forget how much, but I believe it is either 10% or 20% less per
level of difference). This can drastically reduce your chances of success.
HOWEVER...
1. Use a Potion of Genius: This potion, and similar potions, will raise
your character's INT score temporarily. This one will increase your
INT +4. The drawback is that the effects wear off, and you have to
get more potions.
2. Use a Magic Item: Some Items (and Armor, Weapons, etc.) will increase
you INT score for as long as the item is increased. So, equip the
item when you are about to transfer spells to your spellbook, and
remove it (if you wish) when you are done. The usual item bonus is
only +1 to INT, but you can re-use it! In particular, I recall the
Large Sword "Turodahal" which gives the wielder +1 INT.
Earning enough experience points to advance to the next level can be one of
the more tedious parts of the game, especially as the levels get higher. One
solution to this is to play the game in "Heart of Fury" mode. (see the "Why
Play Heart of Fury" section of this FAQ near the end of the document for more
information regarding this new difficulty mode) However, the "Heart of Fury"
mode can be extremely challenging, even with Level 30 characters. There is
another solution to this, but it is considered cheating...by some.
In the game are two types of experience: Quest Experience and Fighting
Experience. (once again, see the section on Experience near the end of this
FAQ for more information regarding the two types of experience) When you
receive a Quest, you normally receive the experience reward for it when you
complete the task and return to talk with the person who gave you the quest.
If you would like to..."cheat" a little, save the game right before you talk
to a person to receive your Quest Experience. Then, exit the game, and enter
the Game Configuration program. (you must exit completely from the game)
Select "Heart of Fury" difficulty mode. Next, start up Heart of Winter, and
load your save game. Now, talk to the person to receive your experience
reward. The amount will be doubled; "Heart of Fury" mode doubles all
experience gained from completing Quests. This will come in especially useful
for two quests in particular, which normally yield over 600,000 experience
each. Think of it - over 1,000,000 experience points using this method!
Good equipment is hard to find at the beginning of the game. And what you
CAN find is almost impossible to afford. To perform this "cheat" you need to
know how to import and export characters into your party.
First, begin your game. Go to the Records screen and export each of your
characters. Now, select the Modify Characters option. You should see a
screen with your characters on it. Click on one of the Modify Character
buttons under a character's portrait. Then choose to delete him. Next,
choose to Create a Character in the void that your old character left. Choose
to Import a character. Look at the list of characters you can import. Notice
how some of them have a + next to them? These are sample characters that
the game programmers included. They are very well equipped. Import one (or
more) of them into your party. Return to the game. Now look at the new
character's inventory. See anything you like? Sure you do! Take any of the
items that are of interest to you, and more them to another character's
inventory. Now you can once again return to the Modify a Character screen and
delete the new character, and re-import your old character. You can also
repeat the process, gaining even MORE free items.
There are other uses for this procedure of importing and exporting
characters in the middle of the game, but I will not detail them in this
document. After all, I do not want to turn this into a "cheat" document!
==============================================================================
HEART OF WINTER: WALKTHROUGH
==============================================================================
==============================================================================
1. Lonelywood
==============================================================================
---------------------------------
The Well (x 1772 y 2210 AR 9100)
---------------------------------
You have just arrived in the town of Lonelywood. Upon your arrival, you
will encounter a girl named Hailee Dunn. She says that her brother is trapped
in the well, and would like for you to go and tell her dad. Her dad is
located in the Cooper's House. (x 2784 y 436)
EVIL: If you want, try to kill Hailee Dunn. May party of Level 14
characters couldn't even touch her! Also, be forewarned that
attacking townspeople will make you the enemy of everyone in town.
Also, if certain people are killed, you may or may not be
prevented from completing the game.
-------------------------------------------
Shrine of Waukeen (x 2302 y 1883 AR 9103)
-------------------------------------------
1,500gp
3 Diamonds
2 Emeralds
Sling +5: Quinn's Fancy Sling (+3 damage)
EVIL: If you want, you can try and kill Quinn. This will yield:
100gp
Sling +1
Force Bullets
Morning Star +4: Defender
---------------------------------------------------------
The Whistling Gallows Inn (x 2260 y 1187 AR 9101, 9102)
---------------------------------------------------------
There is a lot to do here. The dwarf at the table can tell you some
information about the impending barbarian attack. The woman wandering around
in the bar is Ambere Dunn, Hailee's mother. Talk to her about her daughter
and the barbarians. You might get the impression that she frequents this
place often...
Seated near the entrance to the Inn is a dwarf named Roald Tunnelfist, who
will relate his tale of having been part of an expeditionary force to the
barbarian camp. He tells of having encountered Wylfdene and barely escaping
to tell the tale. He can point you in the direction of the barbarian camp.
EVIL: If you want to pound the dwarf to dust, you will receive:
16gp
Chainmail +2
Battle Axe +2: Defender
EVIL: You can dispatch the Bard Murdaugh, if you wish. Be careful
though - the innkeeper will attack you, and he is a a practiced
wizard. Killing Murdaugh will get you:
The bartender, Kieran Nye, is your one stop for nearly anything you could
want. Talk to him in order to get information and to rest. In addition, once
you discover his secret, return and talk to him about it. He will tell you
that he is a fugitive wizard from the Hosttower of the Arcane. In return for
your secrecy, he will offer to sell you magical items and spells! (In another
FAQ I give a listing of all the items in the expansion pack's shops, and their
prices. Refer to that list for the shop items available. That file should
also be located at: http://www.gamefaqs.com)
EXTRA: You can pickpocket Kieran, if you wish. Doing so yields: Ring
of Greater Action (+2 AC, +25% crushing resistance, +3 save vs.
spells)
EVIL: Kieran is a practiced mage. If you want to be evil and kill him,
you will receive:
56gp
1 Potion of Extra Healing
Mage Dagger +4 (AC +1, +1 Level 1, Level 2, and Level 3 spell)
In a room in the back of the inn is a chest (x 285 y 598). Inside is:
Also in this room, behind the mirror at (x 361 y 592) is a hidden door that
leads to a hidden study. On the shelf, at (x 449 y 481) is:
After discovering this, mention the room the Kieran Nye to gain access to
his magical wares. Otherwise, go on upstairs.
Rogue Stone
Translocution Arrows
Further on down the hall, in the last room on the right, is a cabinet
(x 341 y 556) which contains:
That is just about all there is to do at the inn for the moment.
----------------------------------------
Bowyer's Cabin (x 2975 y 2273 AR 9104)
----------------------------------------
Emmerich Hawk is the local Ranger. He will update your map for you so you
can travel to the barbarian camp. He can also sell you some weapons.
-----------------------------------
The Cooper (x 2784 y 436 AR 9105)
-----------------------------------
The Cooper in Lonelywood is Tybald Dunn. Where has that last name been
seen before, hmmm? This is the father of the girl at the well, and the
husband of the drunk woman at the inn. Mention his daughter, and he will ask
you to send her home. This family sure has problems. In addition to these
problems, business is going very poorly for Tybald. He must rely on Baldemar
for all of his business contacts. Perhaps we should keep an ear open for some
ideas. Some of the richer people in town might have some ideas. Perhaps
Quinn the Priest can help.
EVIL: Killing Tybald Dunn isn't even worth the effort. You get: 5gp
After talking to the Cooper, return here and talk to Quinn. He will shed
light on some trade opportunities to the south. With this information, you
should return to the Cooper and see what he thinks.
The Cooper
----------
Return to the Cooper's house and inform him of what you learned from Quinn
Silverfinger. He will be very grateful for the information, and you will
receive 20,000 exp. Now what can be done about his wife and daughter? Let's
try to get his daughter to go home.
Return to The Whistling Gallows Inn
-----------------------------------
Once you return to the Inn, begin a conversation with Ambere Dunn, the
drunk woman. Mention her husband and she will strike up a conversation about
how she hates it in the north. With the earlier advice you gave to her
husband, the family may be moving south soon. Convince her to return to her
husband's house for a cool 15,000 exp. Two down, one to go. Let's return to
the well and talk to Hailee.
When you return and attempt to send Hailee back to her father's house, she
refuses to go. If you have previously talked with her mother and father about
Hailee, you will reveal that her story is a lie and will receive 15,000 exp.
When she tells you that she has a secret, you can offer to pay her (1gp) for
it. Upon learning the secret you will gain another 15,000 exp.
EXTRA: If you have a Bard, ask Hailee about secrets. She will be
stubborn and refuse to share hers, but you can make up a
children's story for her. This will get you an additional 15,000
exp. But to do this, you have to talk to Hailee with your Bard.
Once you have done the above, you should tell her that life at home will be
different from now on. You will convince her to return home, and will receive
another 15,000 exp to boot!
---------------------------------------------
The Cartwright (x 1550 y 719 AR 9106, 9107)
---------------------------------------------
Finally, the home of the rather infamous Baldemar Thurlow. You can talk to
his wife, who is downstairs, but the man you want to see is upstairs. But
while you are downstairs, you should search the cabinet at (x 520 y 211) for:
4 Elixers of Health
You will find Baldemar in his study (x 775 y 452). Boy, he sure is
suspicious! He will give you more information about the one-eyed man who came
to see him a short time ago. You should also be sure to check the cabinet
farther back at (x 396 y 274) to find a note that will prove to be
enlightening. There is nothing more to do at the moment. We will return,
though.
---------------------------------------
Brothers Cabin (x 326 y 392 AR: 9108)
---------------------------------------
1400 exp.
53gp
Charged Battle Axe +2
Studded Leather Armor +1
---------------------------------------
The Boathouse (x 1088 y 1592 AR 9109)
---------------------------------------
Thom Farold is the town boatmaker. He isn't really very useful at the
moment, but there is a chest at: (x 483 y 186) with:
Pearl
Light Crossbow
Bolt +2 (x20)
Bottle of wine
He has a helper, Young Ned, who can be found just outside and a bit to the
west of the house entrance. He will become useful later when you have a need
to travel on the seas.
EVIL: Killing Thom Farold, the boatmaker, will get you: 100gp
It is uncertain whether it is possible to kill Young Ned.
---------------------------------------
Purvis' Shack (x 3358 y 1331 AR 9110)
---------------------------------------
Purvis isn't terribly helpful, or personable. After all, he does bury dead
people for a living. He will be of more use later.
87gp
Potion of Extra Healing
Short Sword of Backstabbing
Boots of Stealth (+35% to Stealth)
Cloak of Non-Detection
--------------------------------------------
Merchant Warehouse (x 2141 y 2696 AR 9100)
--------------------------------------------
Rawleigh Gallaway is upset that trade has been disrupted. When asked about
barbarians, he can show you the location of their camp on your map. That's
about all for now. He also has two assistants roaming nearby named Karrl and
Jemeliah.
EVIL: If you want, you can kill the merchants. From Karrl you will get:
Leather Armor
Short Sword
2gp
Leather Armor
Dagger
Chainmail Armor
Potion of Healing
Short Sword +2
Well, now that you have explored the town, it is time to pay these barbarians
a visit.
----------------------------------
| Did You Remember To... |
----------------------------------
| * Pickpocket Kiernan and |
| Purvis? |
| * Talk to Murdaugh in the Inn? |
| * Find the Boots of the North |
| in the Cooper's House? |
| * Find Kiernan's secret |
| chamber? |
----------------------------------
==============================================================================
2. The Barbarian Camp
==============================================================================
Leave the town from the east, and you will come across the outskirts of the
barbarian camp. You will be confronted by a company of barbarians led by
Angaar. A cut scene begins. You will eventually find yourself in front of
the newly-risen barbarian chief, the infamous Wylfdene!
When you first greet Wylfdene, you can either tell him you come on behalf
of the Ten-Towns, or you can ask him what he meant about Jerrod's spirit.
Choose the second option for 84,000 exp. (you won't get another opportunity to
choose this option, so take it now!) You can then attempt to forge a peace
treaty on behalf of Lonelywood, but it will fail. However, you will receive
84,000 exp for the effort.
Wylfdene thinks you are another assassin sent to kill him. Hjollder will
come to your defense, but is banished to Burial Isle. You are to be taken
outside the camp and executed. If your lead character has a high enough INT
score, you can ask Angaar why you are to die, and ask what will happen to
Hjollder to receive 42,000 exp. If you can convince Angaar to let you go, you
will receive another 42,000 exp.
Don't stop there! Ask him about Wylfdene and receive ANOTHER 42,000 exp!
If your lead character does NOT have a sufficient INT score, you will have
to fight a small group of barbarian warriors. Under no circumstance should
you allow Angaar (who will not fight) to be hit with any of the party's
attacks. If you do, and Angaar dies, your game is more or less over. So
don't let Angaar die!
NOTE: I find it... amusing that Angaar has a brother named Raag. Now,
either I am so sleep-deprived that I am seeing things, or the name
Angaar looks a whole lot like Anger, while Raag looks like Rage.
Very creative!
You are done here for the time being. You should return to Lonelywood.
Return to Lonelywood
--------------------
EXTRA: Oddly, you can pickpocket Purvis again after returning from the
Barbarian Camp. This time you will receive:
You will need to pickpocket 2 separate times to get both. Where did
Purvis get the extra items anyway? Perhaps from Digby, the deceased brother?
Who knows. Take them and move on.
Emmerich Hawk
-------------
At any time after the death of the first brother, you may encounter a
Greater Werewolf out on the streets of Lonelywood at night. You can either
kill it, or you can ran away and spare it. Either way is acceptable, but it
is better to run than to kill it. After all, some men can turn into
werewolves, right? Later, you will be able to identify who the werewolf is,
and you will receive a greater experience reward for not killing the wolf. If
you do encounter it on the streets, it is best to just duck into a building
and wait it out. The inn is preferable because you can rest until dawn.
Young Ned
---------
Hjollder may have been banished to Burial Isle, but he left a lot of
unanswered questions. Remember the boatmaker? He will be able to get you to
the Isle. Talk to his assistant, Young Ned (x 499 y 1818) and he will
reluctantly offer to sail you to the Isle. When you are ready, and adequately
equipped, you should travel to the Isle in search of Hjollder.
==============================================================================
3. Burial Isle
==============================================================================
NOTE: It is possible to kill Young Ned once you are on Burial Isle. Why
you would want to however, is a mystery.
================================
There are a series of caves on
Burial Isle that all lead to the
same general area. What I have
done is labeled each of the
caves with a letter A through D.
The walkthrough for that section
begins at Cave Entrance A.
================================
------------
Burial Caves
------------
There are two ways of rescuing Hjollder, the exiled shaman. One way is to
traverse through the Burial Caves. The other one is to hop directly to his
island. You still need to explore the caves for an item, but you can gain the
280,000 exp. bonus for locating Hjollder, in case you need an experience
boost. For full details, look under the section "Rescue Hjollder" below
(after the Caves Walkthrough).
--------------------------------
Cave Entrance A (x 3022 y 1916)
--------------------------------
NOTE: The underground walkthrough assumes you entered through Cave Entrance A.
The entrance to this cave is located more or less due north of where you
land on the island. Immediately upon entering the cave, you will be greeted
by an entourage of Barrow Wights and Wailing Virgins. The latter are
especially difficult, and can paralyze and damage your party severely.
Head north from the entrance, and you will encounter a creature that
appears to be a floating set of armor. That's essentially what it is. If you
talk with it, it reveals its name as Vexing Thoughts. Its true name was once
known to its master, but the master forgot it, and Vexing Thoughts disposed of
him. At this point, you have four choices.
EXTRA: Have your weakest attacker who can wear the armor equip it. No
sense losing your most powerful fighter!
If you would like to gain mastery over it without destroying it, thus
bending its will to serve you, you must discover its true name. However, its
previous master, as you may recall, met an untimely end. If only you could
speak with the dead. If only there was some way to _Contact Other Plane_ and
discover the answer in the beyond. If that hint wasn't obvious enough, you
must need to either *update* or *review* your supply of _magic_ ... If you
discover its true name, not only do you get the armor, which is a WONDERFUL
piece of equipment for this climate, but you can also call on the Chilmandren
_ONE TIME_ to help you out. Save this for a REALLY tough battle...like at the
end of the game. You should also be aware that once you summon the
Chilmandren to battle, the Vexed Armor will be destroyed. This will leave its
wearer without armor!! Be ready!
EVIL: You can also select to kill an innocent person in order to gain
the Vexed Armor. After you kill an innocent, come back and
you will gain the Vexed Armor, but if you try to summon the
Chilmandren...watch out!
Whatever you decide, once you are done, it's time to move on.
Just north of where you meet Vexing Thoughts is a treasure cove. Careful,
it's trapped! In the jar at (x 2582 y 824) you will find:
Broken Armor
Elixir of Health
Protection from Cold (scroll)
525gp
Svian's Club (+5 THAC0)
If you need to exit the cave, see below. Otherwise, head west from here.
If you need to exit the cave, there is an exit due east of Treasure Cove #1
at (x 3640 y 733). It will lead you to Cave Entrance D above ground.
If you need to exit the cave, take the stairs to the left of Treasure Cove
#1, at (x 2370 y 660). It will lead you to Cave Entrance C above ground.
Treasure Cove #2
-----------------
4 Water Opals
Arrows +2
Chain Mail +1
Battle Axe +1
318gp
Short Sword +4: Blood Iron (Each hit heals 3hp)
Time to move on. Head down the stairs and go west if you need to exit the
cave for some reason. Otherwise, return to Cave Entrance A. (where we came
in)
If you need to exit the cave, take the stairs down from Treasure Cove #2
and head west to (x 2370 y 660). It will lead you to Cave Entrance B above
ground.
Once you have returned to the cave entrance, head west and take the first
stairway down. From here, fight your way west. You will be attacked several
times by Drowned Corpses, Barrow Wights, and Wailing Virgins. Just before the
stone bridge is a third treasure cove, located at (x 1600 y 1940). Good thing
heroes like treasure!
Treasure Cove #3
----------------
Now cross the bridge to the west. Unbelievably, you will find... well, just
just say I hope you aren't sick of treasure!!
Treasure Cove #4
----------------
Just on the other side of the stone bridge is the fourth treasure cove
(x 1240 y 1950). This one is trapped. At (x 1183 y 1918) is:
Fire Darts +2
Battle Axe +3: Fatigue (20% chance target is slowed)
740gp
Battle Axe +5: Young Blood (5% chance per hit user goes berserk)
From this treasure cove, head west and up the stairs. Now things get
interesting!
You have stumbled upon another clue to the mysterious Wylfdene - his empty
casket. The guardian, Mebdinga, is the guardian of the casket. And she is
not pleased to see your party at all! She issues you a familiar ultimatum -
leave or die. You should choose the hero's option of C) Start a fight. But
be warned - Mebdinga is not alone, as there are four other Wailing Virgins
with her. Also, Mebdinga can quickly kill most or all of your party, so Haste
your warriors and take her out first!
EXTRA: Why fight fair? Tell Mebdinga that you will leave. That way,
you can initiate the battle, if you want. Doing so will not
cause a reputation loss. I guess it isn't dishonorable to
pick a fight with the undead.
After you deal with the guardians, search the casket at (x 440 y 1795). In
it you will find:
735gp
Wylfdene's Tribal Insignia
Time to press on. Rest up, then head west to the edge of the screen, and
follow the path to the north.
Treasure Cove #5
----------------
Located at (x 175 y 1310) is what every hero wants - more treasure!!! This
final treasure cove in the underground is, not surprisingly, trapped. The jar
at (x 274 y 1362) contains:
325gp
From the fifth treasure cove, take the first stairway heading north
(x 500 y 1300). This will lead you to a new exit (x 300 y 560) and to
the reason you came to this island in the first place!
Rescue Hjollder
---------------
Once you surface, you will receive 280,000 exp. for locating Hjollder. You
tell him what you have learned about Wylfdene, but he requires more proof in
order to confront the king. Show him the Tribal Insignia that you found below
ground. You will receive 420,000 for doing this.
------------------------------
Tower (x 565 y 2326 AR 9301)
------------------------------
EXTRA: If you talk to him with a mage, you will have the additional
conversation option of suggesting that he perform the ritual which
would allow him to become a lich, and thus cheat his
curse...somewhat. This suggestion won't have any effect on his
dismal outlook regarding his future, but it is noteworthy.
EVIL: You can attempt to kill the necromancer, if you wish. However, he
will only give you: 585gp
NOTE: One of the weapons that Edion sells is a Large Sword named
Cynicism. It is +4 to hit, but that is not what makes it worth
mentioning. Fans of Baldur's Gate 2 might remember Lilacor the
talking two-handed sword. Well, Cynicism is Icewind Dale's
talking sword. Unfortunately (maybe) you won't *hear* the sword
speak, like in BG2, but it will send up random text messages
above your character's head. Here is some of what it will ramble
at random:
----------------------------------------
Cave Entrance B (x 1556 y 1746 AR 9300)
----------------------------------------
East of Cave Entrance C, (located near the center of the map) your party
will be accosted by a Polar Bear Spirit. It thinks you are upsetting the
balance on the island and demands that you leave. Of course, you aren't going
to do that, are you? Prepare to fight - this bear has some friends!
--------------------------------
Cave Entrance C (x 1953 y 1079)
--------------------------------
-------------------------------
Cave Entrance D (x 3240 y 431)
-------------------------------
--------------------------------------------
Skaldar and the Ghost Shaman (x 994 y 1173)
--------------------------------------------
The spirits of the dead shaman reside here. A spirit named Skaldar will
direct your search for Hjollder elsewhere, and then demand that you leave the
Isle yourself. You can choose to either leave or to fight. If you choose to
fight them, be prepared for a difficult battle, for they are all experienced
shaman - and undead to boot! Successfully killing all of them gives you
25,000 exp.
EXTRA: The same strategy used on the Polar Bear Spirit also works here
with the ghost shaman. Simply tell them you are leaving, then
attack them.
-----------------------------------
Abandoned Lighthouse (x 290 y 900)
-----------------------------------
On the westernmost part of the island, behind the place where you met
Skaldar, is an abandoned lighthouse.
After completing the quests above, you should return to Lonelywood to rest
and supply yourself for the next journey, as well as to see what has happened
around town since you were last there. There is quite a bit to do. Let's
start with the center of any town's gossip - the Inn.
Upon entering the inn, you can ask around, or just watch the text lines
that appear above people's heads. You will learn that there has been another
murder! The gravedigger is as good a start as any to find out more
information.
Purvis
------
Brother's Cabin
---------------
The remaining brother, Doogal, can be found here. He was at the scene of
the attack and says that the wolf was magical. He also thinks that Emmerich
is behind it and vows revenge. Better go and talk to Emmerich now.
Bowyer's House
--------------
Kieran will tell you that Doogal did indeed come in and try to buy an
enchanted weapon, but he told the brother that they don't sell those kinds of
weapons at the Inn. (heh, heh) Kieran thinks that the mystery wolf might
actually be a werewolf. Uh, oh! Better inform Emmerich about this.
Bowyer's House
--------------
Return to Emmerich's cabin and mention the werewolf. He is quite certain
that it isn't a werewolf. Hmm. Upon further questioning, Emmerich reveals
that he has been having nightmares as of late, about wolves in the forest. It
is then revealed that when Emmerich was attacked earlier in the woods by a
wolf he must have been infected. It turns out that Emmerich has unknowingly
been killing the brothers! For discovering that Emmerich is the werewolf,
your party will receive 420,000 exp. Now to search for a cure. But where?
Kieran at the inn might know something more about werewolves - it was his idea
in the first place.
Inform Kieran of the situation with Emmerich. He will give you an amulet
that will contain, but not cure, the lycanthrope. Better take this back to
Emmerich quickly!
Bowyer's House
--------------
Return and give Emmerich the amulet. He will be extremely grateful to you.
And you will receive another 420,000 exp!
Now that it appears that everyone in town is rather content for the moment,
let's head to Gloomfrost!
----------------------------------
| Did You Remember To... |
----------------------------------
| * Reunite the Dunn family? |
| * Pickpocket Purvis AGAIN? |
| * Find Edion Caradoc's Tower? |
| * Obtain the Vexed Armor? |
| * Confront Baldemar Thurlow? |
| * Solve the mystery of the |
| murders? |
----------------------------------
==============================================================================
4. Gloomfrost
==============================================================================
You will encounter several new creatures lurking around these mountains,
including Snow Trolls. Head north along the path. There are two branches,
one at (x 3430 y 640) and another at (x 3490 y 420) that lead west. They both
lead to the same point, so choose whichever one you want.
In the area where the two paths meet are the remains of two dwarves and
their camp, at (x 2360 y 885). Not a good omen. Search their items
(x 2393 y 810) to find:
3 Flaming Oils
The path continues to the south. As you head along the path, a floating
eye appears briefly, then disappears (x 2770 y 1560). Continue along the path
south. Soon the path will fork to the east and west. Head to the east first,
where you will soon come across a shield located at (x 3207 y 1590). It is:
Now head back and take the path that forks to the west. It will eventually
head north again. Along the way, you will cross an ice bridge (x 2475 y 2315)
that begins to crack, but nothing bad happens...yet.
Trouble is waiting for you at (x 2380 y 1560) in the form of a Frost Giant.
Take him out, then continue north. Once you reach (x 2200 y 1250) the path
once again winds to the west. You can either head immediately south through
the ice valley, or you can continue a short ways west, to (x 1720 y 1350) and
continue south along the raised path. Head south through the valley first.
As you head south through the valley, you will encounter first some Winter
Wolves, and then a battle between Winter Wolves and a Frost Giant. You can
either watch them fight, and attack the winner, or you can interrupt the fight
and try to kill them all. This way will yield more experience. Once you are
done here, backtrack to (x 1720 y 1350) and take the raised path south.
At (x 1670 y 2000) the road forks off to the NE, but continue south. The
road will eventually curve to the west. Upon reaching (x 785 y 2500) the road
continues to the west, but also branches off to the north. They both lead to
the same place, so head north. The mysterious floating eye once again appears
here.
Continue to make your way north along the path. When you get to
(x 260 y 1780) you will find 3 Snow Trolls feasting on a dead Polar Bear.
What's a hero to do? Kill the trolls, then head north - but be prepared for a
large attack by some more trolls.
The path will once again fork to the east after the massive troll
encounter.
Follow it east until it doubles back to the northwest. There is a party of
Glacier Yeti waiting for you here. Greet them with some steel.
Once you have dealt with the Yeti's, follow the path to its end. At
(x 1280 y 350) you will find the entrance to a cave. The search for the
Gloomfrost Seer continues inside!
From the entrance, follow the path east. It will curve south. At
(x 1785 y 890) be ready for a fight - a group of Remorhazes will attack. The
path will continue to the west.
EXTRA: Ramon Brasser has a useful method for defeating these vile ice
worms:
Upon reaching the end of the path heading west, a spectral vision appears
briefly, then disappears (x 575 y 870). Head south then east when the path
curves.
At (x 160 y 1800) you will encounter a hole much too small for you. Take
the path south. The path will open into a Remorhaz nest with eggs in the
center (x 925 y 2535). Dispatch the creatures and continue east.
The path will wind its way north, east, north, and then west. At
(x 3465 y 925) the mysterious spectral image makes another brief appearance.
At (x 2750 y 800) you have the choice of continuing north or heading to the
northeast. Go NE. There is a Blind Dwarven Smith named Tiernon at
(x 3290 y 600).
EXTRA: If you have a Bard, use him to talk to the dwarf when you first
encounter him. You will recognize him as the lost dwarven smith
Tiernon. More importantly, you will receive 26,250 exp. points
that you normally could not get without a Bard.
Tiernon knows that you are searching for the Seer, but she doesn't want to
see you. Convince the dwarf that you mean the Seer no harm, and he will help
you get to her. After this, ask the dwarf why he is there, and he will tell
you he is trying to forge a great weapon. Offer to help him. Now you have a
choice in what he makes, depending on which option you choose. Depending on
which number you choose, Tiernon will make the following:
Each weapon also has the following: +10% cold, +10% fire resistance.
You will also receive 80,000 exp. for helping, and you get to keep the weapon!
You can only have him make one weapon.
If your party has already played through Icewind Dale before starting Heart
of Winter, they might have come across the Restored Blade of Aihonen (received
from Jhonen when you return to Easthaven near the end of the game). If you
have this sword in your possession when you speak with Tiernon, he will refine
it for you (whether you want him to or not). Below are the stats for the
sword before the refining, (Restored Blade of Aihonen) and afterwards (Singing
Blade of Aihonen).
Remember Murdaugh, the inebriated Bard that you met at the Inn? You can
tell him about Murdaugh and the Glacier Rose, and Tiernon will make you one!
Give Murdaugh the rose and you will receive the one of the two largest
experience point awards in the game - a cool 630,000 exp!
Also, be sure and trade with him - his items are excellent!
EVIL: If you are into killing innocents, take out the dwarf to get:
13gp
Studded Leather Armor
War Hammer +2
Tiernon's Hearthstone
When you are finished here, head back and take the path north. The path
will lead to the exit from this area (x 2630 y 55).
------------------------------------------------
| What You Can Do At Tiernon's Forge |
------------------------------------------------
| 1. Obtain the Mirror of Black Ice |
| 2. Help forge a Gloomfrost weapon |
| 3. Repair Tiernon's Sundered Shield |
| 4. Obtain the Glacier Rose for Murdaugh |
| 5. Pickpocket Tiernon for his Hearthstone |
| 6. Return after talking with the Seer to |
| obtain the Amulet of Mirrored Ice |
| 7. Transform the Restored Blade of Aihonen |
| into the Singing Blade of Aihonen |
------------------------------------------------
After going through the northern exit, you will find yourself in a new area
of the Gloomfrost Cave. Take the path eastward. Another spectral face
appears at (x 1615 y 550). Head south from here. The path will curve to the
west and you will be ambushed by Ice Golem Sentries. Be careful of the trap
near (x 1340 y 1140).
From here you can either go south, which is a dead end, or head west. Go
west. The path will wind to the south, then to the east. Watch out for traps
here as well. Once you are heading east, the first path that branches off
will head north. This is also a dead end. Continue traveling east.
There will be two separate paths that both head north. Take whichever one
you want; they both meet up at the top. Where the two paths meet is a path
heading to the southeast. Head this way.
The path will quickly open up into a circular area at (x 3200 y 2435).
In the circular pit is a Remorhaz. After you kill it, have a mage cast
Dimension Door in order to enter the pit (remember to have two memorized).
Inside the pit you will find the following item:
The Seer reveals much more of the mysteries that the party has encountered,
centering mainly around what has possessed Wylfdene. You will learn
Wylfdene's weakness from her, which will net you 280,000 exp.
If you try to reason with the Seer in attempt to convince her to resist her
fear, you will fail...but you will also gain another 280,000 exp! When you
finish talking with her, she will offer to teleport you to the entrance of the
cave or to Tiernon the Dwarf. Choose to return to Tiernon.
EVIL: The Seer is a major person in the plot of the story. Killing her
may affect your ability to save Lonelywood. But, if you *must*
kill her, you will receive:
Once you have returned to Tiernon, ask him about the Seer and about the
mirror. He will reveal more secrets regarding the mirror. This will change
the mirror into:
Now you are ready to leave the Gloomfrost Caves. Return to Lonelywood if
you need to stock up or rest. Otherwise, head to the Barbarian Camp and
confront Wylfdene!
Speak with Angaar at the gate and he will take you to Wylfdene.
Once you gain access to Wylfdene's, seek to expose him. Give him the gift
of the mirror. An argument ensues over the mirror, and when Wylfdene finally
looks into it, it exposes his true form - that of the Dragon Queen Icasaracht.
This will get you 84,000 exp.
The Seer will appear at this point, and a fight between the two begins.
The Seer dies, but not before forcing Icasaracht to leave the body of
Wylfdene.
Now a fight breaks out between the barbarian clan loyal to Icasaracht and
those who are not. The latter are your allies in this battle. Attack members
of the Wyrm Tribe.
Be careful, however - the item is cursed. If you want, you can talk to the
other barbarians, but they aren't much help. Exit the tent through the last
door on the bottom right.
Eventually the battle will conclude on its own. You will receive 300,000
exp. Hjollder will ask you to hunt down Icasaracht. Take time to explore the
camp, to rest, resupply, and return to Lonelywood before accepting Hjollder's
request.
EXTRA: It is not necessary for your party to kill all the enemy
barbarians. I actually only killed a few myself, and the battle
ends after the barbarians finish them all off.
There are a number of containers in the camp that you can search. Near the
camp entrance, at (x 420 y 815) is:
Potion of Healing
Elixir of Health
Potion of Regeneration
Ring of Protection +2
Follow the circle of tents east and south. The three barrels at
(x 700 y 2450) contain:
North of the center of the camp (the circular area) is a small group of
tents. Off to the left side are 2 barrels. The one at (x 1905 y 890) has:
Potion of Strength
From the two barrels, head south until you are just past the line of tents,
then head east. You will reach a barrel at (x 3282 y 1292) which contains:
--------------------------------------------
One of the following items, given at random:
--------------------------------------------
Cloak of Invisibility (Invisibility 3/day)
Ogien's Scale (AC 2, Animal Rage 3/day)
--------------------------------------------
And finally, there is a tent just to the north of the previous barrel at
(x 3390 y 1000), which has the following:
Now you have solved the mystery surrounding the barbarians, and are on the
hunt for Icasaracht. But before you ask Hjollder to take you the the Sea of
Moving Ice, you should go back to Lonelywood and rest up, as well as buy
anything you still need. The barbarians will not let you return until you
have hunted down and killed Icasaracht.
Oh, and by the way...try to have everybody as healthy before returning back
to town. No reason in particular...
Lonelywood
----------
Once you have returned to Lonelywood, you should save your game. Now head
to the inn. There, you should rest and recover from your previous journey.
Upon leaving the inn, you will be met by two traveling mages: Vaarglan, and
his apprentice Alpheus. They have come from the Hosttower. Remember where
you have heard about the Hosttower before? That's right - it's part of
Kieran's past. It just so happens that these two mages are here to remove
Kieran's heart and return home with it. Of course, you aren't going to help
them, are you? Tell them you won't help, and they will teleport in some
mercenaries and attack you!
Vaarglan has:
113gp
Ring of Free Action
Robe of the Neutral Archmagi
Ring of Protection +2
Golden Girdle (+3 AC verses slashing)
Wand of Paralyzation
Barrier Amulet (casts Stoneskin and Globe of Minor Invulnerability
1/day)
42 gp
Plate Mail: Shadowed (AC 0, +3 AC versus missiles)
Fast Flail +2 (+1 attack per round)
32gp
Gauntlets of Ogre Power (Strength raised to 18/00)
Battle Axe +3: Fatigue (+20% chance that target is slowed)
Full Plate Mail +1 (AC 0)
74gp
Full Plate Mail +1 (AC 0)
Large Shield +1 (+2 AC, +1 AC versus missiles)
Gauntlets of Weapon Experience (+1 THAC0, +2 damage)
Long Sword of Action +4 (+1 atk/round, +15% slashing resistance, +1 AC)
99gp
Short Sword of Backstabbing +3
Boots of Stealth (+35% to Stealth)
Studded Leather Armor +4: Shadowed
(+20% piercing, slashing, fire, electrical resistance, +30% to Stealth)
Once you are done looting the bodies, return to the inn and inform Kieran
of the Hosttower mages. You will receive 630,000 exp. for protecting him!
Now we should return to the mayor and update him on the barbarian situation.
EXTRA: If you have not yet given Murdaugh the Glacier Rose, now would be
a good time to do so.
EVIL: When the mages question you about Kieran, you can choose to "sell
him out" and tell them that he is at the inn. However, you will
still have to fight them. What's more, Kieran will know about it,
and you won't get any of the experience for protecting him!
Sometimes evil is just a dumb choice... if you hate experience,
that is.
The Cartwright
--------------
When you get to the Baldemar's house, you immediately notice that something
is very wrong. Where is Baldemar's wife? A search of the downstairs will
turn up her body. Uh, oh! Head upstairs. Once upstairs, you will find the
body of Baldemar Thurlow in his study. While you are wondering who could have
done it, the guilty party steps out from the shadows. It's...Purvis! That's
right; everybody's favorite little gravedigger is really a cold-hearted
assassin. He reveals to the party that he was the real assassin sent to kill
Wylfdene, but the one-eyed delegate from the Ten-Town Council was mistaken for
the awaited assassin instead. To mask his failure at not having killed
Wylfdene, he decided to kill the Thurlows - and your party is next. With
that, he drinks a potion and runs outside. Follow him!
Once you get outside, you will walk into Purvis' ambush. Of course, there
isn't much that a lone assassin can do against an adventuring party. After
you crush Purvis, you will find:
Oil of Speed
Ring of Free Action
Short Sword of Backstabbing +3
Cloak of Non-Detection
Boots of Stealth (+35% to Stealth)
87gp
Now you should get ready for your journey to the Sea of Moving Ice. You
won't be able to come back and do any last minute shopping after this, so be
sure that you have completed all the town quests and have purchased whatever
items you wanted. Don't forget about Tiernon in the Gloomfrost, and Edion out
on Burial Isle. Once you are prepared, return to Hjollder and accept his
request. On to the Sea of Moving Ice - and Icasaracht!
----------------------------------
| Did You Remember To... |
----------------------------------
| * Complete ALL the Tiernon |
| quests? |
| * Find all the items in the |
| barbarian camp? |
| * Return to Lonelywood BEFORE |
| going to the Sea of Moving |
| Ice? (this is easy to miss!) |
| * Complete the final quests in |
| Lonelywood? |
| * Do any last-minute shopping |
| with Kieran, Edion, Emmerich |
| or Tiernon? |
| * Save your game? (in case |
| you forgot something) |
----------------------------------
==============================================================================
5. Sea of Moving Ice
==============================================================================
Landing Area: (AR 9600)
------------------------
First, go west to the ship and search the two barrels. The one
at (x 590 y 1940) contains:
6 Flaming Oils
4 Flaming Oils
Beornen (x 515 y 2230) can return you to the mainland if you need to return
for some reason.
When you are ready to go, make your way north and follow the trail as it
curves east. The path will soon open into a large open area where you will be
attacked by Greater Snow Trolls, Greater Ice Trolls, and Scrags. Head east to
the ruined ship at (x 1815 y 1735) and search the front end for:
-------------------------------------------------------------
One of the following items, given at random:
-------------------------------------------------------------
Namji's Robe (AC 5, Regenerates 1 hit point per round)
Robe of Armory
(AC 3, +10% crushing, piercing, slashing, missile resistance)
-------------------------------------------------------------
Once inside, you are immediately set upon by a large force of monsters.
When you are done fighting, head west. The path will curve to the south and
then back to the east. Keep going!
The path will curve once again, this time to the south. In the curve, at
(x 1370 y 915) is a corpse which has:
7 Flaming Oils
There is a bridge at (x 915 y 1100). Cross over it and keep going west.
Just past the bridge, at (x 250 y 1160) is the exit to the next area.
Once again you are ambushed immediately upon entering the area. Beware the
Water Kin Elemental in the lake. Your melee fighters won't be able to hit it.
Take it out with ranged attacks and spells.
From here, head south. At (x 735 y 1490) you will find another lake with
another Water Kin Elemental. From here, head east from the lake. At
(x 2020 y 1140) is a narrow ice ledge you can cross over. Keep heading east.
On the other side of the bridge you will be ambushed by a lot of skeletons.
After dispensing with them, search the skeletons. The one at (x 2715 y 925)
contains:
Wand of Lightning
1,000gp
Chainmail +2
Amulet of Protection +1
King's Tears
Emerald
524gp
From here, head a bit south for another encounter with the undead. Also
located here are two more corpses. On the one at (x 2870 y 1630) you will
find:
Now continue south. The path will turn to the west, but there is another
Water Kin Elemental at (x 3110 y 2210). Head west after dealing with it.
The corpse of a dragon splits your path in two at (x 1585 y 2350). Head
north, around the right side of the corpse's head, and search the creature's
rib cage at (x 1640 y 1740) for some awesome treasure, including:
Now backtrack to the dragon's head and go NW. At (x 1075 y 2260) you will
encounter Xactile and some Boneguard Skeletons. Xactile is a priestess of
Sekolah, and more importantly, she can heal you. She will also tell you that
the dragon queen Icasaracht lies behind the door NW of there.
Mourner's Armor (cursed - has some beneficial and some cursed stats)
EVIL: You don't have to attack the Xactile just because she is a
monster. But if you want to...you will receive:
Coral Plate Armor (AC 3, +15% Fire and Acid resistance, -2 Dex)
Mace +1
EXTRA: From here until the end of the game, you will be besieged by
hordes of Sahuagin. If you are high enough level, there is a
VERY effective way to fight them. Have your mage(s) cast
Abi-Dalzim's Horrid Wilting, a Level 8 spell. This spell will
kill water-based creatures instantly if they fail to save.
Neat, eh?
Now, pass under the rib cage and exit the area (x 630 y 2081).
Yet again you will be attacked immediately upon entry. After dealing with
the onslaught, head north to the next room. Beware - there are traps in
nearly every doorway in this area!
NOTE: If, for whatever reason, you attack the Ice Golem Sentries, even
if by accident, they will charge you and most likely bring many
monsters with them. So...don't hit them until you have cleared
out the first five rooms.
NOTE: You are unable to rest in this area. If you need to rest to
recover health and/or spells, you must go back to the previous
area (AR 9602)to do so. Leaving and returning will NOT reset the
monsters.
There is a Water Kin Elemental at (x 1920 y 1060). Kill it, then progress
to the next room, located NW of where you are.
In the room north of the Water Kin Elemental are three oil processors.
Search the one at (x 1700 y 630) for:
When you are done here, head back to the entrance to this area. Now, head
to the last two rooms, located west of the start. Once you have cleared both
of these rooms, go to the Golems at (x 1175 y 1125).
How do you get the Golems to move? Well, there may be more than one way,
but the way I did it was to force attack them (select more than one person,
and press F3). However, you absolutely MUST be ready, for a large number of
monsters will accompany them.
From the Golem area, head northeast. There is a device at (x 1190 y 745)
that you should smash. This destroys the preservation ward on the dragon,
allowing it to die. Why this is important is because Icasaracht has managed
to breed two dragons without souls. If Icasaracht should die, her soul
inhabits one of the dragons. Notice that there is no dragon and no device on
the opposite side of the chamber. Perhaps Icasaracht has already possessed a
new body... At any rate, smashing the orb will yield 10,000 exp. It will also
release a fairly weak snow attack on whoever is nearby, so make sure only one
character goes to break it, and preferably a character with high resistance
to ice attacks (like the character wearing the Vexed Armor)
NOTE: After having won the expansion pack twice, I decided to go back
to the final battle with Icasaracht and see if there was any
consequence of not breaking the device outside her lair. My
theory was that if the party didn't break it, she might then
possess the other dragon body. To my disappointment, this wasn't
the case. She still dies. So it appears that the only negative
effect of not breaking the device is not receiving the 10,000
exp. reward. Of course, who would want to pass up easy
experience?
Make your way NW and kill the Sahuagin creatures that abound. Be
especially sure to kill the Sahuagin Prince. Amongst other items, his corpse
will give up the Plain Key, which unlocks the door to the next area. He also
carries some nice armor.
On the far wall to the NW (where you fought the leagues of Sahuagin) are
several searchable containers. From left to right, the one at (x 362 y 848)
contains:
Mace +4: Pestilent Dawn (25% of all hits Cause Disease to target)
After you have rested and identified your new items, head to the locked
door NE of the device you smashed, located at (x 1370 y 470) and pass through
to the final area.
Finally! You have tracked down Icasaracht. And what do you know - she
isn't called the dragon queen for nothing! Feel free to question Icasaracht
as little or as much as you want, but all avenues will lead to one thing - the
final battle! Get ready for quite a fight. Oh, by the way...she is not alone
- she has brought the rest of the Royal Sahuagin household with her, including
the Sahuagin King.
NOTE: Now might be a good time to summon the Chilmandren Demon from the
Vexed Armor. Just a thought...
If you manage to slay the dragon, you will receive 50,000 exp. After you
slay the dragon, its soul flees into Icasaracht's Soul Gem, located at
(x 937 y 834).
NOTE: It took 146 points of damage for me to kill Icasaracht the dragon,
in case you want a general idea of how many hit points she has.
Destroying Icasaracht's Soul Gem will get you another 50,000 exp. But be
careful - it is far from defenseless! It likes to cast the highest level
Priest and Mage spells, including spells like Finger of Death and Incendiary
Cloud. The Soul Gem has somewhere around 140 hit points.
Finally, after a fearsome and heroic battle, you have managed to kill
Icasaracht, destroy her soul, and save the north from impending disaster. For
doing this, you receive 500,000 exp.
Now enjoy the endgame sequence. And don't forget that Kuldahar awaits you
once more!
_______ _ _
|__ __| (_) | |
| |_ __ _ __ _| |___
| | '__| |/ _` | / __|
| | | | | (_| | \__ \
|_|_| |_|\__,_|_|___/
__ _ _
___ / _| | |_| |_ ___
/ _ \ _| | _| ' \/ -_)
_ \___/_| \__|_||_\___|_
| | | |
| | _ _ _ __ ___ _ __ ___ __ _ ___| |_ ___ _ __
| | | | | | '__/ _ \ '_ ` _ \ / _` / __| __/ _ \ '__|
| |___| |_| | | | __/ | | | | | (_| \__ \ || __/ |
|______\__,_|_| \___|_| |_| |_|\__,_|___/\__\___|_|
by Michael Walsh
Ver 2.4
July 10, 2001
Questions? Additions?
E-mail me at: cumw7@pen.eiu.edu
Put "Trials of the Luremaster" in the Subject Line
-----------------------------------
TRIALS OF THE LUREMASTER
-----------------------------------
1. Castle Maluradek
2. The Crypt
3. The Dungeon
4. Cave of the Jackal
5. The Throne Room
-----------------------------------
==============================================================================
TRIALS OF THE LUREMASTER: WALKTHROUGH
==============================================================================
http://planetbaldursgate.com/iwd/info/luremaster/
If you have already played Heart of Winter, then you will notice something
different when you enter the Inn; there is a new person at (x 832 y 426). It
is a halfling whose name is Hobart Stubbletoes. If you talk to him, he will
attempt to get you to accompany him. He offers the lure of treasure and
adventure, but tells you little else. If you agree to journey with him, he
will Teleport Without Error your entire party to...
==============================================================================
1. Castle Maluradek
==============================================================================
-------------------------------
The Castle Courtyard (AR 9700)
-------------------------------
Hobart Stubbletoes will tell you a bit more about what is to be done in the
area. He informs you that you are in the Desert of Anauroch; more
specifically, the Castle of Maluradek. He will then head into a building.
Suddenly, you are attacked by several new enemies - Harpies!
-------------------------
Hobart's House (AR 9715)
-------------------------
Hobart still reveals little when talked to, but he will offer to sell you
items, weapons, and armor. You might want to check out his inventory - some
of his items may prove to be useful. (I have added Hobart's inventory to my
Heart of Winter - Store Items FAQ, which you can also find at: gamefaqs.com)
When you are done with Hobart, you should leave his house. From the entrance
to his place, head northeast. There is a door on one of the buildings that
line the eastern wall of the courtyard, located at (x 1752 y 560). Enter
the building.
EVIL: If you are feeling particularly evil, you can attack Hobart.
Killing him will yield the following:
89 gp
Leather Armor +2
Short Sword +2
Gauntlets of Dexterity
Light Crossbow of Speed
-----------------------------------
Abandoned Temple of Helm (AR 9713)
-----------------------------------
When you first arrive in this run-down temple, you are attacked by vicious
spiders! After you have defeated them, search the stack of books on the altar
(x 618 y 243) for:
There is nothing in the bowl next to it, but it will become more useful
alter. Once you are done, head outside once again to the courtyard.
Courtyard
---------
From the entrance to the Abandoned Temple, head west. At (x 813 y 397) is
a spectral figure. He is called the Luremaster, and he formally welcomes you
to Castle Maluradek. He will then give you a riddle to solve:
This riddle contains clues with regard to the areas you are in now and will
soon be in as well. This riddle might not make too much sense right now, but
it will become more useful as the game progresses a bit.
There are a total of four towers that you can access from this courtyard.
They are accessed by means of two staircases. The left staircase is located
at (x 754 y 1269), while the right staircase can be found at (x 1940 y 621).
It does not particularly matter in which order you visit the towers. I will
travel to the northwest tower first. Take the stairs at (x 754 y 1269) and
head north to the door at (x 73 y 127).
--------------------------------------
Harald the Cowardly Paladin (AR 9704)
--------------------------------------
You will meet Harald, who is quite possibly the most depressed (and
depressing) Paladin you will ever meet. Apparently, his cowardice has lead to
the death of people he cared for. He now wants only to die, and begs for you
to release him. If you are trying to maintain a good reputation, however, it
would be best not to kill him.
EXTRA: You can pickpocket Harald, if you are in need of items. You will
get the following item:
EVIL: You can also attack and kill the Paladin, if you wish. Doing so
will cause your reputation to plummet. You will receive 6,000
experience and the following items, however:
There is a lever in this room at (x 587 y 310). This lever will open up a
staircase in another one of the four towers. Each tower has a lever, and each
lever opens up a staircase in a DIFFERENT tower. (so there is a staircase in
this tower that we can not access yet. I guess you will have to come back
later...)
Finally, you might have noticed that there is an item on the ground in the
center of the room. Head to (x 440 y 449) to find:
That is about all that there is to do in this tower for the moment. Now
leave this tower, and head back down the stairs to the courtyard.
Courtyard
---------
From the lower level of the courtyard, head to the east, and take the
stairs (x 1940 y 621) to the upper level. Once you are there, head north to
the door at (x 76 y 123) and enter in.
--------------------------
The Harpy Queen (AR 9706)
--------------------------
If you can not get enough battles with Harpies, this should quench your
thirst. You will be attacked by two different types of Harpies: The regular
flavor of Harpy, as well as the Fiendish Harpy. Take them all out, and slay
their queen. When the Harpy Queen is slain, she will drop:
---------------------------------
The Adventurer's Tower (AR 9708)
---------------------------------
When you enter this tower, you will be greeted by another party of
adventurers. No matter how you deal with them, however, they will become a
bit aggressive with you - prepare to fight! Soon after the battle begins, the
mage in the enemy party will open a flask, releasing a Djinni into the fray!
If you defeat it, it will drop its sword, which is:
King's Tears
Fire Opal Ring
Ring of Free Action
Charged Battle Axe +2
Gauntlets of Ogre Power
Full Plate Mail +1
800gp
On the body of the enemy party's leader, Criek of Bane, you will find:
Fire Flail +3
Ring of Greater Resistance
Bag of Holding
231gp
You should now take a look in the Bag of Holding, for it contains:
Courtyard
---------
Return to the left staircase and head to the upper level. From here, you
should head south to the door at (x 737 y 937).
----------------------------
The Wyvern Matron (AR 9708)
----------------------------
As the name of this tower may indicate, you will be engaged in a deadly
fight with many Wyverns, including the Wyvern Matron. Truth be told, though,
this is probably the easiest battle of the three towers with enemies. After
defeating them, head over to the lever at (x 570 y 328) and flip it. While
you are here, you may also notice that there is a staircase heading to the
tower basement. Take it downstairs.
------------------------------------------------
| |
| In case you simply MUST know which tower |
| staircase will be opened by what lever, |
| please note the following: |
| |
| NW Tower <- opens -> Stairs SE in Tower |
| SW Tower <- opens -> Stairs NE in Tower |
| NE Tower <- opens -> Stairs SW in Tower |
| SE Tower <- opens -> Stairs NW in Tower |
| |
------------------------------------------------
--------------------------------------------
The Wyvern Matron - Test of Wisdom (AR 9701)
--------------------------------------------
The Luremaster will appear once more. (x 598 y 202) He will give you a
riddle to solve. The riddle is as follows:
You are then given a choice of several possible answers; each one has a
unique result. Your choices, and their results, are:
(not necessarily in the order they appear)
If you answer the riddle correctly, you will receive 120,000xp and The Tale
of Sir Giles. Now you should leave this tower, and head to the northeast
tower. (where you fought the Harpy Queen)
-------------------------------------------
The Harpy Queen - Test of Fortune (AR 9705)
-------------------------------------------
The Luremaster once again appears. (x 477 y 366) This time, your fortune
will be challenged. You find yourself in a room with six treasure chests.
Five of them are trapped, while the other one is safe to open. You are unable
to disarm the traps; do not even try. You must "test your fortune" by trying
to guess the correct chest. Furthermore, the chest is chosen at random, so it
will not be the same from one game to another! In the correct chest, you will
find:
Once you have managed to choose the correct chest, leave this tower, and
head south to the tower in which you fought the adventurers.
-------------------------------------------------------
The Adventurer's Tower - Test of Perseverence (AR 9707)
-------------------------------------------------------
The Luremaster will once again appear to you. (x 476 y 339) He will
proceed to test your perseverence by summing in an array of creatures, which
you must defeat. You will have to fight some Mustard Jellies, Shamblers, and
Red Myconids. Defeat them all and you will receive 120,000xp, as well as The
Tale of Sir Zierkki. Now that you are done here, return to the lower level of
the courtyard, and take the left staircase up. From here, head north, and
enter the tower. (the one in which you found the cowardly Paladin)
--------------------------------------------------------
Harald the Cowardly Paladin - Test of Strength (AR 9703)
--------------------------------------------------------
Once again, you should enter the tower, and then head down the stairs into
the basement. The Luremaster will be waiting for you. You will now have to
endure a test of your strength. This test is very similar to the previous
test. You will be forced to fight several Animated Plates. Once you have
defeated them, you will receive 120,000xp, and The Tale of Sir Erris.
Furthermore, you will find the following items (total) on the "bodies" of the
Animated Plates:
6 Plate Mail +1
2 Long Sword +1
2 Battle Axe +1
2 Bastard Sword +1
Now that you have all four of the Watchknight Tales, you should head back
outside. Take the stairs down to the lower level of the courtyard, and enter
the Abandoned Temple of Helm. (x 1752 y 560)
Once you are back in the temple, return to the altar, located at
(x 618 y 243). If you read the Manuscript of the High Watcher earlier, you
may remember the following passage:
"As I stood before the offering bowl that holds the symbol of Helm and
recited the evening prayers, the waters of the bowl turned dark and
cloudy. I placed my hand in the waters to retrieve the symbol, but my
hands found nothing. The symbol was gone."
Remember the Symbol of Helm that you found on the ground in the tower with
the cowardly Paladin? Place the Symbol of Helm in the offering bowl. This
will open a set of stairs under the alter, which are found at (x 607 y 292).
These stairs will lead you into the Crypt.
==============================================================================
2. The Crypt
==============================================================================
--------------------
The Crypt (AR 9714)
--------------------
From the start of this area, head east. There is trapped coffin at
(x 655 y 1856) which contains:
Broken Armor
Broken Shield
Heavy Crossbow of Accuracy
Bolt +2
From here, head into the southern room. There are a total of 6 shelves on
the wall, three on each side of the door. On the left side of the door,
search the shelf at (x 613 y 2059) for:
Static Darts +3
Boots of Avoidance
Now head over to the shelves on the right side of the door. One of the
shelves is empty, while the shelf at (x 895 y 1946) contains:
126gp
Ring of Holiness
Now head north, back into the center room. On the east wall are three
shelves. Search the top one for:
87gp
2 Sunstone Gems
Now continue north, into the northernmost of the three rooms. On the north
wall, at (x 337 y 1512) is a secret door. Open it up and pass through to a
small room. There is a shelf at (x 355 y 1244) which will yield:
Disintegrate (mage)
47gp
3 Moonbar Gems
Now return to the southernmost room. On the eastern wall of the room, at
(x 1117 y 2022) is a secret door. Open it, and pass through. There you will
find another secret door on the east wall. (x 1304 y 1939) You will be
attacked by some Wights. There are two more shelves for you to loot on the
northern wall. Search at (x 1486 y 1766) for:
Girdle of Bluntness
There is ANOTHER secret door on the eastern wall, (x 1737 y 1837) but
before you open it and pass through, head south. There is a huge pile of
treasure sitting in the middle of the room, just waiting to be claimed. Be
careful, however, since there are also many dangerous traps around the
treasure, and they are all to eager to claim YOU! The pile of treasure, when
completely looted, will yield:
4,217gp
Lynx Eye Gem
3 Sunstone Gems
4 Turquoise Gems
3 Fire Agate Gems
Now head north and take the secret door mentioned earlier to the east.
After a short walk, you will find a door at (x 1957 y 1571). It is locked,
however. Return to the three rooms that you had access to at the beginning of
this area. On the east wall of the center room, is a secret door.
(x 906 y 1774)
Just inside the door, on the northern wall, are three shelves. The top one
contains:
Water Opal
And, finally, you will find the following on the bottom shelf:
Domination (mage)
Just to the east of here are three more shelves. Search the middle one to
obtain the following:
Pearl Necklace
Bullet +2
Continue to the east. You will enter a circular room with several doors
(henceforth referred to as the Circular Room). Each door has a plaque above
it which has the door's name on it. Each of the doors is named after a
precious metal, all of which happen to be currencies in the Dungeons and
Dragons game. Below is the name of each door, and where it is located in the
room:
------------------------------------- -------------------------------------
| Upper Three Doors (left to right) | | Lower Three Doors (left to right) |
------------------------------------- -------------------------------------
| Platinum Door - (x 1714 y 1248) | | Bronze Door - (x 1960 y 1564) |
| Gold Door - (x 1872 y 1111) | | Copper Door - (x 2224 y 1529) |
| Electrum Door - (x 2136 y 1100) | | Silver Door - (x 2390 y 1379) |
------------------------------------- -------------------------------------
There is also a seventh door, on the east side of the wall. There is no
plaque bearing a description on it. You will be able to open this door once
you have opened the other six.
Now you should head back to the start of the area, and go to the northern
room of the three. There is a secret door on the east wall, located at
(x 660 y 1494). Go through the door and follow the path to the north. At the
end of the passage is a coffin (x 570 y 856) which contains:
Copper Key
Head to the west from this coffin. Do not worry about the wall - you can
walk right through it! You will then continue north, only to find another
coffin (x 372 y 433) with:
Silver Key
Now that you have some keys, it is time to return to the Circular Room.
Enter through the Copper Door at (x 2224 y 1529).
Copper Door
-----------
Head south. You will come to a room with Mummies and a Greater Mummy.
Once you are done fighting with the mummies, you will find the following on
then corpse of the Greater Mummy:
Gold Key
From the coffin, head east then north. At (x 2873 y 1502) you will be able
to head to the west or to the east. There is also another coffin here, this
one at (x 2925 y 1390). In this coffin is:
Platinum Key
From here, head east and then south. At the end of the trail (x 3615 y
1802) is a secret door. Go through it. Now continue to the south and west.
You will be attacked by many Skeleton Warriors along the way. At the end of
the path (x 1620 y 2650) is a secret door. You will enter a room with some
ghosts. At (x 1220 y 2625) is a coffin, which contains:
Electrum Key
Search the north wall at (x 1340 y 2410) for a secret door. Open it and
head north. You now find yourself in a long rectangular room. Head west, and
search the northern wall. At (x 938 y 2240) you will find a hidden door.
This door will take you back to the first three rooms that you had access to
in this area. Continue to the west only if you need to earn more experience
by fighting. Otherwise, take the hidden door path to the north, and return to
the Circular Room. Once you are there, unlock and enter through the Platinum
Door, which is on the upper row, farthest to the left (x 1714 y 1248).
Platinum Door
-------------
On the north wall, at (x 1255 y 1010) is a secret door. Open it and head
north. There are several representatives of the undead waiting for your
arrival. Destroy then, and continue to the north. Search the shelves along
the way. The shelf at (x 1004 y 910) contains:
Static Darts +3
14gp
Bastard Sword +3: Incinerator (50% chance 1d8 fire dmg, 10% chance
target is stunned)
Finally, to the north of here is another set of shelves. Search the one at
(x 769 y 623) to find:
Sphene Gem
230gp
Electrum Door
-------------
Open the door and head north. You will come to a room filled with ghosts.
On the eastern wall, at (x 2695 y 645) is a secret door. GO east. There are
more undead here for your killing pleasure, as well as a coffin
(x 3080 y 520). Search it to find:
Bronze Key
On the north wall, at (x 2920 y 420) is a secret door. Open it and head
north. On the north wall of the next room, at (x 2620 y 290) is another
secret door. Continue to the north if you simply MUST slay all undead.
Otherwise, return to the Circular Room, unlocking the remaining doors. (do not
enter through any of them, though) Once you have unlocked all of the doors,
you will hear a sound. You are now able to pass through the locked,
non-descript door on the northeast wall (x 2355 y 1210).
You will enter a room that apparently houses the Undead Convention of 2001.
(lots of undead) On the eastern wall, at (x 2907 y 990) is a secret door.
Open the door and enter through to reach the last chamber.
This is the final resting place of the four Watchknights that you have read
about in the four Tales. In each tale, you may recall that each Watchknight
fought the azure wyrm with a particular weapon. If you take the time to
search the four coffins in this room, you will notice that each one contains a
weapon from one of the four tales. This is how you determine which coffin
belongs to which Watchknight.
You need to place each tale in its respective coffin. Use the
above-mentioned hints if you would like to do this on your own. If you are in
a hurry, however...
1. Go to the west coffin, located at (x 3000 y 830). Open the coffin. This
is the tomb of Sir Erris. Inside, you will find:
Place The Tale of Sir Erris in this coffin. You will be thanked by his
spirit.
Mace +1
Place The Tale of Sir Giles in this coffin. You will be thanked by his
spirit.
3. Go to the east coffin, located at (x 3570 y 855). Open the coffin. This
is the tomb of Sir Zierkki. Inside, you will find:
Spear +1
Place The Tale of Sir Zierkki in this coffin. You will be thanked by
his spirit.
Place The Tale of Sir Geddian in this coffin. You will be thanked by
his spirit.
Once you have laid all four of the Watchknights spirits' to rest, you will
receive 420,000xp. You are now finished with the Crypt. Head back upstairs
to the Abandoned Temple and go outside. From here, head northwest until you
reach (x 790 y 355). This door leads to the Keep. You will find that the
door is now unlocked, so enter in.
---------------------------------
The Keep - Ground Floor (AR 9711)
---------------------------------
You are once again greeted by the Luremaster. He has come to give you
another riddle. The riddle is:
Now, wasn't that cheery? Regardless, you have quite a task - and a fight
- ahead of you!
To begin, head north. You will see Spectral Guards posted at the doors on
the north wall, as well as on the two staircases on the east and west sides of
the room. The guards will not attack you unless you try to pass between them.
They are formidable opponents, so do not fight them until you are ready, and
only fight them if you must. (you do not need to fight the two guarding the
door on the north wall)
From the center of the room, head west. You will come upon a staircase at
(x 215 y 1375). This leads to the upper level, but you will have to fight the
guards before you will be able to pass.
-----------------------------
The Keep - Floor 2 (AR 9712)
-----------------------------
Head north, then go east through the door. You will find yourself in a
small room with paths heading off to the north, south, and east. For
starters, head o the north and south. Here you will find pairs of Water Kin
Elementals. Defeat them, then head through the door to the east.
The next room appears to be a chapel of some sort, but that should not be
what immediately grabs your attention. There is a new enemy in this room, one
that fans of the Baldur's Gate series should be familiar with - the dreaded
Beholder!! Attack it fast and hard, because it has a number of attacks with
which it can charm, stun, and kill you!
After you manage to defeat the Beholder, head east down the hall. There is
a door which leads to a room at (x 1928 y 341). In this room is a shelf with:
Now return to the hallway and continue to the east, heading south when the
hallway curves. On the western wall is another door (x 2155 y 510). There is
a bookshelf in this room which you should search, for it holds:
At (x 2070 y 1350) you will find a path that leads south to a library.
Head south and search the bookshelves. The shelf on the left contains:
Acid Storm (mage)
Power Word: Kill (mage)
Disintegrate (mage)
Now head west down the hall. After passing through a door, head north.
You will come face to face with the king of the castle, Lord Maluradek
himself! Prepare yourself for a fight! This ruler has a formidable spell
library - he can even cast Power Word: Kill, so make sure that your party
members remain above 90 hit points. (assuming that they have that many to
begin with) When you finally defeat this rascally ruler, you can search his
body for the following:
Dead God's Dreaming (+5 vs. Good, casts Emotion: Fear 3/day, Symbol of
Pain 1/day)
Maluradek's Journal
This will show you how the king, who is the villain in the stories you have
read thus far, views his actions. Head east into the next room. In this
room, you will find a secret door on the eastern wall (x 1725 y 880). It will
lead you to a small room with some items scattered on the floor at
(x 1860 y 797). Search here to find:
Dungeon Key
High Quality Bastard Sword
Full Plate Mail +1
Great Shield +3
Now you should backtrack to the stairs that you came up on, and return to
the lower level of the Keep.
Once you are back on the first floor of the Keep, head to the right side of
the room. Take the stairs at (x 2200 y 740) up to the next level. From here,
head north. There is a series of bookshelves which line the wall. Most of
them only provide books which you have most likely read if you have played
other games in the Icewind Dale series. However, check out the bookshelf at
(x 1965 y 75) for a couple of spells:
242gp
Cloak of Non-Detection
Now head back down the stairs to return to the previous level. From the
base of the stairs, head south. There is a door at (x 2030 y 1272) which you
can open only if you retrieved the Dungeon Key from upstairs. Guess where it
leads? The dungeon, of course! Take the set of stairs at (x 2447 y 1539)
down to the Dungeon.
==============================================================================
3. The Dungeon
==============================================================================
---------------------------
The Holding Area (AR 9716)
---------------------------
Go through the door. You will come to another door that is flanked by two
levers. Do not pull the levers yet - they do not open THIS door. The door is
locked, but you can open it with a Thief, the Knock spell, etc. Open the door
and pass through. You will notice several doors on either side of the hall.
These doors are opened by the levers that you found. Pull one of the levers.
The doors on one side of the hall will open, depending on which lever you
pulled. Out of these rooms will come a series of enemies, but none of them
are as difficult as anything you have faced thus far.
EXTRA: You can pull both levers BEFORE you open the door. If you pull
the two levers and then wait, the monsters will begin to fight one
another. This means that you will have to face fewer enemies, but
you will also receive less experience - the choice is yours.
After you finish the last of the enemies, head north to the door at
(x 500 y 227). Unlock and open the door to proceed to the next area.
----------------------
The Dungeon (AR 9717)
----------------------
Head north a little, but do not enter the room itself. There is barrel at
(x 2235 y 955) which contains:
In the four corners of this room are four doors which will open when you
approach them. Behind each of them is a Beholder. The best strategy for
dealing with this threat is to take them on ONE AT A TIME!! In the north part
of the room is another barrel that you can search (x 1757 y 487). It has:
Skull
Now return to the main room in this area, and enter through the door on the
right side of the room, at (x 250 y 664). This section is virtually a mirror
image of the section you were just in. You will find another body in a cell
at (x 3452 y 1256) that also has:
Skull
Once again, return to the main room in this area, and this time head north
to the end of the path. At (x 1498 y 255) you will encounter a Magic Mouth.
It will not let anything pass that does not have two heads and no eyes.
Well, you have two Skulls, which count as heads, and they do not have any
eyes. Therefore, you are allowed to pass. You will also receive 420,000 for
figuring out this puzzle. Head north through the door to the next area.
--------------------------
The Bard's Cell (AR 9718)
--------------------------
You will come up against a gate, but the switch at (x 1203 y 1095) will
open it. Head north and you will once again encounter the Luremaster. He
tells you that there are no more riddles for you to solve; you must escape
from this room on your own. He will, however, say the following:
(this rhyme scheme seems reminiscent of a poet from the land of Nevermore)
With that, the gate closes behind you, and you face a new threat - Olive
Slimes. This particular enemy is not notable for its deadly attacks so much
as for its incredible resistance to your weapons. Therefore, you should use
fire and/or magical attacks on it.
Once the threat has been diminished, you should search the barrel at
(x 1266 y 813) for:
Antidote
Also be sure to search the barrel at (x 841 y 443) for:
Antidote
There are three doors: One to the west, one to the east, and one to the
north. The ones to the west (x 323 y 1050) and to the east (x 1195 y 574)
lead to only a couple of enemies and no treasure. The door to the north
(x 555 y 423) leads to an empty room. However, on the eastern wall of the
room, at (x 550 y 279) is a secret door that leads to the next area.
==============================================================================
4. Cave of the Jackal
==============================================================================
-----------------------------
Cave of the Jackal (AR 9800)
-----------------------------
You are now in a cavernous area. Head north, but beware, for there are
several traps along the way. You will also encounter a new type of creature -
the Jackal Shaman. This is a cave full of Jackal creatures. They are
formidable foes, but are not too dangerous. Follow the path as it curves to
the east. At (x 1066 y 427), where the path splits to the south and the east,
go south.
Head south and fight the Jackal Warriors that you encounter. To the left
of where they attack you is a small alcove. At (x 550 y 550) you will find:
Now head south a bit, then head east. There is a chest at (x 1270 y 890)
which contains:
Elixir of Health
Potion of Heroism
1,800gp
Just to the north of this chest is a closet (x 1235 y 807). In it, you
will find:
After defeating this group of enemies, continue to the south. At the far
south of the cave is a circle of stones that somewhat resembles Stonehenge.
Around the circle stand two Summoners. These summoners will keep bringing in
enemies for you to fight unless you kill the mages quickly. There is a path
that wraps around the Summoning Circle. At (x 338 y 2121) is a bed which
contains:
Scroll
This scroll contains clues that pertain to your escape from this area, so
hold on to it. A bit further to the south, at (x y ), is a chest which
contains:
To the south of the chest is a doorway. Ignore this doorway for now.
Now head north all the way to the top of the area. From here, head east along
the path. You will find a door at (x 1562 y 337), but you should pass it by
for now. Follow the path as it curves to the south. At a staircase heading
east, you will be attacked by some Shamblers. From here, you can either head
southwest, or you can go east up the stairs. The stairs lead only to more
battles with Shamblers, so head southwest instead.
While traveling to the southwest, you will come upon a Jackal Warrior at
(x 2169 y 880). His name is Rikasha. If you talk with him, he will offer to
tell you about several things, like the Luremaster and Hobart. He will also
offer you his services in healing, and if you need to rest, he will guard over
you while you do so. He will also mention something about a Portal that you
might be able to use to escape the caves.
EVIL: You can attack Rikasha if you want. Doing so yields no items, but
you will gain 8,000xp, which is more than usual for a Jackal
Warrior.
From the Jackal Warrior, head south. At (x 1880 y 2104), the path splits
to the south and to the east. Head to the south first, where you are attacked
by more of the Jackal populace. At (x 2135 y 2350), search the crate for:
Icelance (mage)
Ice Storm (mage)
Stoneskin (mage)
Emotion: Hopelessness (mage)
Continue south and cross over the stone bridge. To the west is a door, but
ignore it for now. To the east are two shelves. Search the left shelf,
located at (x 2518 y 2522) for:
Oil of Speed
Antidote
Potion of Absorption
Potion of Genius
Now head back to the north, and this time follow the path to the east. You
will face a group of Jackalmen and Glabrezu. At (x 3311 y 2025) is the Temple
of the Lake, which Rikasha had mentioned to you. In the center of the temple
is a five point star. This star will become much more useful later. For now,
head north from the temple. The path will curve to the west, and you will
face Sword Spiders. At (x 2920 y 980) is a closet with:
Tranquil Bolt x6
Ring of Animal Friendship
----------------------------------------------
Cave of the Stones - Dire Bear Area (AR 9801)
----------------------------------------------
When you enter this area, you will be attacked by a slowly increasing
stream of Dire Bears. They hit hard, so do not toy with them! After you
defeat them, head north to (x 2850 y 470). There is an altar here - the Altar
of Night - which is guarded by two Stone Nuisances. There is nothing that you
can do with the altar right now.
From here, make your way back to the south. At the Temple of the Lake,
head west. When the path splits to the west and the south, head south. At
the end of the path, turn and go west. There is a door here which leads back
to the Cave of the Stones. Enter through the door.
------------------------------------------
Cave of the Stones - Harpy Area (AR 9801)
------------------------------------------
As soon as you enter into this section of the cave, you are beset upon by
quite an array of Harpies! This is one of the most difficult battles in the
game, but take heart! Here you will encounter Harpies and Fiendish Harpies,
both of which you have already encountered. However, there is a new type here
as well: the Infernal Harpy! This one likes to attack you with fire, so
beware!
Flawed Pearl
To the west of the cave entrance is another altar guarded by two Stone
Nuisances. But nothing can be done with the altars right now, so head back
outside of the cave.
From the entrance of the cave, head north. When the path splits to the
east and the west, head west. When you reach the Summoning Circle at
(x 850 y 2185), head to the southwest. There is a door at (x 315 y 2610)
which leads to another section of the Cave of the Stones.
------------------------------------------
Cave of the Stones - Jackal Area (AR 9801)
------------------------------------------
What could be more exciting than entering a room and being surrounded by
Jackals, Greater Jackals, Stone Nuisances, and Jackal Shaman? If your answer
is "nothing", then welcome to paradise. But the rest of us will prepare for a
major battle! At (x 793 y 2210) is a chest which holds:
The Day Altar can be found at (x 524 y 2407), but we shall return later to
deal with that. Now you should head back outside the cave.
From the Summoning Circle, head north until you reach the door at
(x 1270 y 1270). Take the door to enter another section of the Cave of the
Stones.
---------------------------------------------
Cave of the Stones - Minotaur Area (AR 9801)
---------------------------------------------
From the chest, continue to the west. At (x 1445 y 1505), you will
encounter a Minotaur who pleads with you not to kill him. He then runs off.
Follow him, but be careful - he is leading you into an ambush! When the path
spills into a room, you will be attacked by a horde of Minotaurs, Minotaur
Elders, and the Minotaur Lord himself! The Minotaur Lord, when defeated, will
drop:
After mopping up with the Minotaurs, head north. At (x 720 y 447), you
will find the Altar of Heaven. Head back to the entrance, and exit the cave.
From the cave you just left, head north until the path splits to the west
and the east. Now head east. There is a door at (x 1562 y 344). Enter in to
arrive at the final section of the Cave of the Stones.
-------------------------------------------
Cave of the Stones - Spider Area (AR 9801)
-------------------------------------------
Flawed Emerald
At (x 2267 y 1167) you will find the Earth Altar, but you can not do
anything with it at the moment. Therefore, head back to the cave entrance,
and exit the cave.
From the cave you just left, head west, and take the first path south that
you come to. Once again, enter the Minotaur Area cave, the door to which is
at (x 1270 y 1270).
---------------------------------------------
Cave of the Stones - Minotaur Area (AR 9801)
---------------------------------------------
Head to the west, passing by the chest in which you found the gem.
At (x 1400 y 1500), follow the path to the southwest. You will find a chest
at the end of the path (x 730 y 1470). This is the Chest of Seasons. There
is an inscription on it that reads:
You may remember having seen this line before, if you had read the Scroll
that you picked up earlier. What you need to do is to place the 5 Flawed
Stones that you have found in the chest. One by one, they will all disappear!
Now, remember all of the alters that you found, but could do nothing with?
Well, on each altar is a new Gem, which is a higher quality than the ones
which you placed in the chest. What you must do now is backtrack and enter
all five caves again, head to the five altars, and collect the five stones.
Fortunately, with the exception of the Stone Nuisances, which will also be
there, even if you destroyed them earlier, you will not have to fight the
other battles again.
Below is a chart that shows what each Flawed Gem upgrades to, as well as
what cave it can be found in.
-----------------------------------------------------------------------------
| Guide to the Flawed/Flawless Gem |
-----------------------------------------------------------------------------
| FLAWED GEM | FLAWLESS GEM | WHERE FOUND |
-----------------------------------------------------------------------------
| Flawed Pearl --> Flawless Waterstar Gem --> Harpy Area |
| Flawed Emerald --> Flawless Diamond --> Spider Area |
| Flawed Skydrop Gem --> Flawless Star Sapphire --> Minotaur Area |
| Flawed Fire Agate Gem --> Flawless Sunstone Gem --> Jackal Area |
| Flawed Moonbar Gem --> Flawless Moonstone Gem --> Dire Bear Area |
-----------------------------------------------------------------------------
Once you have gathered all five of the gems from the altars, return to the
Temple of the Lake, located at (x 3311 y 2025). Once there, you will notice
(especially if you hold down the ALT key) that at each point of the star is a
place for you to put a gem. Before you begin, you might want to study the
Scroll that you found earlier. If you put a gem in the wrong place, you will
be attacked by Cornugons. You do NOT want to fight these!
NOTE: Do NOT place all five gems in one location! Doing this will
summon a LOT of COrnugons. More importantly, this will cause the
game to crash.
1. Head to (x 3252 y 1970). This is the left point of the star. Place
the Star Sapphire here. ["Heaven above..."]
2. Next, go south to (x 3315 y 2092). This is the southernmost point of
the star. Place the Flawless Waterstar Gem here.
3. From here, head to the northeast a few steps. At (x 3399 y 2043) is
another point on the star. Place the Flawless Diamond here.
["...Earth and Sea below"]
4. Nest, go a few steps to the northeast. At (x 3365 y 1972) is the
fourth point of the star. Place the Flawless Sunstone Gem here.
["Sun's flight..."]
5. Finally, head to the final point on the star, located at
(x 3224 y 2046) and place the Flawless Moonstone Gem here.
[..."Day turns to Night."]
Upon completing these five steps, the portal will activate. Place the
cursor (should look like a spell casting cursor now) on the center of the
portal, and click on it. Your party will be teleported out of the caves.
==============================================================================
5. The Throne Room
==============================================================================
---------------------------------
The Keep - Throne Room (AR 9711)
---------------------------------
When you come to your senses, you will find yourself back in the Keep. You
have been teleported onto the other side of the locked door. In other words,
you are in the throne room. You will encounter the Luremaster here, and he is
impressed that you have been so successful. He has but one request of you
now - put the souls of the castle citizenry to rest. And with that, you are
thrown into the final battle!
The Luremaster himself will attack you in this battle. As if that were not
bad enough, the spirits of long dead heroes will also attack you. The heroes
come from a variety of classes, including mage and warrior, so be prepared to
attack and defend appropriately.
When (and if) you manage to put the troubled spirits of the Keep to rest,
you should head north, and search the throne at (x 863 y 361). Inside, you
will find:
Tarnished Ring
==============================================================================
Why Play Heart of Fury Mode
==============================================================================
A new addition to Icewind Dale that can be enjoyed after installing the
Heart of Winter expansion pack is the "Heart of Fury" difficulty mode.
Normally, the addition of another difficulty level to a game is not seen as a
great improvement, nor is it usually able to extend the replayability of a
game. However, the new "Heart of Fury" mode does exactly that. The most
noticeable differences are that the monsters are MUCH more difficult to kill,
and the experience point rewards for killing them has gone up dramatically.
In addition, there are other changes that make the game much more enjoyable to
play. Throughout the original Icewind Dale game are additional minor enemies
to fight. For example, when you are raiding Dragon's Eye in Heart of Fury
mode and you are preparing to confront Presio and her undead hordes, you are
in for a surprise - this time she has hired out a fighter and also called in
her apprentice to help! There are several instances of this occurring
throughout the game, serving to make the game exciting enough to play through
a second time.
In order to enable these new changes to the original game, you must do one
or more of the following:
1. You must have completed the expansion pack on any difficulty level.
This will enable the extra enemies regardless of the difficulty level
you are playing at.
2. You can also start the game in "Heart of Fury" difficulty mode. The
changes are automatically enabled in this mode.
Obviously, you can do both of these. Doing this will also enable the
additions.
Below I have provided a list of some of the changes you will find while
playing through the original game in "Heart of Fury" mode. Note that this is
only a partial list of the most notable changes. There may be more subtle
additions as well.
1. Larger experience point rewards: Double the amount for all Quest
Experience, and several times more experience in battles. (see the
following section for detailed Fighting Experience information)
3. All monsters have MANY more hit points. (this DOES include your
Summoned Monsters, making the Ogre Belt and Monster Summoning spells
VERY useful!)
==============================================================================
Experience Charts: Icewind Dale and Heart of Winter
==============================================================================
-----------------------------------
| Contents of this Section: |
-----------------------------------
| The following section of this |
| document is LONG. What you |
| will find in this section is: |
| |
| 1. Explanation of experience |
| awards and difficulty |
| levels. |
| 2. List of experience points |
| for the main game in both |
| "Normal" and "Heart of |
| Fury" difficulty modes. |
| 3. List of experience points |
| for expansion pack in |
| "Normal" and "Heart of |
| Fury" difficulty modes. |
-----------------------------------
In Icewind Dale: Heart of Winter, there are two types of experience: Quest
Experience, and Fighting Experience. For purposes of understanding this
section, I have defined "Fighting Experience" as the experience points you
receive immediately upon killing a monster. "Quest Experience" Is almost
always obtained by talking to someone after doing what they asked you to do.
Sometimes, completing a quest involves killing a monster. Remember that the
"Fighting Experience" is received upon killing the creature, while the "Quest
Experience" is not.
1. The monsters give you SEVERAL times the normal amount of experience.
2. The monsters are all MUCH more difficult to kill.
3. The quests give you more experience.
4. It is quite possible to build your characters up to Level 30 quickly.
Now for the monsters. You will receive much more experience from killing
enemies while playing in the "Heart of Fury". In the charts below, I have
listed every enemy character in Icewind Dale: Heart of Winter. The first
chart contains enemies from the main game. The second list contains enemies
from the Heart of Winter Expansion Pack. These charts include both the
enemies from the main game as well as from the expansion pack. To the right
of each name are two columns. The first one is the experience point amount
for killing the creature in "Normal" difficulty mode. The second column is how
many experience points each enemy yields in the "Heart of Fury" difficulty
mode. The enemies are listed in alphabetical order, and each major region has
its own separate chart. Note that any unique enemies appear at the end of
each list in their own section, and are not listed alphabetically along with
the other monsters..
NOTE: There are some enemies on this list that are added to the main
game when the Heart of Winter expansion pack is installed (for
example, Presio's Apprentice). You must have the expansion pack
installed in order to encounter EVERY enemy on this list.
=====================================
Experience Point Totals - Main Game
=====================================
Easthaven
=========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Beetle 35 2,140
Goblin 15 2,060
Goblin Elite 45 2,180
Wolf 120 2,480
----------------------------------------------------
Orc Cave
========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Ogre 270 3,480
Orc 15 2,060
Orc Archer 35 2,140
Orc Elite 35 2,140
Orc Shaman 35 2,140
----------------------------------------------------
Kuldahar Pass
=============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Goblin Archer 25 2,100
Goblin Archer Marshal 35 2,140
Goblin Marshal 35 2,140
----------------------------------------------------
Kuldahar
========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Neo Orog Avenger 270 3,080
Neo Orog Marauder 420 3,680
Tundra Yeti 420 3,680
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Carrion Crawler 420 3,680
Ghast 650 4,600
Ghoul 175 2,600
Lesser Shadow 350 3,400
Skeleton 65 2,260
Yeti 420 3,680
Yeti Chieftain 600 4,400
Zombie 65 2,260
----------------------------------------------------
Lysan 700 4,800
Therik 500 4,000
----------------------------------------------------
Kreeselack's Tomb
=================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Chosen Zombie 975 5,900
Imbued Wight 1,400 7,600
Mummy 3,000 14,000
Shadow 420 3,680
Skeletal Mage 500 4,000
Skeleton Archer 125 2,500
Spectral Guard 500 4,000
Spectral Knight 100 2,400
Tattered Skeleton 65 2,260
Temple Guardian 100 2,400
Wight 1,400 7,600
----------------------------------------------------
Myrkul's Sending 600 4,400
Mytos 1,000 6,000
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Acolyte 420 3,680
Verbeeg 420 3,680
----------------------------------------------------
Dragon's Eye
============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Blast Skeleton 0/500 0/4,000
Bombardier Beetle 420 3,680
Cold Wight 1,400 7,600
Eldathyn 1,500 8,000
Histachii 120 2,480
Ice Troll 175 2,700
Lizard Man 65 2,260
Lizard Man King 420 3,680
Lizard Man Shaman 1,300 7,200
Phase Spider 1,400 7,600
Poison Zombie 1,100 6,400
Sword Spider 2,000 10,000
Talonite Priest 1,000 6,000
Talonite Priestess 1,000 6,000
Tough Lizard Man 310 3,240
Troll 1,400 7,600
Undead Lieutenant 2,000 10,000
Wraith Spider 1,400 7,600
Yuan-ti 1,400 7,600
Yuan-ti Elite 1,400 7,600
Yuan-ti Mage 2,500 12,000
Yuan-ti Priest 1,400 7,600
----------------------------------------------------
Albion 3,000 14,000
Geelo the Librarian 2,000 10,000
High Ritualist 1,400 7,600
High Summoner 1,400 7,600
Presio 4,000 18,000
Presio's Apprentice 2,000 10,000
Sharra the Healer 420 3,680
Warrior 2,500 12,000
Yxunomei 46,000 186,000
----------------------------------------------------
Severed Hand
============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Armored Skeleton 900 5,600
Bladed Skeleton 1,300 7,200
Burning Skeleton 1,500 8,000
Serrated Skeleton 2,000 10,000
Severed Soul 1,400 7,600
Shadowed Elven Acolyte 1,100 6,400
Shadowed Elven Archer 1,350 7,400
Shadowed Elven Cleric 1,400 7,600
Shadowed Elven Officer 1,500 8,000
Shadowed Elven Priest 1,500 8,000
Shadowed Elven Swordsman 1,300 7,200
Shadowed Elven Wizard 1,750 9,000
Shadowed Goblin Archer 750 5,000
Shadowed Goblin Grunt 800 5,200
Shadowed Goblin Marksman 850 5,400
Shadowed Goblin Trainer 950 5,800
Shadowed Goblin Warrior 900 5,600
Shadowed Ogre 175 2,700
Shadowed Orc Archer 750 5,000
Shadowed Orc Grunt 800 5,200
Shadowed Orc Marksman 850 5,400
Shadowed Orc Shaman 1,100 6,400
Shadowed Worg 850 5,400
Shadowed Soul 1,100 6,400
Shattered Soul 1,200 6,800
----------------------------------------------------
Kaylessa 1,300 7,200
----------------------------------------------------
Dorn's Deep
===========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Blue Myconid 750 5,000
Bronze Sentry 5,000 22,000
Drow Sorcerer 3,000 14,000
Drow Spellsword 3,000 14,000
Drow Vanguard 3,000 14,000
Ettin 3,000 14,000
Greater Mummy 8,000 34,000
Neo Orog General 2,000 10,000
----------------------------------------------------
Krilag 3,000 14,000
Terikan 10,000 42,000
----------------------------------------------------
Wyrm's Tooth
============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Black Ice Knight 7,000 30,000
Frost Giant Guard 8,000 34,000
Frost Salamander 4,000 18,000
Glacier Yeti 1,000 6,000
Greater Ice Troll 1,000 6,000
Joril's Bodyguard 9,000 38,000
Snow Troll 1,400 7,600
White Wyrm 5,000 22,000
Winter Wolf 1,000 6,000
----------------------------------------------------
Frostbite 7,000 30,000
Gorg 8,000 34,000
Kerish 5,000 22,000
Kontak 8,000 34,000
Joril Frostbeard 9,000 38,000
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Blind Minotaur 3,000 14,000
Boneguard Skeleton 4,000 18,000
Creeping Doom 420 3,680
Earth Elemental 6,000 26,000
Fire Elemental 6,000 26,000
Fire Giant 8,000 34,000
Giant Spider 450 3,800
Invisible Stalker 3,000 14,000
Iron Golem 13,000 54,000
Kraken Society Mage 11,000 46,000
Minotaur 3,000 14,000
Priest-Mage of Vhaeraun 10,000 42,000
Red Myconid 1,750 9,000
Rhinoceros Beetle 4,000 18,000
Salamander 2,000 10,000
Shrieker 120 2,480
Tarnished Sentry 6,000 26,000
Thief 2,000 10,000
Tower Archer 5,000 22,000
Umber Hulk 4,000 18,000
Water Elemental 6,000 26,000
Zombie Lord 7,000 30,000
----------------------------------------------------
Fleezum 3,000 14,000
Flozem 3,000 14,000
Ilair 9,000 38,000
Kelly 8,000 34,000
Maiden Ilmadia 7,000 30,000
Malavon - Real 50,000 202,000
Malavon - Simulacrum 11,000 46,000
Marketh 8,000 34,000
Revered Brother Poquelin 0 0
Seth 7,000 34,000
Shikata 5,500 24,000
The Idol 10,000 42,000
----------------------------------------------------
Return to Easthaven
===================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Cyclops 4,000 18,000
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Belhifet 73,000 150,000
Cryshal Sentry 0 0
Cornugon 12,000 50,000
False Pomab 0 0
Pomab 20,000 82,000
----------------------------------------------------
=========================================
Experience Point Totals - Heart of Winter
=========================================
Lonelywood
==========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Greater Werewolf ??? ????
Alpheus 4,000 18,000
Mercenary Thief 4,000 18,000
Mercenary Warrior 3,000 14,000
Priestess of Shar 3,000 14,000
Purvis 11,000 46,000
Vaarglan 8,000 34,000
----------------------------------------------------
Burial Isle
===========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Barrow Wight 3,750 17,000
Black Bear Spirit 5,000 22,000
Drowned Dead 4,000 18,000
Ghost Shaman 4,500 20,000
Wailing Virgin 3,750 17,000
Wolf Spirit 4,500 20,000
----------------------------------------------------
Mebdinga 4,500 20,000
Polar Bear Spirit 15,000 62,000
Skaldar 6,000 26,000
----------------------------------------------------
Gloomfrost
==========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Frost Giant 7,000 30,000
Frost Salamander 2,000 10,000
Glacier Yeti 1,000 6,000
Ice Golem Sentry 14,000 58,000
Polar Bear 1,400 7,600
Remorhaz 10,000 42,000
Snow Troll 1,400 7,600
Winter Wolf 1,000 6,000
----------------------------------------------------
Barbarian Camp
==============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Wyrm Tribe Warrior 4,000 18,000
----------------------------------------------------
Sea of Moving Ice
=================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Bergclaw 3,000 14,000
Greater Ice Troll 3,000 14,000
Greater Snow Troll 3,000 14,000
Scrag 3,000 14,000
----------------------------------------------------
Ice Palace
==========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Berg Yeti 3,000 14,000
Boneguard Skeleton 4,000 18,000
Bone Scavenger 3,000 14,000
Cold Bones 3,000 14,000
Frozen Bones 4,000 18,000
Iced Bones 3,000 14,000
Water Elemental Kin 3,500 16,000
----------------------------------------------------
Xactile 6,000 26,000
----------------------------------------------------
Inner Palace
============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Sahuagin 500 4,000
Sahuagin Elite Guard 2,000 10,000
Sahuagin Royal Guard 3,000 14,000
Vodyanoi 3,000 14,000
----------------------------------------------------
Icasaracht 50,000 202,000
Icasaracht's Soul Gem 50,000 202,000
Sahuagin King 3,000 14,000
Sahuagin Prince 2,000 10,000
Sahuagin High Priestess 3,000 14,000
Sahuagin Underpriestess 2,000 10,000
----------------------------------------------------
==================================================
Experience Point Totals - Trials of the Luremaster
==================================================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Animated Plate 5,000 22,000
Earth Elemental 10,000 42,000
Fiendish Harpy 2,000 10,000
Fire Elemental 10,000 42,000
Harpy 1,000 6,000
Ice Golem Sentry 14,000 58,000
Iron Golem 13,000 54,000
Mustard Jelly 4,000 18,000
Phase Spider 1,400 7,600
Red Myconid 1,750 9,000
Rhinoceros Beetle 4,000 18,000
Shambler 12,000 50,000
Sword Spider 2,000 10,000
Water Elemental 10,000 42,000
Wyvern 1,400 7,600
----------------------------------------------------
Adran Runeshadow 6,000 26,000
Criek of Bane 7,000 30,000
Djinni 11,000 46,000
Harpy Queen 7,000 30,000
Shelhai 7,000 30,000
Wyvern Matron 2,000 10,000
----------------------------------------------------
The Crypt
=========
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Blast Skeleton 0/500 0/4,000
Boneguard Skeleton 4,000 18,000
Crypt Thing 975 5,900
Greater Mummy 14,000 58,000
Ghost 7,000 30,000
Mummy 3,000 14,000
Ochre Jelly 270 3,480
Revenant 3,000 14,000
Skeleton Warrior 4,000 18,000
Wight 1,400 7,600
----------------------------------------------------
Maluradek Castle - The Keep
===========================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Beholder 14,000 58,000
Invisible Stalker 3,000 14,000
Spectral Guard 5,000 22,000
Water Kin Elemental 3,500 16,000
----------------------------------------------------
Lord Maluradek 6,000 26,000
Rakshasa 7,000 30,000
----------------------------------------------------
The Dungeons
============
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Beholder 14,000 58,000
Minotaur 2,000 10,000
Neo-Orog Marauder 1,500 8,000
Olive Slime 420 3,680
Red Myconid 1,750 9,000
Slime Zombie 420 3,680
Spectral Guard 5,000 22,000
Sword Spider 2,000 10,000
Troll 1,400 7,600
Umber Hulk 4,000 18,000
Wyvern 1,400 7,600
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Bat 15 2,060
Glabrezu 12,000 50,000
Greater Jackal 4,000 18,000
Jackal Shaman 3,000 14,000
Jackal Warrior 3,000 14,000
Phase Spider 1,400 7,600
Shambler 12,000 50,000
Summoner 8,000 34,000
----------------------------------------------------
Cave of the Stones
==================
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Bombardier Beetle 420 3,680
Cornugon 12,000 50,000
Dire Bear 5,000 22,000
Fiendish Harpy 2,000 10,000
Greater Jackal 4,000 18,000
Harpy 1,000 6,000
Infernal Harpy 3,000 14,000
Jackal 1,000 6,000
Jackal Shaman 3,000 14,000
Minotaur 2,000 10,000
Minotaur Elder 3,000 14,000
Stone Nuisance 1,000 6,000
Sword Spider 2,000 10,000
Wraith Spider 1,400 7,600
----------------------------------------------------
Jackal Pack Leader 12,000 50,000
Minotaur Lord 6,000 26,000
----------------------------------------------------
----------------------------------------------------
Enemy Name "Normal" "Heart of Fury"
----------------------------------------------------
Spectral Hero 5,000 22,000
Spectral Hero 7,000 30,000
----------------------------------------------------
Luremaster 0 0
----------------------------------------------------
==============================================================================
Cheat Codes
==============================================================================
I currently have no cheat codes for the game Icewind Dale: Heart of Winter,
or Trials of the Luremaster. If you have cheat codes that you would like to
share, e-mail them to me. I will put them in this section, and you will be
fully credited for having provided them.
==============================================================================
Other Works
==============================================================================
http://gamefaqs.com/features/recognition/8633.html
Unless otherwise noted, other sites might also carry this FAQ, but I will
always send new updates to gamefaqs.com first.
O----------------------------------------------------------O
| Works to Date |
O----------------------------------------------------------O
| |
| Icewind Dale - Store Items |
| |
| Icewind Dale: Heart of Winter - Store Items |
| Icewind Dale: Heart of Winter - Walkthrough |
| |
| Icewind Dale: Trials of the Luremaster - Walkthrough |
| (included in Heart of Winter Walkthrough) |
| |
| Invictus: In the Shadow of Olympus - Walkthrough |
| |
| Revenant - Walkthrough |
| |
| *Sea Dogs - Walkthrough |
| |
O----------------------------------------------------------O
==============================================================================
Version Updates
==============================================================================
Version 1.6 This FAQ passes the 100k mark! Updated parts of
March 23, 2001 the return to the Barbarian Camp near the end of
101k the game. Added information about the mages from
Hosttower. Added more info on Purvis. Added
missing experience rewards.
==============================================================================
Legal Information
==============================================================================
This FAQ may be posted on any site provided an email is sent to me FIRST
stating where the FAQ is to be posted, and an existing URL is provided within
the same email. NOTHING MAY BE CHANGED WITHIN THIS DOCUMENT. This document
may not be translated into any other language or dialect. Nothing may be
added, removed, or rearranged in any way, shape or form and then republished.
This FAQ MUST remain in its original form. (iwd_how.txt) The author of this
FAQ reserves the right to recall this FAQ from any site, at any time, and for
any reason as he sees fit. This document may NOT be sold for profit, nor may
it be included in any package or promotion receiving a profit. By possessing
this document, you accept all the terms and conditions which accompany it,
both expressed and implied. Violation of the United States Copyright Laws is
a crime. Plagiarism is also a crime.
==============================================================================
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