Ice Wind Dale FAQ

                               Icewind Dale (PC)

                                 August 21, 2000
                                  Version  1.4

                        Written by:  Dan Simpson
                             Email:  [email protected]

                                 Email Policy:
                    Got an Icewind Dale Question?  Email me!
                    For a speedier response, make sure to put
                    "Icewind Dale Questions" as the subject.

You will find the most up to date version of this FAQ at:

I have now added a Walkthrough section to the FAQ!  You can look for it after
the Frequently Asked Questions.  It isn't complete at the moment, but will
soon get there.

There is a NEW (July 30) patch out for Icewind Dale, which you can find here:


There are also some "bonus" portraits available:

Portraits need to be placed in the portraits folder in the game directory.
This folder needs to be created by you.

I quote directly from other people who have sent in information.  When I want
to comment on their strategies, I use the "Ed. Note", or Editor's Note.


What's New in 1.4:
    Added new information from Souma, including new names, a new party making
    strategy, and some other information.  Also added a tip from Jeremy
    Treanor about fire protection and fireballs.  Added my own tip about
    Proficiencies in the General Strategies.

    Lots of small changes, additions and corrections from Leo Wang. (thanks)

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.

Note:  In the FAQ I use the abbreviation IWD to stand in for the full title of 
       Icewind Dale, and BG to abbreviate Baldur's Gate.

                              Table of Contents:

    x...    My Party
    x...    Creating a Balanced Party
    x...    General Strategies

  Frequently Asked Questions

    x...    Gameplay Specific Questions
    x...    General Gaming Questions
    x...    Monster Questions
    x...    Technical Questions
    x...    Other Questions


    1...    Easthaven
      1.1...    The Lost Caravan
    2...    Kuldahar Pass
    3...    Kuldahar
    4...    Vale of Shadows
      4.1...    Kresselac's Tomb
      4.2...    Post Vale Kuldahar
    5...    Temple of the Forgotten God
    6...    Dragon's Eye
    7...    Severed Hand
    8...    Dorn's Deep
    9...    Wyrm's Tooth
   10...    Lower Dorn's Deep
   11...    Easthaven (again)


    x...    Guide to Naming Characters
    x...    Cheats
    x...    Bugs
    x...    Strange Things

            Final Words...

My Party:

The party I first beat the game with:

  Human      Fighter
  Elf        Fighter
  Half-Elf   Cleric/Ranger (has access to both Druid and Cleric spells this
                           way, and also gets the "dual wield" which is just
                           an extra attack when a shield is not equipped)
  Human      Bard          (useful to identify things, and can cast magic!)
  Halfling   Fighter/Thief (don't bother ever giving points to the Pickpocket
                           skill, it's useless in IWD)
  Human      Conjurer

  I actually started the game with a Human Thief instead of the Halfling, but
  switched over later.  (You can bring in new characters at any time)  Then I
  just stayed in the area I was at, and leveled my new character up a bit.  
  What monsters was I fighting?  Cold Wights!  One of my favorite monsters in 
  all of Dragon's Eye.  Easy to beat, and decent Exp (1500) as well.

  Pickpocket is useful especially for the bard who has nothing to do but 
  pickpocket.  I pick a few NPC's pockets and got some nice item especially 
  from the archdruid himself (I got 2 rings of free movement; I will never be 
  held by spells or item like wise). (from Mike Gan)

The party I'm played through IWD with the second time:

  Dwarf      Fighter        (with proficiencies in Axes and Crossbows)
  Half-Elf   Cleric/Ranger  (is actually IMPORTED from my first party, though
                            not from the end of the game, at level 8/8 with a 
                            lot of cool items)
  Halfling   Fighter/Thief
  Elf        Fighter/Mage   (I'd found a cool weapon my first go through of the
                            game that could only be used by Fighter/Mages

  And they were all EVIL (except the Cleric/Ranger)!  I was really surprised by 
  how many items in IWD couldn't be used by GOOD characters, so I had to have
  some EVIL characters.  And for more roleplaying fun, I said all the "jerk" 
  responses in the dialogs.  After this maybe I'll go through with a party of 

Creating a Balanced Party

  One of the most important decisions that you have to make comes before you
  ever start the game.  What will your party look like?  Naturally I would
  recommend the party I used to beat the game (see My Party above) as it worked
  well, but I know that that party isn't for everyone.  So here we now have a
  section on creating that balanced party that you can use to smite your 

  Decision 1:  How many characters to have in the party?

    You can have anywhere from 1 to 6 characters in your party.  Naturally
    going through the game with just one character would be extraordinarily
    difficult.  The minimum number of characters that I think would keep the
    game playable is 4.  3 could probably be done, but you're pushing it.

    Four characters allows you to cover all the bases (one fighter, mage, 
    cleric, and thief type characters), with the obvious advantage that they
    will get more experience per battle, as there are less people to share the
    experience with. (Whenever you defeat a creature, each character gets the
    exp that that creature was worth divided by how many characters you have
    in your party.  So if you just beat a 2000 exp monster, and had 4 people,
    then each person gets 500 exp, but if you have 6 people then they only get
    333 experience)

    That being said, if you are a newcomer to AD&D games, such as Icewind Dale
    and Baldur's Gate, then I would recommend that you go with the full 6 
    member party.  Even if you are pretty good at Baldur's Gate, you may still 
    want to go with the full 6 member party.

    But if you enjoy a challenge, try 4 (or 3).

    And if you're suicidal, try just one character.

  Decision 2:  What classes should be in my party?

    You need to balance your party in IWD.  All melee parties will do pretty
    poorly in IWD, as they get slaughtered by nasty enemies.  Magic heavy 
    parties do poorly as well as you don't have enough standing between you and
    certain death.  As such, careful balance is in order.

    Let's take a look at the party I used to beat the game:

      Human     Fighter
      Elf       Fighter
      Half-Elf  Cleric/Ranger
      Human     Bard
      Halfling  Fighter/Thief
      Human     Conjurer

    At level 1 this party has 4 melee fighter types, two thief types (the Bard
    can only Pick Pockets, but this frees the Fighter/Thief from having to use
    any skill points on Pickpockets), two mage types (the bard gets spells on
    level 2), and one Cleric type.  The only weakness at the beginning is that
    the Conjurer only gets 6 HP to start out with.

    What you need:

      A thief
      A cleric
      And enough Hp's to not get killed in every battle

    Everything past that is extremely helpful, but not specifically NEEDED.
    Naturally you get the HP's from Fighters.  A thief and a Cleric alone will
    get killed easily, so add a few Fighters to the mix, and/or multi-class the
    thief and cleric.

    Adding in Magic is a really good idea as it supplements your melee power.

    Therefore my recommended party looks very much like the party I first used,
    with the six party members.

    If I were to play with only three characters, this is how I would do it:

      Cleric/Ranger (I love these)

    ERSKINE makes this recommendation about which type of Mage to play:

      If you make your wizard a specialty Conjurer then you can use all the
      spells currently in the game!  Conjurers in Icewind Dale (IWD) have
      an opposition school of Divination, but all wizards can learn/cast
      "lesser divinations" of up to and including 3rd level (maybe 4th, but I
      don't think so)-- there are no divinations in IWD above second level, so
      a conjurer can cast all spells in the game and gains the bonus spells
      for being a specialist-- I do not think IWD uses any of the disadvantages
      of being a specialist like in AD&D.

    Alignment Note:  There are various items in the game that can only be used
                     by Good or Evil characters, so try to have a mix of
                     alignments.  Maybe 2 Good, 2 Neutral and 2 Evil.  Also
                     your reputation is based on the Alignment of the character
                     in the first slot, Lawful Good being the best, Chaotic
                     Evil being the worst.

  The "All-Fighter" Party:

    This is a "powergamer" type of party, that takes advantage of the Human's
    Dual Classing.

    Create a party of six (or how ever many people you want) fighters.  While
    creating each of them, keep in mind what you would like them to dual class
    over to later.  So, when you are creating your Fighter who will dual to
    Cleric, you need to get not only good Fighter stats, but also good Wisdom.
    The same would go for your Fighter who will be Thief, needing good 
    Dexterity, Fighter who will be Mage needs good Intelligence, etc.  Now
    when they reach level two, instantly dual class them over to their new 
    class.  What this accomplishes is creating better versions of 
    Clerics/Thieves/Mages/etc., at a low cost of experience. (2000 exp for the
    Fighter level 2)

      Fighter (stays a fighter)
      Fighter (stays a fighter)
      Ranger dualled to Cleric at level 2
      Fighter dualled to Thief at level 2
      Fighter dualled to Mage at level 2
      +1 more character if desired (I'd take a Bard)

ERSKINE's party making strategies:

  My thoughts on party composition --

    at least two Fighters--- great hit points, great THAC0's, wear almost any 
                             armor, 5 levels of weapon specialization, and they
                             usually have the best strength with which to carry 
                             your heavy items without being encumbered

    one Mage --- make it a conjurer (use all the spells, memorize 1 extra spell
                 per spell level) they can use almost all of the wands, and 
                 their spells rock at high levels

    one Druid--- I think their spells are better (like Creeping Doom, Fire
                 seeds, Static Charge), the loss of turning undead is not that
                 much of a problem-- I hate chasing down skeletons and wights
                 that ran away, and they can even use some good armor and
                 shields later in the game (Umber Hulk plate and Rhino Beetle
                 Shields) (Ed. Note: You're almost at the END of the game 
                 before you get THOSE items!  Though they are quite good)

    a multi-classed thief--- true thieves in IWD are a little bit lacking, make
                             your thief a thief/mage or a fighter/thief for
                             better effect (you can still reach lvl 14/12 with 
                             a thief/mage or 14/11 with a thief/fighter)

    Your 6th character can be what ever you like--- if you love mages add 
                 another one, or try out a Paladin or even a cleric

  I would avoid Rangers-- they are great in AD&D but they have some limitations 
  in IWD: there are not a lot of animals to charm, only 2 levels of weapon
  specialization, more xp's to level up and if you want to hide in shadows
  then you are limited in your choice of armor.  Two weapons can be
  useful, and so can the racial enemy, but I don't think that makes up for
  their deficiencies.  Also, their druid spells are rather weak when you
  finally get them.

    Ed. Note:  Which is why I like Cleric/Rangers.  Complements the Ranger
               abilities perfectly.

  Paladins are a better choice--they can lay on hands, better saving
  throws, cast protection from evil, are immune to disease, and can cure
  disease, and can cast cleric spells (although the spells are only a
  minor help late in the game).

  I haven't played with bards yet so I can only speculate, but there are
  some cool items that only they can use, and they can cast spells and
  sing for your party so they could be very helpful--- also I think that
  there are some places in the game where bards can do things that other
  classes can't (Talking to the Sea-Elf in Easthaven, the bard can sing to
  her for extra xp's).

  When chosing a race for your class stick mostly to elves, half-elves and
  humans.  However, Dwarven fighters can have a 19 constitution and their
  hit points can really get up there, also dwarves are very resistant to
  poison, and have some resistance to magic.  Elves and Half-Elves have a
  resistance to sleep and charm related spells (90% for elves and 30% for
  Half-Elves--if they followed AD&D rules on this) Personally, I  have
  never had much use for gnomes and halflings (big noses and hairy feet,

  My 1st party -- Human       Male    Fighter
                  Half Elven  Female  Ranger
                  Human       Male    Fighter
                  Elven       Female  Mage/Thief
                  Dwarven     Female  Cleric (just for fun)
                  Elven       Male    Conjurer

  this party got the job done, but this is where I learned of some
  problems with the classes-

  My new party -- Human       Male    Fighter
                  Human       Male    Paladin
                  Dwarven     Male    Fighter
                  Elven       Female  Mage/Thief
                  Elven       Male    Druid
                  Human       Female  Conjurer

  Ed. Note:  With the Druid above, I'd start with a Fighter, then at level 2
             dual over to a Druid.  This way, once your Druid hits level 3, 
             then they can wear normal armors and weapons.

Souma's Party Making Strategies:

  My first time through I played with 6 characters (Human Paladin, Dwarven 
  Fighter/Thief, Human Cleric, Human Ranger, Elven Fighter/Mage and Half-Elf 
  Bard) and had a pretty rough old time as I got to grips with the way the game 
  works. All in all, it wasn't too tough. My second time 4 (Human Fighter, Elf 
  Thief, Half-Elf Druid and Half-Elf Mage) and I had great fun using all those 
  abilities that a fighter heavy party lets rust as they pound through a 
  dungeon (it's a lot different when only 1 party member can use the big
  missile weapons like longbows and crossbows!). For my third time through, I'm 
  testing what I suspect to be the "ultimate" party. I'll cover them one at a
  time (there are only 3).

  I've taken a Halfling Fighter/Thief as my front character. This gives me all
  the thiefly skills you need from the get go (you do not want to be hit by
  traps with a small party!) and a sturdy fighter. I also look forward to
  casting Haste spells on her without fear of her becoming exhausted (due to
  the halfling/gnome only helmet, Helm of the Trusted Defender). As her max Str 
  is only 17 though, I will be using up Giant Strength Potions as I find them 
  to make her into a killing machine (especially when she backstabs!). Once you 
  reach Kuldahar you can equip her with Plate Armor, a +2 Ring of Protection 
  (from Oswald), the Helm of the Trusted Defender and a shield (magical if you 
  get one) for a total of about -7 AC. That's just awesome and the monsters 
  will have no idea of how to hurt you for a long time (short of a lucky 20 on 
  the hit roll). I've specialized her in Bows and Large Swords and recommend 
  specializing in Axe (so as to take advantage of the Battleaxe +2 Defender and 
  Throwing Axe +2) or Small Swords (to get another weapon you can backstab 
  with) after that.

  For my second character I've picked a Human Ranger with the intention of
  dual classing to cleric once I reach level 9 (thus allowing me to reach
  level 14 and have access to all cleric/druid spells in the game). I picked
  specialization in Missile Weapons and Mace and have been running around with
  Slings and Morning Stars. As I levelled I also specialized in Hammers so as
  to be able to use Conlan's Hammer to the best of her ability. I picked
  Skeletal Undead as her racial enemy and have been going through them like
  holes in swiss cheese. With the extra attack that Rangers get with any
  single-handed weapon and no shield, my Ranger really lays on the hurt in
  close combat and has been known to kill as much as both the other characters
  put together. If I can remember it, I'll also be looking forward to using
  the Charm Animal special ability on as many Winter Wolves as I can (sneak up
  on them, use the skill and maybe they won't even get to ice breath me). When
  I dual to Cleric, I will be able to use both Druid and Cleric spells making
  her an awesome powerhouse of enhancement, healing and attack spells. I've
  found that I really haven't needed a cleric so far (right up to the end of
  the Dragon's Eye)...

  For my third character I've picked a Human Fighter with the intention of
  dual classing to Mage (Conjurer if I can) once I reach level 9 (thus
  allowing my to reach level 14 and have access to the highest mage level in
  the game). I started off with specialisation in crossbow and large swords
  and then increased that to mastery in both. I find that a mage is not really
  necessary early in the game, and you should be able to go mage some time
  around about the Elven Hand. Big hit points, massive strength, lots of
  attacks, great armor, all the mage spells in the game. That's pretty

  Note that with my characters I maximised their Strength, Constitution and
  Dexterity first and then gave the Fighter/Thief max Charisma, the

  Ranger>Cleric max Wisdom and the Fighter>Mage max Intelligence. It's very
  munchkin behaviour, but IWD is a very munchkin game I think.

  The benefits of this 3 character group should be made clear. Firstly, your
  characters level up a lot faster, a couple of extra levels at every point in
  the game makes a substantial difference. Secondly, the fewer characters you
  have, the easier it is to focus your attacks and reducing the number of
  monsters that can get to you in hand to hand. Thirdly, you have half the
  number of characters to spread the best equipment over so each character
  tends to be better equipped. Fourthly, you can sell off half the magical
  stuff you'd normally have to keep, allowing you to buy stuff from the stores
  earlier. Finally, because you have no magic users in the first half of the
  game, you don't have to rest much (you can't either. Quaff healing potions
  or get healed by a cleric or rest for weeks to get those hit points back.
  Lucky you've got heaps of money eh?)

  The main drawback of this party is in the early game when you have no lore
  skill to speak of (10-20 lore on the 18 Wisdom ranger is just not enough!)
  so you spend a fair chunk of money paying other people to identifying things
  (or use up about 3 +4 Int potions in one go to get 25 Int for 50-60 lore and
  you still won't identify everything). The fact that you don't have any
  spells to speak off until you reach the elven hand is actually not as big a
  deal as I thought it would be (although if you missed pickpocketing for
  those two rings of free action you would be in deep trouble with clerics
  that like casting hold person).

General Strategies

  Fighting Battles:
    Let them come to you.  When you first see an enemy, your first instinct may
    be to run over to it and slaughter it.  Well don't.  Let it come to you, 
    and attack it there.  This way if there are 50 more of these creatures, 
    they won't see you and won't attack.  You can then pick off each creature 
    one at a time.  This is especially useful in dungeons where the enemies may
    be more difficult.  So when you first see an enemy (let's say that it's a 
    Umber Hulk), turn off the AI (it's the left button in the bottom right 
    corner of the screen), and let him come up to you.  You should also have 
    your archers/mages hit the enemy with everything they can, but don't move 
    any closer to the enemy!  The last thing that you want is to fight TWO 
    Umber Hulks at the same time!

    Also realize that some monsters (like Yxunomei) require that you hit
    them with Magic Weapons only.  You should never use Magic Arrows on a 
    normal creature; you should save the special arrows for enemies that need 
    them, such as Imbued Wights, Iron Golems, etc.

    Area spells can take out a lot of enemies without them even knowing that 
    you are there.  Suppose for a moment, that you are walking along, and a 
    Giant comes to attack you.  You immediately stop, wait for him to come to 
    you and kill him.  Well, where there is one Giant there are probably more, 
    so you launch a fireball in the direction that the Giant came from, and 
    immediately hear the screams of dying Giants.

    Leo Wang has this to add:

      Take a character with the Hide in Shadows ability or a way to cast
      Invisibility and scout out the area before doing any area-effect spells.
      Example of where random fireballing can result in a bad situation: Mother
      Egenia in the Troll Caves.  The only place where scouting with an
      invisible character won't work is Lower Dorn's Deep (the area immediately
      after the Wyrm Tooth area, not the other areas of Lower Dorn's Deep), as
      Tarnished Sentries can see invisible characters apparently.

      Composite Long Bows can hit monsters outside of your "fog of war" area 
      sometimes.  A good place for an example of this in action:  The Orc caves 
      in the beginning--let your characters kill the two orcs in the beginning 
      by themselves without moving from the entrance (i.e. everyone's got a 
      ranged attack, so they don't need to move); if the first two characters 
      have Composite Long Bows, they will automatically pick off the third orc 
      in the black area without the orc fighting back.

  Useful spells and tough Enemies
    When fighting 2 or more difficult enemies use the Dire Charm spell (or
    Domination, or Charm Animal, etc.) to quickly turn the odds in your favor.
    If you have 2 magic users who can cast charm in the first round of a fight,
    not only does the enemy lose two characters, you gain them temporarily (so
    the odds change from 10 enemies vs. 6 of you to 8 enemies and 8 of you).
    Once they are charmed, pull back your big bruisers from the front lines and
    replace them by the newly acquired members while continually pelting the
    remaining enemies with ranged weapons.  If any charmed characters survive
    the encounter, simply force-attack them to get rid of them.

    Also, the spell Entangle is pretty useful to stop any melee intensive enemy
    from hitting your party.  Once entangled, they can't move and you can get
    rid of them easily and safely with ranged weapons.  The spell Web is also
    good since a webbed creature can't even attack with a ranged weapon, but
    the spell can last for several rounds and could eventually web some of your
    own party members from round to round if they get in the affected area.  
    You can, of course, use Free Action (either by Item or by Spell) to keep
    your party from being affected by these webs.

    Monsters summoning and the Elemental Summons, are great spells.  Although
    the early summoned monsters do not do a lot of damage, their primary
    purpose resides in the cannon fodder that they become.  While they keep the
    enemy busy, you can pick them off one by one with ranged weapons or spells
    (saving all your potions, and more potent spells for later more powerful
    enemies).  Even the powerful Elementals best usage is to soak up the damage
    from enemies.

    Fireballs and those other major area effect spells should be used only to
    weaken the enemy or for luring them to you and thus, do not memorize a lot
    of these (memorize others, such as Fire Arrow instead).  These major area 
    effect spells, when not cast at the right place, can literally damage your 
    whole party so unless you know exactly where to cast them, don't use them.
    Keep them instead for when an area is completely filled with a group of
    weaker enemies to get rid of them quickly and with minimal damage (happens
    when you quickloads or loads a lot of times in the same map).

      Jeremy Treanor has this to add:

      I have a suggestion that wasn't mentioned in your general strategies. It 
      involves using a druid (or cleric? not sure if they get it) and having 
      them cast protection from fire on all the members of your party. This 
      spell lasts long enough that your mage who should know fireball becomes a 
      portable explosive. Basically, have your other characters surrounding the 
      mage as best they can when a group starts to surround you and launch a
      fireball at your feet. This is especially useful in the aquarium and the 
      areas where you encounter snow and ice trolls.

    Memorize a lot of Dispel Magic spells.  Dispel Magic negates any magic
    affecting your party (fear, horror, paralysis, entangle, slow, etc...) 
    while it can also be used to dispel the enemy magics that they use (haste, 
    minor globe of invulnerability, protection from normal missiles, etc...).  
    Dispel Magic is an Area Effect Spell, so don't forget that casting dispel 
    magic will negate both magics affecting your party and the enemy so knowing 
    when to cast what spell when is crucial in an important battle.  Usually, 
    though, it is preferable to dispel everyone's magics than having one or 
    more of your party members being paralysed, charmed, running in fear, 

  Save a Lot:
    There are 3 times when you should definately save the game.  When you win a
    battle, before you go to sleep, and everywhere else.  You never know when 
    you will go to a new area, have your best warrior charmed, and have half 
    your party killed.  So save often.  Also don't just save over the same slot 
    over and over, use at least 10 slots.  This also means you should probably 
    avoid the Quick Save.  Well... not avoid, just don't use it exclusively.

    What I would do is to create an "Archive Save" whenever you enter a new 
    major area.  So when you start the Vale of Shadows create a "Vale of 
    Shadows Beginning Save" so if you screw up, you can start over from the 
    start of the Vale.

    That said, I have heard reports where game performance drags when someone
    saves in TOO MANY DIFFERENT slots.  I'm not sure how many it takes to drag
    down performance, but I think you'll be safe between 10-15 saves.

  Scribing Scrolls:
    Since at 18 INT you have only an 85% chance to successfully scribe a spell
    from a scroll into your spellbook, I would recommend using Potions to
    temporarily increase your INT to raise your success rate.  The Potion of
    Genius works great, but any potion that raises your INT is good.  So, what
    I usually did was this:  I would wait until I had about 4 spells that 
    needed to be scribed, then I would use a potion and learn them all at once.
    Unless, of course, I got a really really useful spell then I would learn it
    as soon as I got it.

    Alternatively you could just SAVE before you scribe any spell.  If you fail
    to learn it, then you can just reload and try again.  I don't like this
    method as much, but it's just as effective.

  Proficiency Tip:
    Don't have all your characters specialize in the same weapons.  That is not
    only boring, but counterproductive as well.  If everyone in your party is
    specialized in Long Swords, and you find a really cool axe, you are out of
    luck!  There is quite the penalty for using weapons that you aren't 
    familiar with.  So I would recommend something like this:

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

      and so forth...

  Souma's Pickpocketing Advice
    In Easthaven, the priest Everard has 2 Healing Potions you can pick pocket
    from him. In Kuldahar, you can pick pocket a number of valuable items. The
    archdruid Arundel has a Ring of Free Action that you can pick pocket. The
    mage Orrick has a Ring of Free Action and a Necklace of Metaspell Influence
    (gives an extra level 2 mage spell!) that can be pickpocketed. Oswald
    Fiddlebender has a Necklace of Missiles (three or less charges of a 6d6
    damage fireball usable by anyone), a Ring of Protection +2, 2 Oils of Fiery 
    Burning and a Firebreath Potion. On a side note, if you kill Oswald
    Fiddlebender (-4 Reputation and important townsfolk become hostile) you get 
    Boots of Grounding (50% electricity resistance), a Golden Girdle (+3 AC vs 
    slashing), an Oil of Fiery Burning, a Fire Resistance Potion and some loose 
    change. Not too shabby. There may be some places later in the game where 
    you can get things by pick pocketing, but I can't recall them at this time. 
    In any case, the best of the items you can pick pocket is the Ring of Free 
    Action, a brilliant item that I've never found any other way. It allows all 
    sorts of cheeky tactics with Web spells and grants your main fighters 
    immunity from irritating hold person spells (it negates boots of speed 
    however, so it's not smart to combine the two). There are Free Action 
    potions and Free Action spells, but they don't give the 24 hrs a day 
    protection of the ring. In short, it is well worth the cost of investing up 
    to 40% in pick pockets (or taking a bard) so that you can grab these nice 

    (Ed. Note:  I just took a Bard.  Bards rule.)

Frequently Asked Questions

Gameplay Specific Questions:


  Q:  What do I do with the Caravan Contract?  Neither Pomab nor Hrothgar seem
      to care about it.

  A:  Give it to the Fishmonger (he lives between Hrothgar's house and the
      Tavern) for some experience.

  Q:  What's with that weird Aqua-Elf in the SW corner of Easthaven?

  A:  That "Aqua Elf" is part of a mini-subquest.  There's a man a bit
      further north of her, standing by the lake just mumbling to himself.  
      Talk to him to learn about her, then talk to her about it, and she gives 
      you a broken sword to give to him

Kuldahar Pass

  Q:  How do I get to Kuldahar?

  A:  Head east, cross the bridge, and leave the area to the east.


  Q:  There's this one locked door here that I can't open.  How do I open it?

  A:  I have no idea.  As soon as I find out, though, I'll put it in.  I have
      heard a rumor that pins this door as some sort of Easter Egg/Expansion
      Pack door.  Meaning that maybe they will release an expansion pack
      (similar to the Tales of the Sword Coast for BG), and it will be accessed
      via the Kuldahar Secret Door of Doom!

  Q:  Where do I find Mirek's Family Heirloom?

  A:  In the Vale of Shadows, on the Yeti Chieftan.  It's a necklace.  You can
      find the Yeti Chieftan just south of the Giant Statue in the center of 
      the Vale.  Return it to Mirek for some experience (Mirek is the 
      frightened townsperson who first ran from the Yeti, I found him near the 

Vale of Shadows

  Q:  I'm in the final crypt in the Vale of Shadows.  I have the gate key and
      the sanctum key but neither seems to open the gate that is in the middle 
      of the crypt (the one with the blue pools of skeleton goo.)  How do I get 
      this gate open?

  A:  Go through the doors to the left, and search the coffin there to get the
      Priest's Key.  Take that key, and open the doors to the right.  Search
      this coffin to pick up Myrkul's Holy Symbol.  Now with the Holy Symbol,
      you can now open the big double doors.

  Q:  I am at this big GEAR DOOR, and I can't figure out how to open it.  Is
      there a switch that I need to find?

  A:  Yes there is!  Just to the south of the door is a triangle with three
      pillars, check the pillar on the lower right (that is, the one farthest
      from the door), and on the left side of the pillar is the switch.  Switch 
      it to open.

  Q:  OK, I found the switch on the Column, but it says that it is locked?  Now

  A:  The "key" for the switch is the Black Wolf Talisman, which can be found 
      on a skeleton which can be found by heading almost directly south from 
      the column.  This leads to an "L" shaped room, there is a door in the 
      southern end of this room that leads to the room with the skeleton in it.

  Q:  I went through the Crypt in the vale, and found this skeletal knight
      (Kresselack) who asked me to find and eliminate a Priestess.  Where is

  A:  You can only do this once you have agreed to kill her.  You must go out 
      of the crypt, and back into the vale.  Now, on this screen you want to 
      head into the cave in the bottom-middle of the area (just south of the 
      Statue in the center of the area).  This is a Yeti cave, rather than a 
      crypt.  Go inside, and she'll be there.

      After killing the frostmaiden priestess go back to the tavern and talk to
      the barkeeper.  He will say that he wants to throw away her items, and if
      you say the right things he will pass them on to you.  I got an ice 
      mantle which is very nice item with +30 to ice/fire resistance.  Plus 
      some other stuff as well. (from Mike Gan)

  Q:  So, how do I open Kresselack's coffin?  I can't KNOCK it, BASH it, or
      PICK it!

  A:  Just kill the Priestess and then talk to Kresselack again.  Then it will 
      be automatically opened for you.

Dragon's Eye

  Q:  I'm in Dragon's Eye, and there are these weird Peaceful Monks here, and 
      they don't let me go in all these doors.  What's their deal?

  A:  If you wander around there enough you'll start picking up clues about 
      them.  Go check out their carpet, or the books in their library to learn 
      that they are up to no good.  Make sure you're ready for a fight though, 
      these Monks are nasty, and they like to summon more monsters as well.

  Q:  OK, I cleared the Monks area out, so where's the Heartstone Gem?

  A:  It's on a later level in Dragon's Eye.  Head to the next level via the 
      passage in the SE of the area.  When you find the BOSS, you'll find the

  Q:  I cannot seem to damage this BOSS (Yxunomei) at all!  How do I kill her?

  A:  With magical weapons.  I'm not entirely clear on what it requires to kill
      her since Erevain's Broadsword didn't hurt her, and Conlan's Hammer does.
      (Both are +2 weapons)  To get Conlan's Hammer, once Sheemish has been
      rescued, go back to Kuldahar, visit the Smithy and talk to Sheemish to
      get the key to the chest that contains the Hammer.

  Q:  I fought the Big Evil Snake Goddess (Yxunomei), but was unable to kill 
      her so I went back to the previous level to rest up.  But when I 
      returned, she wasn't where she should be!  Where'd she go?

  A:  She can be found in the very NW corner of this area.  However, this 
      doesn't happen if you have the latest patch installed.

  Q:  I returned to Kuldahar after Dragon's Eye, but now Arundel is dead.  What
      do I do now?

  A:  What you have seen is the false Arundel on the main floor disappear.  Go
      upstairs to find the real Arundel to get to the next area.

Shattered Hand (aka Severed Hand)

  Q:  Where is the Severed Hand?  I can't find it on my map.

  A:  You have to scroll the map down to find the Severed Hand.  This can be
      done either by clicking and dragging the mouse, or by using the arrow
      buttons in the top right corner.

  Q:  This Elf in the Arboretum has asked for animals, or seeds, where can I
      get these?

  A:  You don't find these in the Hand, but don't worry, you will bump into
      these things eventually.

  Q:  In the Shattered Hand, I need to find Larrel... where is he?

  A:  As you go up the tower, it eventually splits into five smaller towers, or
      fingers.  You want to go in the far right tower, up that until you get 
      the option of going to a passage to the left.  Go across the skybridge, 
      and over to another tower.  Go up the stairs here, up the next stairs and
      you'll be in the Astrolabe, with Larrel.

  Q:  In the library in the Shattered Hand, are any of these books important?

  A:  As far as I know, only the book on the Mythal has any significance, which
      you give to Orrick back in Kuldahar.

  Q:  OK... Larrel seems to want me to fix the Astrolabe, how do I do that?

  A:  By giving his companion machinery pieces.  The first is found in the War
      Room, the second on Kaylessa (she'll let you fight for it when you "free"
      her subordinates on the levels above her), the third is found in the
      southern tower, in a chest guarded by some Shadow Clerics, the fourth is
      found several levels below: to get there you have to take the Lift down 
      (the Lift can be found one level below the level where the five towers 
      split off) and then go down the stairs, search the area to find it.  Give 
      all four pieces to the Mage there, then when the machine is finished, 
      talk to Larrel and he'll be a bit more forthcoming.

Dorn's Deep

  Q:  In the Dorn's Deep cavern (with all the pretty mushrooms), where do I go?

  A:  Your eventual goal is the main Dwarven Complex, which is in the lower
      right of the area.  Go to the center of the area to the giant statues, 
      and go right from those.  Since that leads to the next areas in the game,
      you'll probably want to explore the other areas first.

  Q:  Also in Dorn's Deep Cavern, I can see another building in the very top 
      right of the map, but I can't find a way to get there.  So, how DO you
      get up that way?

  A:  Go all the way back to the beginning.  Now there is a small path that  
      leads all the way to the right, along the side of the wall.  It's kinda
      hard to see at first, but it's there.  Along the way there is a cave with
      some Orog's (but nothing else, really).  Go into the building in the Top
      Right, and talk to Bandoth.  You won't ever really get anything of
      interest out of him, EXCEPT that you can BARTER with him for some really 
      cool spells! (and potions too, but you can get those anywhere)  Be 
      careful while talking to him, as he might attack you.  (and if you beat 
      him you get neither experience nor any items!)

  Q:  Can I do anything with the bottle of Razorvine Extract?  Or were the
      developers just having fun?

  A:  You can find the Bottle on a corpse in the Ettin's Lair (the big cave in
      the bottom part of the area), and it calls itself then "Razorvine Extract 
      -- Property of Mourns-for-Trees."  If you never played Torment, that
      won't really make sense to you.

      The container of Razor-vine extract is part of a mini-quest.  If you
      talk to Bandoth (in the tower in the NE of Upper Dorn's he will ask you
      to find his apprentice and return the extract. (from ERSKINE)

  Q:  In Dorn's Deep, I met an Umber Hulk named Saablik Tan who asked me to
      retrieve a badge for him.  Where do I find it?

  A:  Go right, and south to find an Orog who will talk to you.  Kill him and
      take the badge.  Return it to Saablik for experience.  Also, you're going 
      to need to gather 6 of these badges.

  Q:  In Dorn's Deep, I found a secret door in a Dwarven Round Table Room, 
      which lead to a big circular trap thing.  I've wandered around it with my 
      Thief, but can't disarm the traps.  What do I do??

  A:  This is a puzzle!  If you look at the three statues it will show you what
      you are supposed to do.  Anyway, here's the solution.  The idea here is 
      to disarm the three rings of the trap.  So, moving around the edges, 
      careful not to step on any of the RUNED squares, move to the top right 
      and step on the tile that looks like an ANVIL & HAMMER.  You have now 
      unlocked the outer ring.  Now move around to the bottom, careful not to 
      touch any of the inner ring tiles, and step on the tile with the TWO 
      CROSSED SWORDS.  Finally move around to the upper left and step on the 
      tile with the two INTERLOCKING CIRCLES to disarm the entire trap.  Now go 
      back to the conference room, and the Dwarf Statue just to the right of
      the secret passage will have his Hammer down, click on the hammer, and 
      then go back through the secret passage.  There will now be a set of 
      stairs here.

  Q:  I killed the Lich, but he keeps coming back.  How do I finally get rid of

  A:  You have to get rid of his life force.  In the Hall of Heroes, in one of
      the left crypts you will find Terrikan's Phylactery, this is the essence
      of the Lich, and is needed to destroy him.  Now take this item to
      Jamoth's crypt, which is the second one from the entrance on the right 
      side.  The phylactery will vanish, and so too will the Lich.

  Q:  I found Evayne's Diary (Larrel's Daughter) is there anything that I 
      should do with it?

  A:  Yes, take it to Larrel, and get yourself some Experience!  Sure it means
      going all the way back to the Shattered Hand, but what else were you 
      going to do with it?  He doesn't actually TAKE the journal, so just leave 
      it there when you're done.

  Q:  And then how do I get through those big double doors in the Hall of 

  A:  Go back to the spirit you talked to about Terrikan, and you'll get some
      experience. (He's moved to the bottom of the stairs)  Now check the
      caldron on the statue to open a small compartment.  Check inside for the
      key to the doors.

  Q:  Is there anywhere to REST in Dorn's Deep?  Seems like it won't let me 
      sleep anywhere!

  A:  After the Dwarven Conference Room, you won't be able to rest until you 
      hit the glacier.  Which means that you have to do the entire Lich thing

      You can, actually, rest in the Forge Room (where the Ghost is).  There is
      a chance of monsters here, though.

Wyrm's Tooth

  Q:  I'm now in the Glacier area, where now?

  A:  Go south and you'll find a broken bridge.  That is your overall goal for
      this area, to repair that bridge.  Head into that large building 
      (Aquarium, I suppose) and talk to the Ice Salamanders there.  They won't
      attack, and think that you were sent by the BOSS.  Whatever.  Head down 
      the stairs that are located just to the left of the entrance to find the
      revolted slaves.

  Q:  In the Aquarium, I keep getting damaged!  Who is attacking me?

  A:  In the frozen aquarium you are getting damaged by walking too
      close to the frost salamanders, if you try to walk around them as much
      as possible then you will cut down the damage, but occasionally you
      can't avoid passing close to them. (from ERSKINE)

  Q:  I met a woman named Vera in the western part of this area, who is she, 
      and what's she doing here?

  A:  Vera was instrumental in the slave revolt, and is now hiding out from the
      Salamanders.  Talk to her if you want, then drop down the stairs and tell
      Garth about her (he's one of the slaves at the far right) for some

  Q:  How do I get the slaves out?  Do I have to fight all those Salamanders?

  A:  No, you don't have to fight them, as long as they still think that you 
      are working for the BOSS.  Before doing this, be sure to get the Book on
      Suspension (to fix the bridge with) from Soth (see the next question for
      more information).  Anyway, talk to Gareth, and he'll reveal that they
      have found a new way out, but that they need a key.  Then go back to
      Kerish (the Salamander leader, located at the far right in the Aquarium)
      and ask for the key.  He'll give it to you if you say that you'll keep 
      the slaves from escaping.  Give the key to Gareth and all the slaves will 
      be free, and you get some experience for your trouble.  If you go back
      upstairs after freeing the slaves, you will be attacked.  Oh, and if you 
      go back to Vera and talk to her after the slaves are freed, you get more 

      If you want, you can follow the slaves out.  It leads to a new area.  To 
      get back to the main map, go up and right, to go back to Wyrm's Tooth go 
      down and left, and to go to the next chapter, go down and right (but we 
      still have things to do in this chapter).

  Q:  So, how do I fix that bridge?

  A:  Once you're on the lower level of the Aquarium (it's really a temple, but
      since it has fish in it, I call it an Aquarium), talk to Soth at the far
      left.  Ask him about the books, and ask for a book on bridges.  I suppose
      that you can only do this after you've SEEN the broken bridge.  He'll
      give you a book on suspension and the like, and you also get some 
      experience.  Walk back to the bridge, and when you get near it, it will 
      automatically get repaired, and you get some experience.

  Q:  What do I need to accomplish in this cave?

  A:  Just head west until you run into some Frost Giants.  One of them is the
      BOSS of this area, Joril.  Kill him and take his pendant, which is the
      second part of the six part key.  That's all you need to do in this cave,
      although there are a lot of other cool things in here... such as a lot 
      more Frost Giants! (and their treasures!)  There are also some slaves to 
      be freed, and some dragons to be slain (ok, they are only small wyrms, 
      but still, also search where the Wyrms were for a couple of treasures).  
      When you're done with this, leave the cave, and go back to the earlier 
      area (it's reached from the top right of this map), and then take the 
      lower right passage to reach the next chapter.

  Q:  What do I do with the Barrel of Pure Water that I found when I defeated 
      the follower of Auril?

  A:  Take it to the Arboretum in the Shattered Hand, and give it to its Elven
      Caretaker, Valestis, of course!  You get experience for this.

Lower Dorn's Deep (fire Salamander area)

  Q:  How do I get into the Watchtower in the SE (lower right) of this area?

  A:  Go across the bridge into the top right of this area, and there will be
      a gnomish girl named FENGLA, who will give you the key to the watchtower.
      Now go inside, and kill all the archers here (they all have about 40
      Arrows of Piercing so ... beware).  When you clear out all the archers,
      Fengla reappears, thanks you, and you get some experience, as well as the
      satisfaction in knowing that you have helped some gnomes out.  Whee.

  Q:  So what do I do here?

  A:  Go into the door at the very top of the map (it's sorta in the middle, 
      and has a Blue Thing above it) here to get into the Boarded Up City.  I 
      would assume that this was a Deep Gnome city before it was taken over by 
      this Umber Hulk horde.  We want to go north into the weird Green 
      Building.  Once inside, head right and up to find Malavon.  Be careful 
      with this one, it's one of the more difficult battles in the game.  Once 
      Malavon is gone take the third Emblem (of six).

      ERSKINE had this to add:

        In the deep gnome area with the green dome--- on the left side, about
        2/3 of the way north there is a building that you can enter and find a
        corpse-- if you search the corpse it appears to be just a normal long
        sword he was carring-- but it is actually "PALE JUSTICE"  a sort of
        "Holy Avenger"-- it just dosen't appear to be magical but it is 
        actually extermely powerful, and you can sell it for a whole 15-30 gp
        (I guess the merchants are really as dumb as we think).

        Ed. Note:  You don't actually ENTER the building as you would, say to
                   go into a shop.  You merely go THROUGH the building, like a

                   Also one of the designers (JE Sawyer) has pointed out that
                   since the Pale Justice looks and acts like a normal sword to
                   anyone but a Paladin, that is why it sells so poorly.

  Q:  What's with those weird drawings of EYES on the ground?

  A:  They're traps.

  Q:  In the Boarded Up City, is there anything to do besides going into the
      large green obvious building?

  A:  There are a couple of barrels with some treasure (I got spells) in about
      the center of the area, just south of the green building.  Beyond that,
      just some Umber Hulks to go through, and a big green building to go into.

  Q:  What do I do with these Seeds that I found in Malavon's room?

  A:  Take them to the Arboretum in the Severed Hand, of course!

  Q:  What is with this garden-type room?  There seems to be a never ending
      stream of monsters here!

  A:  You have to take out the "screamers" (the stationary mushrooms) in order
      to stop new monsters from coming in.

  Q:  OK, I've taken out Malavon, now where?

  A:  To take out Ilmadia, of course!  From the Boarded City (the area which 
      has Malavon's massive green laboratory), go south through the RIGHT 
      passage to get to the garden.  From the garden take the South East (lower 
      right) passage to get to the Mines (you can help the Gnomes here if you 
      want by killing the Salamanders here), then continue all the way to the 
      right to get to the Fire Giant chamber (there are two passages on the 
      right, we want the far right one).  Get past the guard, and head south to 
      the lake of lava, then go east to find Ilmadia, an evil Elven wench. (In 
      case you were wondering, she's the elf maid who visited the library in 
      the Severed Hand)  Never underestimate women who control Fire Giants 
      should be your motto, so you should make some preparations before talking 
      to her (such as summoning a few Water Elementals, or whatever).  Beat her 
      and get the 4th part of the key.

  Q:  Where is Marketh?

  A:  From the Garden, take the passage in the top left.  There are some of the
      absolute COOLEST items in his mansion, but beware Thieves! (The easiest
      way to get to the garden from the main Salamander cave is to go into the
      building in the top right -- where FENGLA was)  Go upstairs, find Marketh
      (he's the Thief that insists on talking to you), kill him or agree to
      spare him, and take his Badge, the 5th part of the key.

  Q:  What do I do with the Drow Ginafae?

  A:  She's being held in Marketh's palace against her will, and should she try
      to leave, she will be killed.  First thing's first, you have to take out
      Marketh (don't kill him), then talk to her with a Potion of Null Effect
      (which you should have gotten from Malavon) in your possession to try to 
      help her out.

  Q:  What on earth do I do with a Sack of Potatoes?

  A:  Give it to some Gnomes, of course!  From the main cavern of Lower Dorn's
      Deep (where you came in), take the Lift in the top middle of the screen
      down to a holding area.  A gnome will talk to you, ask if there is 
      anything that you can do to help, then give him the Spuds, it's good for
      some experience.  Plus then you can free the Gnomes, and find their 
      hidden city, which has some interesting shops in it. (such as Nym)

  Q:  Nym sells Squirrels and Birds.  Let me guess:  these are for the
      Arboretum in the Severed Hand?

  A:  Yes, they sure are.  You get experience for both.

  Q:  Where is the last badge?

  A:  In the temple.  From the garden it is the path that leads up and right.

  Q:  I'm getting killed in this temple, what do I do?

  A:  All you need to do to win in here is to take out the Idol.  It is located
      just north of Perdiem.  Take it out, and all the undead will die, and the
      priests will be freed of some form of mind control.  Oh, and you get the
      6th and final badge from Perdiem.

  Q:  How do I get up these stairs located just north of the Idol?

  A:  You need all 6 of the badge-keys.  Just under the stairs are 6
      "containers", click on them to place each badge in them, and the stairs
      will "unlock" allowing you to go up them.  I'd rest up (you can do so in
      the garden) before going up the stairs.  Once up there, I'd cast all the
      preparatory spells you can, then move up and you'll find Poquelin.

      The 6 badges are:

        Brother Perdiem's Badge
        Joril's Badge
        Krilag's Badge
        Maiden Ilmadia's Badge
        Malavon's Badge
        Marketh's Badge

      The one that people miss the most is Joril's Badge.  To get it, leave
      Lower Dorn's Deep, and go back to the main Wyrm's Tooth area.  Take the
      southwest passage to get back to the frozen aquarium area.  Now to the
      very southwest of this map is a bridge that leads to a cave.  You need
      to cross this bridge and go into the cave.  Joril is in there. (If you
      can't cross the bridge, then you have to go into the Aquarium, see above
      for more information)

Easthaven Again

  Q:  Is there anywhere that I can rest up here?

  A:  Yes, the tavern.  It's just north of where you appear.

  Q:  So what do I do here?

  A:  First head down to the lake in the bottom left corner of the screen and
      talk to the townsperson there.  He'll tell you to rescue the people from
      some camp.  And he'll give you a nifty new sword.  Now go to the east end
      of the village, and head south across the bridge to find the Camp.  Talk
      to the Priest of Tempus (Everard) there to learn how to get into the

  Q:  The battle with the False Pomab's is impossible!  Whenever I beat one of
      his sentry's they just get back up, and there always seem to be more
      Pomab's!  How do I win?

  A:  Ignore the Sentries as best you can, and concentrate on getting rid of 
      all the False Pomab's.  Once they are all gone, the real Pomab will 
      reveal himself.  Kill him, and all the Sentries will die with him.

      The battle with the false Pomab's can be tough--You have to find the
      real Pomab---Attacking the mirror images (I wish my mirror-image spell
      worked like that) dosen't do anything, but when you attack the right one
      one of the other images disappear instead.  So find the right one to
      attack and just wail on his scrawny ass. (from ERSKINE)

  Q:  Where do I go on the level above Pomab, the Crystal won't let me go 

  A:  Go into the mirror to the left.

  Q:  Any final advice on winning this battle?

  A:  Take out the Golems first, then take out the BOSS.  This battle didn't
      seem as tough as some of the earlier ones (Malavon comes to mind).


  Q:  What do I do with all of these keys?  Do I need to keep them for
      something?  What about these other Items I've got? (Myrkul's Holy Symbol,

  A:  I kept keys only while I was still in the area in which I got the keys, 
      then when I got back to Kuldahar, I sold the keys in the item shop (not
      the armory).  They aren't worth much, but if you discover later that you 
      really DID need them, you can always buy them back.

      As for the other items, I would suspect that they are useless past the
      area that you got them in, but as I haven't gotten through the game yet,
      I can't say for sure.  If you want to get rid of them, but want to make 
      sure that they are still around (you can't sell them, by the way), just 
      drop them in a treasure chest somewhere.

  Q:  I gave Valestis (The Elf caretaker in Severed Hand's Arboretum) Seeds,
      Pure Water, Squirrels, and Birds, but he still says that the Arboretum
      isn't restored!  What else does he need?

  A:  I have no idea.  He only asked for three things, seeds, water, and 
      animals.  Maybe he wants a way to restore that statue, or maybe... who

General Gaming Questions

  Q:  Got any advice on winning [insert tough battle here]?

  A:  Yeah, save and retry.  Usually what I'll do first is to save it, then 
      rush the area hacking at everything.  When that fails, and it usually 
      does, I begin my planning.  Were there magic users?  Clerics?  What 
      monsters need to be taken out first?  Can I clear the area with an Area
      Effect Spell (Fireball, Icestorm, etc.)?

      Next I'll try to draw off monsters one by one.  It's a lot easier to beat 
      a horde of monsters one at a time, rather than all at once.  So I'll move
      until I spot one monster, make sure it sees me, then slowly lead it back
      to the waiting party.  Make sure the monster follows you, as they have a
      tendency to just wander back if they lose sight of you.

      If you can't draw monsters off one by one (i.e. all monsters see you at 
      the same time), you have to start thinking more Tactically.  Hit the 
      mages first to prevent them from spellcasting (nothing worse than getting 
      hit by Confusion, or Hold Person, much less a Lightning Bolt) then rush 
      the archers to get them to switch to melee weapons.  Try to keep the 
      party together for support, and to prevent flanking.  And of course, have 
      your own mages and clerics casting their devastating magics.  I usually 
      would have my Conjurer bring up a host of goblins to deal with archers, 
      leaving the tougher enemies for my main party.

      Finally, if there is a "BOSS", try to deal with it first, as they tend to 
      have the most devastating attacks.

  Q:  I recently played through an area, got some really cool treasures, but 
      then I had to reload to an earlier save, now the when I get the
      treasures, they are all different!  What gives?

  A:  To enhance replay value, most of the better treasures are "randomized."
      So one time you might get the "Armor of Goodness", the next time you 
      might get "Potion of Not so Goodness."  Usually the treasures have the
      same value, but don't count on it.

      If you're curious about what Random Items are possible, check out the
      Walkthrough below.

  Q:  Is Charisma/Reputation important in IWD?

  A:  Not really, no.  I think you still get the Charisma Discount at the 
      shops, but it doesn't affect conversations.  Reputation exists, but only 
      for the sake of Paladins and Rangers.  If your Rep. drops low enough, 
      then the Paladin/Ranger is "fallen" and loses their special abilities.

  Q:  I just stole something right in front of someone's face!  Don't they 

  A:  Ransacking people's homes seems to have fewer consequences in IWD, than 
      it did in BG.  No guard ever seems to be called.  There are, however, 
      some situations in which an NPC will tell you to leave a 
      door/chest/whatever alone, and they will attack if you ignore that 

  Q:  How do I dual-class?  Is it worth it?  Can I dual more than once?

  A:  Dual classing is reserved only for Human characters, and may not be
      performed by Bard or Paladins (and you can't dual TO a Bard or a Paladin,
      either).  In order to successfully dual to another class, you must have
      at least a 15 score in your current classes prime attribute (for a
      Fighter, that would be STR) and at least a 17 score in the prime 
      attribute of whichever class you want to dual to (so a Mage would be Int 
      of 17).  Also, you must be at least level 2 before dual classing.

      Once you are "dual classed" you are essentially a level 1 of your new
      class.  You are NOT a multi class!  So if you were a Fighter, who dualled
      to Thief, you are now a level 1 Thief, until your Thief level SURPASSES
      your Fighter level, at which point, your old abilities come back.

      As to whether it is worth it, is sort of up to personal preference.  The
      advantages are that you end out with a far more powerful character, the
      disadvantages are that you are very weak while just starting your new
      class.  "Powergamers" will often dual class several of their party 
      members at the same time; such as a Fighter dualling to a Thief, and a 
      Thief dualling to a Mage, while the Mage duals to a Fighter.

      Finally, no, you can't dual one character more than once.

  Q:  Can my Ranger Dual Wield two swords?

  A:  In a way yes, but not really.  If a Ranger is using a one handed weapon,
      any one handed weapon, without a shield, he will get an extra attack.
      That's it.  No special animations, no cool effects, nothing.  Just an
      extra attack.

  Q:  What was your favorite armor in the game?

  A:  I liked the Mithril Field Plate +2.  Sure there is a better armor out
      there, but, the best feature of the Mithril Plate is that it ISN'T 
      considered magical!  Therefore you can wear a Cloak of Protection +2 at
      the same time to get the best armor class in the game! (Technically there
      is a better cloak, but it's more rare)

  Q:  Is there any Elven Chainmail in the game?

  A:  Yes.  There is a whole bunch found in the Severed Hand area.  If you 
      don't know, then Elven Chainmail can be worn by your Fighter/Mages, 
      Bards, or Fighter/Thieves and they can still cast spells (where 
      applicable) or use thieving skills.  Naturally this is a very good item 
      to have!  It should be noted that getting ANY Elven Chain is random.  So 
      one person might get three sets, while another won't get any.  If you 
      don't get one, simply reload the area and try again.

  Q:  I've heard that there is this really cool armor called the Glory of 
      Suffering.  How do I get this?

  A:  Yes it is an interesting armor, a Plate Mail +6 (although it drains 25
      HP from your max) making it a full 2 AC better than the next best Armor.
      However, it appears as though the subplot needed to get this armor, as
      well as several other interesting items, was removed from the game.  I 
      can't say why this is, and can only speculate that it may reappear in an 
      expansion to IWD. (although at this point, no expansion is planned for
      IWD that I'm aware of)

Monster Questions:

  Q:  How do I kill trolls?  They just keep getting back up!

  A:  Annoying, aren't they?  Anyway, to kill a troll, first you have to beat 
      it normally so that it falls down to the ground.  It isn't dead yet. Now,
      your party will still be attacking the troll, but they can't kill it, so 
      pull them back.  Now you have to hit the troll with either Fire or Acid.  
      This is easiest to do magically (Burning Hands, Melf's Acid Arrow,
      Fireball), just be sure not to hit your own party at the same time 
      (Burning Hands and Fireball especially).  There are also items such as 
      Burning Oil, and Arrows such as Flame Arrows which also work nicely.

      Also note that some Trolls seem to get back up even after you've knocked
      them down AND hit them with Acid/Fire!  Then you have to knock them down
      AGAIN, and then acid/fire them again as well.  And even more rare is the
      case where you manage to kill Trolls without fire or acid, either by
      repeatedly knocking them down or mere luck.

  Q:  I can't seem to make any headway on these Cryshal Sentries, how do I kill

  A:  You can't kill them.  You must kill whoever is controlling them to get
      rid of them.  At best you can knock them down, but they will get back up.

Technical Questions:

  Q:  Can I get IWD to run at any higher resolutions than 640x480?

  A:  No.  This option will be available in the upcoming BioWare game, Baldur's
      Gate II, but not in IWD.

  Q:  Can I play IWD in a Window, rather than in Full Screen Mode?

  A:  Yes, just press ALT-ENTER at anytime while playing.  Black Isle says that
      this will be a drag on performance of the game, but it actually seemed 
      FASTER when I did it.  There's also an OPTION for this in the "Graphics"

  Q:  How can I get rid of this silly "Register Now!" thing without 

  A:  You can either register, or if that thought horrifies you, then after
      three times of ignoring it, it will bring up a little console, type 123
      in it, and it will go away forever.  (thanks to lauren for that)

  Q:  Can I set HOTKEYS to certain spells, or whatever?

  A:  Sure, just run the IWD Configuration Program located in the Start Menu.
      (Usually, Start > Programs > Black Isle > Icewind Dale > )

      You can also monkey about with some other game options here, such as the
      Search Nodes (used in pathfinding), Cache size, or AI Speed.  What is
      AI Speed?  It literally speeds up the entire game.  Monsters, your 
      characters, everything will run faster.  I hear that there are weird bugs
      that happen if you increase this, however.

Other Questions:

  Q:  Is Icewind Dale worth getting?  Is it better than Diablo II?  Or is it
      just "Baldur's Gate Lite"?

  A:  I was surprised by just how much I've liked Icewind Dale.  I was somewhat
      expecting a "BG Lite" type of game, but Icewind Dale is anything but a
      lightweight.  I've only played the first Diablo, and so I can't really
      comment on whether IWD is a better game.

      So, yes, Icewind Dale is worth getting.

  Q:  Any cheats for IWD?

  A:  Yes, check out the CHEATS section further down in the FAQ.  Also there is
      a Character Editor from the good people at TeamBG:

      If you want the in-game cheats added to the game, simply download the
      latest patch located at

  Q:  I have the Official Strategy Guide, and it SAYS that there are cheats, 
      but when I try them, they just plain don't work.  What gives?

  A:  The in-game cheats were taken out of the Release version of IWD at the
      last minute.  In order to get these cheats to work, you must first 
      download and install the latest patch (right now, it's 1.06).  You can 
      find any and all patches at:

  Q:  What is the Experience Cap in IWD?  And is there a way to remove it?

  A:  Yes, it's about 1.8 million exp points.  This is usually done to keep the
      end of the game balanced, otherwise you might win too easily.  However,
      most people only get to about 1 million exp points by the end of the
      game, so there isn't much purpose to removing the cap.

      And of course there is a way to remove it.  Just check out TeamBG:

  Q:  What's with all the little x's?

  A:  You mean in the version number and contents?  At the time, I didn't know 
      if I was even going to release this FAQ, and so the version number (x.1) 
      reflected that.  I also thought that I might want to later turn this into 
      a full Walkthrough/Guide, which when completed would naturally be version 
      1.0, therefore a FAQ-only would have to have a "lesser" version number.
      Currently the Walkthrough portion isn't finished, but when it is the
      version number will be 2.0.

      The contents (x... My Party for example) were done out of whimsy.

  Q:  I have another question ....

  A:  Got other questions?  Email me!

        [email protected]

        For a speedier response, make sure to put "Icewind Dale Questions" as
        the subject.


  This walkthrough was written during my third time going through the game.  
  The party I used this time was as follows:

    Human     Male     Paladin (to take advantage of the Pale Justice sword)
    Human     Male     Fighter dualled to Conjurer at level 3
    Human     Female   Bard (to identify items and cast Magic Missile)
    Half-Elf  Female   Cleric/Ranger
    Human     Female   Fighter (using Halberds!)
    Halfling  Male     Fighter/Thief

  This party has just about everything you could possibly want.  It comes with
  two Healers (Cleric/Ranger and Paladin) two Mages (Conjurer and Bard) and 
  five melee-ready warriors.  Two concerns with this party are the Conjurer 
  getting himself killed in battle, and the amount of multiclassing makes 
  levelling up slower.  To address the first concern, I will start out with a 
  fighter, and dual him to Conjurer later.  Dualling at level 2 is quicker, but 
  level 3 gives another proficiency point.

Location Note:    Throughout the walkthrough I use various locations listed in
                  the (x 900 y 400) format.  This means that what I am talking
                  about is 900 pixels from the left and 400 from the top.  To
                  find your location press the X button on your keyboard.  This
                  displays the x,y at the mouse cursor.  You can change the
                  location key to anything you want by opening the Icewind Dale
                  Configuration Program in the start menu.

Experience Note:  To get the amount of experience gained in a quest to display
                  (the default option will say only that you gained experience,
                  not how much was gained), you need to download the 1.06
                  patch, and follow the instructions in the readme.  Also the
                  experiences that I get may not exactly correspond to those
                  you may get.

Traps Note:       I don't make a specific mention in this walkthrough where 
                  each and every trap is.  Although this would be very useful, 
                  I just don't have the time to research it.  However, it is 
                  safe to assume that every dungeon is heavily trapped, and 
                  requires a thief with Detect Traps ACTIVE (thieves don't 
                  automatically detect traps, you must turn that skill on) to 
                  find the traps.

Items Note:       Throughout the walkthrough I list which items you can get at
                  each and every treasure chest, sack, desk, etc.  These items
                  come complete with a brief description.  These descriptions
                  are just a brief summary of that items abilities.  If you
                  want the full description, check out my Item List. (also at

Patch Note:       This walkthrough was written using the latest (V1.06) version
                  of the game.  There have been three patches released since 
                  IWD shipped, so make sure that you have the latest patch.


1.  Easthaven (AR 1000)

  Only a few things to do in Easthaven before we set off on an adventure.
  Somewhere along the lines here, you need to drop by Pomab's Emporium (x 3400
  y 550) and equip your party with adventuring equipment.  You can also buy
  potions and scrolls in the Temple of Tempus (x 550 y 550).  Then there are 
  the following quests to do, after which go talk to Hrothgar. (more on him 
  after the QUESTS)

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

    You start the game in the Tavern, and naturally after enduring Hrothgar's
    little speech, you get control of your characters.  The first quest to be
    done is right here in the Tavern.  Talk to the barkeeper, and try to get a
    drink.  She'll tell you that her storeroom was overrun by big bugs, and 
    asks for your help to clear it out.  Go down the stairs (x 920 y 300) to 
    find the bugs.  These guys aren't so tough, take them out, go back 
    upstairs, talk to her again, and get your reward (5gp, 1200 experience).

  QUEST:  Give the fisherman some Wine.  (Pomab's AR 1007, Fisherman's AR 1009)

    Buy a bottle of Wine from Pomab's (3gp) and take it to the first
    building you see south of you, on the lake (x 1980 y 1220).  Inside you 
    find a drunk fisherman who has no more liquor.  Talk to him to get him to 
    ask you for a bottle of Wine, then talk to him again to give it to him.  
    For your trouble you get 1200 exp and 6 gp.

    Alternatively... It is possible to get the Fisherman in Easthaven to give 
    up drinking.  It requires that the character doing the talking have both
    16 INT and 15 CHA.  (from Souma)

  QUEST:  Solve the Mystery of Jhonen's Aqua Elf

    Talk to Jhonen (x 1450 y 1030) to find out that he's been plagued by a 

    woman singing a song.  Offer to help him.  Head to the very southwest 
    corner of the map and talk to the Aqua Elf (x 140 y 2633).  Agree to take 
    the sword up to Jhonen. (If you talk to her with a Bard, you greet her with 
    a song for some experience, and can memorize her song for an extra 1200 
    exp)  Go back to Jhonen and tell him nice things about the Elf to get 1200 
    exp.  Return to the Elf and tell her that you have succeeded, and she gives 
    you further experience and a Pearl.  Jhonen's sword becomes more important
    later when we return to Easthaven.

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

    Just south and west of Jhonen is Apsel (x 770 y 1818), a scrimshander.  His
    house has been taken over by a wolf, and he wants your help to clear it 
    out.  Agree to help him, and enter his house (x 1120 y 1717), you will have 
    to break the door down, or pick it.  Kill the wolf, go back out and get 
    your reward: 1200 exp, Apsel's Dagger, 25gp.

  QUEST:  Kill the Goblins and Retrieve Damien's Fish

    At the bridge (x 2700 y 1830) in the south east part of town, Damien will
    talk to you and complain of goblins.  Go south, then east.  Goblins will
    shoot arrows at you from the bottom of the ravine there.  Once you get
    around the ravine, kill the goblins, and search the leader for Damien's
    Fish.  Return the fish to Damien for a reward, 1200 exp.

  MISC:  Search the houses for treasure

    This isn't really important, since the treasures aren't that great.  One
    house has a winter wolf pelt, but that's about it.

  MISC:  Talk to Erevain (Inn AR 1008)

    Inside the Inn (x 3215 y 1320), in the first room on the left (x 557 y 230)
    you will find Erevain, an Elf.  He's not really important, but you do bump
    into him later, though he won't be nearly so alive.  If you don't mind the
    reputation loss (-4), then kill him and take his Broad Sword, a +2 weapon.
    Very useful this early in the game.  (Although everyone in town will attack
    you if you do this)

  PLOT:  Talk to Hrothgar about the Adventure (Hrothgar's House AR 1004)

    Once all the above foolishness is out of the way, go into Hrothgar's House
    (x 2020 y 350), and talk to him.  Join up with his expedition, and he'll
    ask you to look into the missing caravan first.  Head out of town via the
    southeast bridge, then head east.

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

  Follow this path.  You will be attacked by wolves.  Further down the path you
  will find the caravan.  But what's this?  An orc leaving the scene of the
  crime going into a cave?  Follow him into the cave.

    Note:  We're coming up on the first RANDOM TREASURES in the game.  Normally
           when you open a chest, you will get the same items every time you
           open that chest.  If the first time through the game you find a
           Hammer of Unholy Smiting, the next time you will find that.  
           However, some items are random.  One time you will find the Hammer, 
           the next it could be the Armor of Unholy Protection.  If ever you're
           unsatisfied with the random item you got, simply reload to a 
           previous save (one that isn't in the same area), and try again.

           I list the random treasure as RANDOM followed by a list of possible
           items.  Most will only give you ONE item from that list, some
           however will give you two (or more).

  Immediately inside the cave you will be attacked by some Orcs.  The whole 
  cave is crawling with Orcs, Orc Shamans, and Orc Bowmen.

  Head up to the fork (x 2480 y 960), then go left.  This chamber is
  particularly Orc-infested.  Head south into the smaller chamber, and get the
  treasure at (x 2170 y 1560):

    Spell - Protection from Petrification (Mage)
    2 Gems

  Go all the way north from here until you get the option to get left or right
  (x 1170 y 640).  To the right are some more Orcs, and to the left are more
  Orcs and treasure (x 460 y 650):

    Silver Necklace
    22 gp
    RANDOM ITEM   -   Fire Dagger (+2 Thac0, 15% chance of 1d4 fire dmg)
    (any 1 of these)  Girdle of Beatification (Bless)
                      Ring of Protection +1
                      Ring of Lesser Resistence (+2 to save vs. magic)
                      Quiet Boots (+7% Stealth, Rangers and Thieves only)

  Go back to the fork, and take the Southwest path.  Keep going southwest until
  you get to (x 630 y 1150), at which point go south through some more Orcs to
  find the BOSS (Ogre).  Be sure to check the Ogre's corpse for the Caravan
  Contract.  Get the treasure at the east end of the room here:

    Spell - Horror (Mage)
    21 gp
    Winter Wolf Pelt

  Once that's done, leave the cave and go back to Easthaven.

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

    Take this to the Fishmonger (x 2480 y 430), which is the house one left
    of the Tavern, and one right of Hrothgar's.  Give the Contract to the
    Fishmonger (you have to talk to him about Scrimshaw first) to get some
    experience (1200 exp).

  Next, go talk to Hrothgar who has 2400 more experience for you.  He also 
  wants you to run a list of supplies to Pomab.  Do so.  Nothing complicated 
  about this one.  You get 1200 experience for giving the list to Pomab.  
  Return to Hrothgar and tell him that you are ready to go.  You won't be 
  returning to Easthaven for awhile, but there's a much better town just ahead.

2.  Kuldahar Pass  (AR 2000)

  After the avalanche, a hermit approaches with information.  There are goblins
  all over this area.  Although not a threat to any warrior, goblins can be
  quite deadly to low level mages.  There are a number of things to do here,
  none of which are required.  To get to Kuldahar, simply head right, cross
  the bridge, and leave the area. (x 3825 y 1225)

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

    At the far east of the map, just north of the bridge to Kuldahar is a Mill
    (x 3260 y 400) that has recently been overrun by goblins.  Ignore the
    goblin outside of it, he's harmless.  Go inside the mill.  Inside you will 
    be confronted by an Orc named Uligar.  Kill him and his cronies.  Be sure 
    to search Uligar for some interesting items:

      Spell - Blur (Mage)
      RANDOM ITEM      - Applebane Dagger +1 (+1 Thac0)
      (any 1 of these)   Stoutward (Small Shield +1)
                         Wand of Trap Detection
                         The Merry Shorthorn (casts Bless once per day, Bards)
                         Glimglam's Cloak (+1 AC, +1 Saving Throws)

    Go down the stairs.  There is a hoard of goblins here to clear out.  Then
    there are three treasures to get (x 300 y 150), (x 375 y 125) and
    (x 525 y 225):

      5 throwing axes
      15 gp
      3 Gems

    Once that's done, open the door under the stairs (x 840 y 140) to free a
    boy, Jermsy.  Talk to the lad and he'll be freed.  Offer to take him to the
    village, and you get 2400 experience.

    Next climb the stairs at the bottom of the area (x 250 y 415), kill the
    monsters, and leave the Mill satisfied in the knowledge that you made a

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

    Situated in the dead center of this area is a giant grain silo (x 1730
    y 750).  Within the silo you will find an Ogre with a headache.  There are
    three ways to deal with this ogre:

      1.  Talk to him, insult him, and he'll attack you.  Kill him.
      2.  If you have a Druid, or Fighter/Druid they will discover a fix for 
          his headaches.  (The Druid MUST be the one who talks to him, though)
      3.  Talk to him once, then in Kuldahar talk to Arundel about the ogre.
          Return with the answer.

    Any of these ways works fine, however you get 1200 experience for the non-
    violent solutions, and only 270 for killing him.

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

    At the north end of this area (x 1500 y 90) is a passage to the goblin 
    base.  Once there, you will be attacked by a lot of goblins.  Once they've 
    been dealt with, head north into the cave (x 1166 y 280), and kill the 
    beetles there.  You can find some minor treasures in the cave, such as 
    Magic Arrows.

  Once these quests are done, head east out of the area and into Kuldahar.

3.  Kuldahar (AR 2100)

  Welcome to Kuldahar!  This will be your base of operations for most of the
  game, so get used to it.  There are a number of shops here with which to
  get new items for your party:

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

  PLOT:  Arundel the Archdruid (AR 2112, 2116)

    The first and most important place to go is, of course, Arundel's house.
    You can find Arundel's House just south of the first bridge (x 1400 
    y 2150).  Go inside and talk to Arundel to find out what you should be 
    doing.  He tells you to go to the Vale of Shadows, there to search for an 
    EVIL force.  You can also mention the Ogre from the previous area, if you 
    talk to him again.

    Getting to the Vale of Shadows is easy.  Simply leave the Kuldahar area,
    and click on the Vale of Shadows.  Interestingly, you can leave Kuldahar
    from any direction, including where you came in from.

  QUEST:  Convince a Townsman that Ilmater is Good

    Somewhere around Arundel's house (I found the guy on the bridge to the
    east of his house) (x  y ) you will find a townsperson in orange.
    Talk to this man with a Cleric (not just in your party, have your Cleric
    do the talking) about Kuldahar, and ask about the Temple.  He will bring
    up Ilmater, talk to him about it, and convince him to worship Ilmater for
    1200 exp. (thanks to Nereid for this)

    Matt Richardson sent me this:

      I found out that a Paladin can do the same. Also, a Druid can convince 
      the man to worship Nature. I did both in my game, and got two 1200 
      experience point bonuses, plus the man game me a gem when I championed 
      Nature-worship. I just thought you might want to know!

  QUEST:  Open the Locked Door

    See that mysterious door that won't open?  Well you can't open it.  Ever.
    I only mention it to prevent people from asking about it.

  QUEST:  Beat back the Yeti Invasion

    At the east end of the city (x 3150 y 1640), Mirek will come running up to
    you yelling of Yeti.  Then right behind him come a gaggle of Yeti.  
    Dispatch the Yeti and talk to Mirek again.  Seems that a precious family
    heirloom of his (a necklace) was stolen by a Yeti Chieftan in the Vale of 
    Shadows.  When you return it to him, he gives you 2400 exp, and a magic 

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

    There's a bit of a controversy over how Aldwin the Halfling came to possess
    the local Inn.  Go into the tavern (x 2030 y 860) and talk to Amelia the
    barmaid about Aldwin and the Inn.  She'll tell you that she thinks Eidan,
    a previous owner of the Inn, never meant to leave it to him.  Go to the Inn
    (x 1150 y 550) and talk to Aldwin about this.  You won't get anywhere.  Go
    upstairs and search the third room's chest (x 300 y 275) to find Eidan's
    Legacy Ring.  Go back downstairs and accuse Aldwin of things.  He'll spill
    the whole sordid story.  Now you have two options of what to do, accept
    cheap rates at the inn for not telling anyone, or getting Aldwin to confess
    to the town elders.  Confession gets you 3225 experience.

  MISC:  Lysan

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

  Once you're done in here, leave Kuldahar and head over to the Vale of 

4.  Vale of Shadows (AR 3000)

  The Vale of Shadows is the first major "area" of the game, and consists of
  numerous small caves and crypts, and one big Tomb.  Naturally we need to hit
  each of the small caves before tackling the big Tomb.  The Tomb is covered
  in the next sub-section as "Kresselac's Tomb."

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

  Crypt 1: (AR 3401)
    Traps are located all around this crypt, have a thief searching for them at
    all times.

    Once entered you will be beset upon by numerous of the lesser undead,
    skeletons and zombies.  The skeleton on the wall in front of you
    (x 775 y 670) has some treasure:

      Spell - Luck (Mage)
      2 Potions
      Studded Leather Armor

    Deeper in to the Crypt is another skeleton on a wall (x  y ) with more

      Spell - Stinking Cloud (Mage)
      Short Bow

  That's it for the first Crypt, on to the next.  Go back left from the first
  crypt, then head south.  At (x 750 y 1300) take the right path, and then go
  up to find the next crypt (x 1200 y 420).

  Crypt 2: (AR 3101)
    Again as before be wary of traps. (This is pretty constant, you always have
    to beware of traps)

    And again you are attacked by undead, this time there are also Ghouls and
    Ghasts added into the mix.

    Search the altar statue at (x 350 y 480) to find some treasure:

      Gate Key (necessary item!)
      Spells - Identify (Mage)
               Remove Fear (Mage)
      Healing Potion

    Going right, then up will reveal more undead, and a coffin full of fun fun
    treasures (x 766 y 155):

      Spells - Grease (Mage)
               Strength (Mage)
      2 Potions
      RANDOM ITEM     - Huge Long Bow (mightier than the L. Bow, harder to use)
      (any 1 of these)  Flawless Two Handed Sword
                        Halberd of Sparks +1 (15% chance 1d10 electric dmg)
                        Finest Long Sword (+2 Thac0)

    From the entrance, going left then up leads to still more undead, and a
    shelf (x 267 y 327) with more treasures:

      Leather Armor +1
      Spell - Cure Light Wounds (Priest)

  That's it for that Crypt, so leave.  Head south, and west until you reach
  the very bottom left corner of the map.  Then go right along the bottom path.
  There will be a path that splits to the north (x 2575 y 1600), go up it.
  The path then goes left to an open area with a statue.  Continue north to
  find the third crypt (x 2600 y 450).

  Crypt 3: (AR 3201)
    Again you are rushed by undead.  Just a little to the northwest (x 180
    y 580) is a container with treasure:

      Spells - Find Traps (Priest)
               Chant (Priest)

    Go into the east room, to find a shelf (x 780 y 460) with some treasure:

      2 Potions

    Head north, and in the eastern chamber is another coffin (x 850 y 315)
    full of treasure: (careful, it's trapped)

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

  Once that is done, leave this crypt, and go back down to the Statue area.
  From here, go west, until you see the path that leads down and to the right.
  Follow that path to a cave (x 2020 y 1360) with a Yeti Chieftan guarding
  it.  Kill that Chieftan and take his treasure:

    Mirek's Family Heirloom (give to Mirek for some experience!)
    Yeti Pelt
    RANDOM ITEM      - Short Sword +1
    (any 1 of these)   War Hammer +1
                       Short Bow +1
                       Long Sword +1
                       Morning Star +1

  Enter the cave.

  Cave: (AR 3001)
    We don't need to be here right now, but it's useful.  First there are
    several treasures to pick up, and second clearing out the Yeti now makes
    life easier later.  Remember this cave, you'll have to come back soon.

    There are four crates of treasure here, all located at about (x 360 y 415):

      Mace +1
      6 Potions
      Gold Necklace
      4 Gems
      Spells - Glyph of Warding (Priest)
               Prayer (Priest)

  Leave the cave, and get back to the southernmost path (from the statue, head
  right, then south).  Go right and into the fourth crypt (x 3380 y 1450).

  Crypt 4: (AR 3301)
    When you enter here, a skeleton by the name of Therik will accost you.
    Demand entrance to the crypt and he will attack.  He has some interesting
    items on him:

      RANDOM ITEM     - Flawless Two Handed Axe (+2 Thac0)
      (any 2 of these)  High Quality Bastard Sword (+1 Thac0)
                        High Quality Battle Axe (+1 Thac0)
                        Battle Axe
                        Long Sword
                        High Quality Long Sword (+1 Thac0)
                        Bastard Sword
                        High Quality Bastard Sword (+1 Thac0)
                        Finest Halberd (+2 Thac0, +10% slashing resist)
                        Potion of Action Transference (perm. +1 CHA, -1 DEX)
                        Ring of the Warrior (+1 Thac0)
                        Phase Dagger (15% chance enemy is phased)

    Go east across the bridge, through the skeletal mob, and north to the wall.
    On the wall are numerous cubbies where skeletons have been stuffed.  One
    of these has treasure (x 1540 y 300):

      Long Sword

    Continue east until you reach the stairs, and then go south down the 
    stairs.  Go west into the room with the circle of coffins.  One of the
    coffins (x 1900 y 790) is open and has treasure:

      Spell - Color Spray (Mage)
      Dagger +1
      Potion of Strength

    Just north of the circle is a skeleton sticking out of the wall with
    treasure (x 1640 y 585):

      Spell - Invisibility (Mage)

    Go south into the next room and search the coffin there as well (x 1800
    y 1250): (careful, it's trapped!)

      Sanctum Key (necessary item!)
      Broken Armor (no purpose, just sell it)
      Spell - Chill Touch (Mage)
      Potion of Insulation

  That done, leave the crypt, and head north through a shadow ambush to the big
  crypt, Kresselac's Tomb (x 3250 y 435).

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

  You NEED these items:

    Gate Key
    Sanctum Key

  If you do not have these items, you skipped them in the previous crypts (see
  the above section) and need to go back and get them.

Level 1:

  From where you start, go up the right passage, and open the door.  This leads
  to a large room with a big glowing green pool.  Clear out all the skeletons
  here.  There are 4 side passages here, and one major passage to the north.
  The first passage to the left of where you came in (x 840 y 1360) has nothing
  down it but monsters and a small box by the coffin with minor treasures.
  Open the door just north of the first passage (x 900 y 1130), and enter this 
  passage.  Clear out the wights and zombies to access the open coffin at
  (x 440 y 1025).  Careful this one is trapped.  Open it to get the treasure:

    Priest's Key (Necessary Item!)
    3 Potions
    Gauntlets of Weapon Skill (+1 Thac0)

  Now go to the passage just to the right from where you came in (x 1400 
  y 1515) enter the room, clear out the undead, and get the treasure (x 1600 
  y 1990):

    4 Potions
    Long Sword +1

  Now we have only one side passage left, the only locked door here (except the
  main doors), which we now have the Priest's Key to open. (x 1600 y 1385)
  Immediately inside is a treasure (x 1800 y 1375):

    Potion of Strength
    Spell - Armor (Mage)
    Short Bow +1

  Continue to the right, clear out the Ghouls, to get to the coffin full of
  treasure (x 2020 y 1530):

    Myrkul's Holy Symbul (necessary item!)
    War Hammer
    Splint Mail
    Potion of Genius
    Spells - Larloch's Minor Drain (Mage)
             Burning Hands (Mage)

  That done, we now have the ability to open up those big double doors at the
  top of the main room.  Once opened, an irritating Skeletal Mage named Mytos
  talks to you.  If you ask Mytos to search the tomb, and try to convince him
  of this non-violent solution you still get attacked, but you get some extra
  experience (about 3225).  Mytos' items:

    Warhammer +1
    Random Gem

  From where we now stand, the passage continues to the north, and there are
  also two side passages, one to the left, and one to the right.  Go up the
  main passage to the north.  There's a really big shadow here (x 1850 y 285)
  called Myrkul's Sending.  Beat him and get some treasure:

    Ring of Shadows (+15% stealth skill, rangers and thieves only)
    RANDOM ITEM     - Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
    (any 1 of these)  Dazer (Club +1, 5% chance to stun)
                      Static Dagger +1 (50% chance of 1d3 electrical dmg)
                      Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
                      Reinforced Large Shield +1 (+10% resist to slashing)
                      Mage Dagger +1 (+1 1st level spell)

  Go back down, and take the left passage (x 1500 y 620), follow it up, then
  down to the coffin (x 833 y 685).  When you open the coffin, a trap is set
  off that releases bunches of new skeletons, but you still get treasure:

    Spell - Haste (Mage)
    Scroll of Protection from Fire
    Short Bow +1

  Go back, and go right through the last passage (x 1770 y 710).  Soon you'll
  go south to (x 1910 y 1120) where you will find a secret door.  Open the
  secret door to reveal a Mummy.  Beat the Mummy, and get the treasure 
  contained in his sarcaphogus:

    Mausoleum Key (Necessary Item!)
    Potion of Genius
    Spells - Knock (Mage)
             Resist Fear (Mage)
    Mage Robe of Cold Resistance
    RANDOM ITEM     - Finest Light Crossbow (+4 Thac0)
    (any 1 of these)  Giant Halberd (2d8 dmg, -1 Thac0, -2 AC, min 18 STR)
                      Finest Heavy Crossbow (+2 dmg, +4 Thac0
                      Diseased Halberd +1 (10% chance target is diseased)

  There is also a small box of treasures just in front of the coffin:

    Gold Ring
    Gold Necklace
    Spells - Aid (Priest)
             Blindness (Mage)

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

Level 2:

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

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

    Bracers AC 8
    Random Gem

  There is further treasure in the open coffin located right there (x 660 
  y 840):

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

  There are four side passages here, two to the north, and another two to the 
  south.  We'll start with the northern passage (x 990 y 445), go up the 
  passage to get some treasure:

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

  Next we'll hit the passage located just to the right of this one (x 1300 
  y 700), open the door and go in.  There are four containers on the north wall
  with some very minor treasures in them (mostly just gold).  Open the door at
  (x 1920 y 520) and go through.  Head left to get:

    Plain Key (needed)
    Spell - Slow Poison (Priest)

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

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

  Go back to the main chamber, and search the rightmost column for a lever
  (x 925 y 890), use the lever to open the left gear door.  Go through the door
  to get to level 3.

Level 3:

  You are in a very large chamber filled to bursting with undead.  Plus there
  are several new types of undead such as Spectral Knights for you to deal 
  with.  From here there is the main passage that continues to the left, and 
  two side passages, one to the north and another to the south.  Go up the 
  north passage (x 2300 y 640) first.

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

    Spells - Silence 15' (Priest)
             Cure Moderate Wounds (Priest)
             Ghoul Touch (Mage)
             Shocking Grasp (Mage)
    5 Potions
    Ancient Armor (can sell)

  Leave this chamber, and go into the southern side passage (x 1600 y 1650).
  There are Imbued Wights (they cast Magic Missile) and Chosen Zombies here.
  And again there are three treasures, one to the left (x 1250 y 1667), one in 
  the middle (x 1450 y 1860), and one to the right (x 1760 y 1915):

    Composite Long Bow
    Spells - Chant (Priest)
             Shield (Mage)
             Cure Light Wounds (Priest)
             Magic Missile (Mage)
             Color Spray (Mage)
    3 Potion

  Leave this chamber, go back into the main room, and continue down the left
  passage.  There are lots of enemies here, Spectral Knights, Skeletal Mages,
  etc.  So, you might want to draw some enemies off, kill them, and work your
  way through them like that.  Work your way left to the door, open it, and
  go through.

  Here you will find the Skeletal Knight, Kresselack.  This is his tomb.  Talk
  to him (you couldn't kill him if you tried), and agree to get rid of the

  Priestess of Auril for him.  You MUST agree to this!

  Leave the Tomb completely, and get back to the Vale of Shadows.  Remember
  the Cave that we cleared the Yeti out of?  Well it's the cave under the giant
  statue in the middle of the area.  Go into it to find Lysan (the barmaid),
  who is also the Priestess of Auril.  Talk to her, and tell her that you are
  there to kill her.  She'll summon more Yeti.  Kill her and her Yeti friends:

    Morning Star +1

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

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

  Return to Kuldahar.

4.2  Post Vale Kuldahar

  Once back in Kuldahar, you will want to get rid of the keys that you gathered
  in the Vale:

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

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

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

  PLOT:  Talk to Arundel

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

  QUEST:  Get Lysan's Items from the Tavern

    Since Lysan was an evil priestess of Auril, one wonders what she was doing
    working as a barmaid in the tavern.  Go to the tavern and talk to the 
    barkeep there.  Tell him that you had to kill Lysan, and that she was evil.
    He has her items, so ask for those nicely:

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

  Once you're done here, leave and go to the Temple of the Forgotten God.

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

  Once you're at the temple, go north to find a fleeing Verbeeg (the least of
  all giants).  It would seem as though the temple has been invaded by someone
  before you got a chance to.  At any rate, go inside the temple.

Level 1:

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

  This passage leads south to a series of rooms on the left.  There is a 
  treasure chest at (x 480 y 1700):

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

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

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

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

  Go up into the library room here (x 510 y 970) and there are a couple of 
  Acolytes here with a Verbeeg.  Oh, and there are a lot of dead Verbeeg 
  already.  Interesting.  There are 7 different bookshelves arrayed around the
  room here with:

    Spells - Skull Trap (Mage)
    Lots of History Books

  Go back to the sitting statue, and this time take the other passage (x 1580 
  y 1000).  This passage goes south into a small room.  Search the barrels in
  the corner (x 2390 y 1425) to find some treasure:

    Potion of Healing (cursed)

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

Level 2:

  From where we are, you have to go north and east into some nicer looking
  tunnels.  Along this Grand Hallway are rooms on each side, one on the north
  and one on the south all down it.  Each of these four rooms has a treasure
  chest in it (that could be trapped), the total treasures of all these chests

    2 Potions
    RANDOM ITEM     - Spiked Long Sword +1 (25% chance of 2d6 piercing dmg)
    (any 1 of these)  Short Sword of Lesser Phasing (10% phased, +1d2 cold dmg)
                      Studded Leather +1 Shadowed (+15% Stealth, +5% magic res)
                      Studded Leather +1
                      Reinforced Leather +1 (+35% crushing resist)
    RANDOM ITEM     - Two Handed Sword of Resistence +1 (+5% magic resist)
    (any 1 of these)  Two Handed Sword +1 Hammering (20% chance of stun)
                      Charged Battle Axe +2 (50% chance 1d3 electric, 15% stun)
                      Bastard Sword +1
                      Two Handed Fire Axe +1 (50% chance 1d3 fire dmg)
                      Flaming Bastard Sword +1 (25% chance of 2d3 fire dmg)
                      The Snow Maiden's Reaver (Bastard +2, 2% turned to ice)

  Once you get past those 4 rooms, you come to the well guarded end of the hall
  (x 2875 y 750).  There are several Acolytes and Verbeeg here.  Just past that
  you can find a body of an Acolyte, that was killed in a very bizarre manner.

  And past that you find a great big door (x 3400 y 600).  Open it, and go
  through to the last level here.

Level 3:

  Walk forward until you get the Journal Updated message.  Read it if you are
  curious about what happened here.  The green body in the middle there has a
  Vial of Mysterious Liquid, be sure to take it.

  Once all that is done, go back to Arundel in Kuldahar.


  Talk to Arundel again, and tell him all that has gone on for 19,500 exp.
  He then tells you the next place that you need to go, the Dragon's Eye.  Once
  you are ready to go, head on out to Dragon's Eye.  The most Dragony Eyed 
  place you'll ever find.

  Note:  Before leaving Kuldahar, you may want to visit Orrick to see if you
         need any of his items.  Why?  As soon as you get to Dragon's Eye,
         Chapter Two starts, and Orrick's inventory changes.

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

  Kill the Ice Trolls (not indicative of how you kill real trolls), and go 
  inside the Eye of the Dragon.

Level 1: (Lizard's Level)

  At the far left of the area, you are immediately attacked by two varieties of
  Lizardmen.  This whole area is crawling with Lizardmen, and I won't mention
  further when you are going to be attacked, just assume that every new area
  has new monsters.  Notice how some lizardmen have little bottles of firey
  oil?  This could be useful when you bump into Trolls later.

  Drop to the south.  Be careful not to get too close to the Bombadier Beetles
  as they shoot out an acid cloud (usually only one).  Go over to the bridge
  at (x 1385 y 2000), cross the bridge to the right and clear out the spiders.
  To the south you will find the body of Erevain (the elf from earlier) at
  (x 1880 y 2300).  Search him to find:

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

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

    15 Antidotes
    Oil of Speed
    Spell - Protection from Normal Missiles (Mage)
    RANDOM ITEM     - Arrows +1
    (any 2 of these)  Arrows
                      Bullets +1
                      Hammer Darts

  Leave this little room, and go east (and slightly south) to the bridge at
  (x 1730 y 1110).  Continue further south and east until there is a passage
  that splits off to the north (x 2375 y 1475).  What we want to do here is go
  up this passage to defeat the hordes there.  Definately save it before going
  up there in case your party isn't ready for it yet.

  Once up there you will be confronted by the King of the Lizardmen and his
  army.  I'd take the Shaman out first as they tend to cast Hold Person on your
  party.  Search the corpses for:

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

  Search the giant snake statue (x 3050 y 500) for some more treasures:

    8 Gems
    Spells - Detect Evil (Mage)
             Fireball (Mage)
             Monster Summoning I (Mage)
    2 Potions
    RANDOM ITEM     - Boots of the Fox (walking speed +40%, +1 AC)
    (any 1 of these)  Potion of Magical Resistance (Perm. +5% magic resist)
                      Potion of Constitution (Perm. +1 CON)
                      Ring of Resistance (+10% Missile & Fire resist)
                      Ring of Intelligence (+1 INT, -1 CON)
                      Shield Ring (constant Shield Spell on user)

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

  Note:  If you rest in between killing the Lizard King and getting to the
         captured villagers, they will all leave, and you won't get your
         experience for freeing them.  And sometimes the villagers just die.

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

Level 2: (Lizard's Level Part 2)

  As soon as you appear here you are attacked by more lizardmen.  Checking out
  the map you are in the top, near right part of the map.  The way to the next
  level is right then down, but first we want to go left to get some treasures,
  and kill some monsters.

    TROLL Note:  There are trolls here.  Anyone unfamiliar with trolls need 
                 only know this.  To kill a troll first you must fight it as 
                 normal, until it falls down.  It isn't dead yet.  Now you hit 
                 it with a FIRE or ACID spell/arrow/weapon/potion so that it
                 dies.  The mage spells Melf's Acid Arrow works best, and later 
                 so does Fire Arrow.  Also Burning Hands works well, though
                 you need to keep your party out of the way.

                 If a Troll is stunned/Held/Phased before getting knocked down,
                 it will usually die without the need for acid/fire.

  Go left to (x 1190 y 810).  Just to the south is a bridge, however, we want 
  to go left up the steps to kill some spiders and some trolls.  Go back to the
  bridge, but don't cross it yet.  Go right, through the Lizardmen Shaman to
  their fire (x 1920 y 1234).  Now there is a lower passage that leads left.
  Go down that all the way to find several frightened children.  One of them

  (x 950 y 1330) is Sheemish the son of Conlan the blacksmith.  Talk to him,
  and if you have cleared out the previous level, and most of this level you
  can get him freed.

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

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

  There are a lot of trolls and evil priests down this way, so some strategy
  is in order.  One good strategy to try is to send out one person until only
  one monster sees you, then slowly draw that monster back to your party and
  slaughter it.  Once you can't do that anymore, rush in and clear out the 

  Once this is cleared out, talk to the Priest of Ilmater at (x 1225 y 1950).
  She'll give you some experience (I got 36,000) and will also provide healing
  and a safe place to rest.  Further to the right are more captive villagers,
  however these ones don't seem to realize that they are freed, and I have no
  idea what to do with them.

  Retrace your steps and get back to the entrance.  This time we are going 
  right to get to the next level.  Take the northern right path (x 3000 y 350) 
  all the way to the right, and then all the way to the south.  There are a LOT 
  of beetles to be processed, but it eventually leads to a dead body (x 3540
  y 1285) with treasure:

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

  Go back to the crossroads, and this time take the southern path.  There are
  more Bombadier Beetles and Trolls here (the beetle's acid cloud can in fact
  kill the trolls).  Continue south to the big steps at (x 2650 y 1450), go
  down the steps, and take a right.

  Clear out the trolls and sword spiders here.  There are three passages to
  take here, two to the right, and one to the lower left.  The top right and
  lower left passages are connected, and only have some trolls on them.  Take
  the bottom right passage around to the entrance to the next level (x 2950
  y 2100).

Level 3: (Presio's Level)

  You will immediately be confronted by a large skeleton called an "Undead
  Lieutenant."  Then he and his cold wights will attack.

    Blast Skeleton Note:  There are large skeletons running around called
                          Blast Skeletons.  These have NO experience value
                          when killed, and when dusted explode in a wave of
                          cold that damages your party.  Your best bet with 
                          them is to shoot an arrow at them from a distance 
                          (they don't have many HP either) and let them explode 
                          well away from you.  Another idea to deal with them 
                          is to cast Hold Person on them, then whack them until 
                          they die giving you 500 exp.

  After that there are more monsters to take care of.  This whole area has
  traps all over it, but mostly on the planks on the ground.  Also I find the 
  Cold Wights to be the easiest 2000 exp enemy in the game, making them ideal 
  for levelling up.  Just find a good spot, and rest over and over.  Let the 
  Cold Wights attack you for lots of good experience.

  The entire left side of this area has many instances of that Undead 
  Lieutenant confronting you with a horde of wights.  I'm not going to bother 
  mentioning all of them.

  The object is to go down and right until you get to the bridge (x 2100 
  y 2150) cross that bridge to the right.  Just to the right (x 3000 y 2420) is 
  a room filled to bursting with monsters, mages, etc.  This is the den of 
  Presio the mage.  Do the old draw-them-out trick to avoid having to fight
  them all at once to clear this out.  Presio has some treasure:

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

  In the north section of this room (x 3330 y 1935) there are three containers
  full of treasure: (careful, they're heavily trapped)

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

  Leave this room and head north.  Careful, this area is heavily trapped.  We
  want to get to the door at (x 3420 y 375) which leads to the next level.

Level 4: (The Creepy Monks Level)

  This is the level that I like to call the "creepy monk" level.  You'll see
  what I mean.  Wander over and you'll find Albion a "monk" who expresses some
  concern to see you.

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

  There is only one thing to really do before starting the battle up.  One is
  to talk to the librarian (past Albion through the small doors) about Magical
  Texts and buy some spells from him.  If you need healing or to rest you can
  go visit with Sharra (x 1720 y 1325).  However, if you go too many other
  places you'll provoke an immediate attack.  This is what we want, but you 
  have to be ready for it.  Find a good defensible (one entrance) location, and
  cast defensive spells.  Then send out one person to start the fight, and wait
  for them to come to you.  What I would do is to go into the Library, force
  open the back door, and go from there.

    Albion Note:  There are other ways to start this battle.  If you wander
                  around the area, you will find a Big Red Carpet, that when
                  you walk on generates some text.  Or if you go around to the
                  other side of the libraries forbidden room (such that you
                  are on the other side of the wall) you can actually check the
                  bookcase inside (How to Serve Man, an ode to a Twilight Zone
                  episode I believe).  Either way, talk to Albion about these
                  to get around 20,000 to 30,000 experience.  And then he
                  attacks you. (partially from Souma)

                  Second Method: You need a character with high Intelligence 
                  and Charisma (used a maxed Int, Cha, Wis character again, so 
                  not sure how much) to do this one. After you talk to Albion 
                  you should be able to talk to Geelo (the Librarian) and tell 
                  him that Albion wants to talk to him (I'm not sure the exact 
                  conversation paths, but the option comes up if you have the 
                  right stats). When Geelo leaves the room, you should close 
                  the front door (just in case) and then unlock the door to 
                  the back room. You can then check out the "descriptive text" 
                  on one of the bookshelves. Go back out and talk to Albion and 
                  you should have a new conversation option as per the first 
                  method.  Follow it through and you get xp for revealing the 
                  evil monks and the fight starts. (from Souma)

  You WILL need to search Albion for a Key.

  The librarian has some:

    Bracers AC 6
    2 Invisibilty Potions

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

    Spells - Flame Arrow (Mage)
             Monster Summoning I (Mage)
    Book - Secret Societies
    2 Potions

  At any time if you go free the Adventurers at (x 1620 y 550) they will run 
  around killing all the monsters they can find.  This is great if you are 
  having a tough time with this, but not so good if you want the experience for 
  yourself.  Once all the monsters are dead they will guard you while you 

    Marchon of Waterdeep Note:  The four adventurers here have some interesting
                                treasures, such as a Flaming Long Sword +2.
                                You can't pickpocket to get these items, but
                                you can kill them for no apparent loss of

  Go into the main cathedral (x 2280 y 750) to catch some snake people about to
  dine on human flesh.  We can't stand for THAT, so kill them.

  Search the Snake Goddess Statue (x 2425 y 460) for some more treasure:

    4 Potions

  There is further treasure in the right side room here (x 2633 y 800):

    2 Potions
    RANDOM MISSILE  - Fire Arrows
    (any 1 of these)  Hammer Arrows (+1d6 crushing)
                      Bolt +1
                      Berserker Darts (10% chance of going berserk)
                      Arrows +1
                      Bullet +2
    RANDOM ITEM     - Life Dagger +2 (15% chance heals user 1d6 HP, +5 max HP)
    (any 2 of these)  Studded Leather +2 Shadowed (+20% stealth +15% slash res)
                      Ol' Withery Dagger +2 (2% chance Finger of Death)
                      Fire Dagger +2 (50% chance of 1d4 fire dmg)
                      Mage Dagger +2 (+1 AC, +1 1st & 2nd level spells)
                      Fast Flail +2 (+3 dmg, +1 attack per round)
                      Corrosive Hammer +2 (+3 dmg, 30% chance of 1d4 acid dmg)
                      Morningstar +2 Hammer (20% chance target is stunned)

                      Mace of Weal & Woe (+3 dmg vs. lawful, 13% chance Curse)
                      Selune's Promise Mace (+4 dmg vs. spectral undead)
                      Peacekeeper Club +3

  Go now into the right staging area.  There are more snakey people here, as
  well as another Snake Goddess Statue.  Search the cushions on the left side
  of the room (x 2850 y 1030):

    2 Potions

  And the Statue (x 3333 y 840):

    2 Potions
    Blur Deck (casts Blur)

  To the south you will find the High Summoner with his Priests (x 3000 
  y 1775).  Kill them, but they have no treasure.  Continue south to (x 2500 
  y 2500), take a right to (x 3400 y 2450) to get to the final level.

Level 5: (The Snake Goddess)

    Yuan-ti Elite Note:  Most Yuan-ti Elites on this level (they're the bigger
                         browner snake people) carry Arrows +1.

  As soon as you appear on this level, an Odd Little Girl will spout out some
  rhetoric at you.  Ignore what she says, and continue north.  Again she'll
  bother you, but this time with troops.  Kill them, and continue north again
  until you reach the first Door (x 650 y 1375).

  This leads to a little staircase.  Careful, tis trapped.  There is another
  door here, open it and go through.  This is an oval shaped room with some
  more Yuan-ti in it.  Go through the left door (x 350 y 750).

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

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

  Leave this room, the previous room also, and get back to the main chamber.
  There is a door to the southeast (x 1000 y 1700) that leads further along
  the snakey passage.

  There will be about 3 Yuan-ti Elites here, kill them.  There are two doors,
  one to the right that leads further along the passage, and the souther door
  which we will take right now (x 1080 y 2170).

  In here are a LOT of Yuan-ti and Yuan-ti Elites.  I beat this room by drawing
  out a couple Yuan-Ti, then hasting my party, and charging in.  I targeted the
  Elites first as they did the most damage to my party, and worked my way 
  around the room.  One of the Elites (he was called the High Archer, but he
  doesn't look any different) has some good treasure on him:

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

  Search the cushions here (x 750 y 2300), (x 900 y 2450) and (x 1000 y 2625)
  for more treasure:

    Arrows +1
    Arrows +2
    8 Potions

  Go back into the main passage, and open the next door (x 1420 y 2055).  There
  is another set of Elites here, and another two doors, one leading further
  along the corridor, and the door we'll be taking into some new rooms
  (x 1950 y 2200).

  Not much here but enemies (to be killed) and some bookshelves (to be looted).
  The bookshelves are over to the right in the torture chamber:

    Spells - Ghost Armor (Mage)
             Dimension Door (Mage)
    Potion of Genius

  Return to the main passage, and prepare to go through the next set of doors
  (x 2040 y 1800).  Unlike the previous few doors, there are no monsters on
  the other side of this one, just the two doors.  We'll be going through the
  door to the left (x 1830 y 1500) first.

  Up this passage there are 6 Yuan-ti Priests and 3 Elites.  Kill them. :)

  Then search the throne at the north wall here (x 1200 y 875) for some 

    Studded Leather +2
    Pearl Necklace

  Go back to the main passage, and prepare to go through the next set of doors
  to the north (x 2000 y 1300).  There is only one Elite here.  Again there is
  a side door and a main door, we'll be going through the east door (x 2230 
  y 1175) first.  To the right of the second bookcase there is an invisible
  switch (x 3415 y 2000) that opens a secret door just south of the first 
  bookshelf leading to another torture chamber.  In here is the High Torturer
  and some Yuan-ti Champions.  The High Torturer has as Cursed Ring, so don't
  take it.  In there is a desk (x 3100 y 2475) with some treasure:

    2 Potions
    Spells - Icelance (Mage)
             Mirror Image (Mage)
    Throwing Axe +2
    1 Gem

  Once that's done, go through the main doors (x 2100 y 860).  There are about
  7 Elites in here, as well as some Priests and a lot of traps.  Best bet is to 
  draw half of them away, kill them, then hit the other half.  Once that is

  over with, go through the NORTH DOOR (x 2250 y 615).

  Yes, it's another torture chamber.  Go left, and clear out the Elites.  There
  is a door to the left (x 1400 y 440).  There are 2 treasure chests here, as
  well as a Nightstand with treasure:

    6 Potion
    Baleful Mail (AC 3, Immune to all forms of Charms)
    RANDOM ITEM     - The Bitch Queen's Envoy Shld (+3 AC, not usable lawful)
    (any 1 of these)  The Red Knight's Shield (+4 AC)
                      Reinforced Large Shield +2 (+3 AC, +15% res fire/crush)

  Back to the main corridor.  Now we only have one last set of doors before the
  BOSS (x 2800 y 720).  Before opening this door, I'd cast every single spell
  you have that can benefit you here.  Haste, for example.  Open the door,
  go through, and walk forward until the Odd Little Girl appears and talks to
  you.  She'll turn into Yxunomei the giant Snakey Queen.

    Yxunomei Note:  She can only be hit by certain magical weapons and spells.
                    +2 arrows can hit her, as can Conlan's Hammer (see the
                    Sheemish note above), etc.

                    Also, if you left this level after she's been summoned,
                    she will reset to her default location, which is actually
                    in the top left corner of the map.  This doesn't happen if
                    you have the latest patch installed.

  Kill Yxunomei for 46,000 experience, then search her corpse for the
  Heartstone Gem, which nets you another 13,000 exp.

  There are 7 treasure chests in here, half of which are trapped.  Naturally
  they are filled with treasures:

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

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

Kuldahar Revisited:
  When you get back to Kuldahar, you will find it has been overrun by weird
  monsters called Orogs.  The Orogs are near the entrance to town, the 
  Blacksmith, by Arundel's, and the Inn.  Once they're cleared out, go visit
  Arundel.  However, it turns out that this isn't Arundel, but rather is
  someone EVIL.  They vanish.  Go upstairs to find the real Arundel.  He tells
  you where to go, then dies.  He leaves a magic staff behind, only usable by

  We now need to go to the Severed Hand, which can be found by leaving Kuldahar
  and scrolling the map down.

7. Severed Hand

  Consisting of the Areas:  AR 5000, 5001, 5002, 5003, 5004, 5101, 5102, 5103, 
                            5104, 5201, 5202, 5203, 5204, 5301, 5302, 5303, 
                            5304, 5401, 5402, 5403, 5404 and 5502

  The Severed Hand Tower (aka Shattered Hand, or Seldarine Tower) is a 
  complicated dungeon.  It starts out as one large tower, but later splits off
  into 5 mini-towers (each of these has a name in-game, but offhand I don't 
  remember them).

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

    Larrel Note:           Do NOT attack Larrel when you find him!  He is not
                           your enemy!  And if you manage to kill him, then 
                           your game is pretty much over (barring a previously
                           saved game).

Exterior: (AR 5000)

  As you approach the Tower, Larrel (the Elven "Lich") comes out, blasts a
  squirrel (he thought that it was a dwarf), and goes back inside.  This is an
  indication of the type of events that will enfold inside.

  Go into the tower (x  y ).

Level 1: (AR 5001)


                          Guide to Naming Characters:

  I have heard that some people have trouble coming up with creative names for
  their characters.  So here is a little guide to coming up with interesting 
  names that seem to fit into the game (i.e. names that aren't "brad" or "mike" 
  or something).

  Method 1:
    Take an exisiting last name, and make it a first name.
    Ex: Corbin, Martens, Miller.
    Obviously this doesn't work with all last names, and it also tends to skew
    mostly male.

  Method 2:
    You can also make interesting names by taking an existing name, such as 
    Kate, and flipping some letters around to make a new name, Kaet.

  Method 3:
    Somewhat similar to method 2, this one merely involves adding useless 
    vowels.  Try adding an 'a' before an 'e' or an 'i' after an 'e'.  Take the 
    name Patrick for example.  It will become Paetrick.

  Method 3-B:
    Swap hard consonants (such as the hard K) for softer consonants (such as
    the softer G).  So starting with our Paetrick, we can turn him into a
    Paetrig.  Also works by turning T's to D's, etc.

  Method 4:
    Another fun thing to try is to simply add a new "flourish" to an existing
    name.  For example we start with "Nate" and add the "flourish" "ylia" to 
    make the new name "Natylia".

  Method 5:
    Start with another word, say the number "Seven".  Replace the vowels with 
    new vowels to make "Sivan".  Now if you want to make it feminine add an "y" 
    (or something similar) to the end to make "Sivany".  Or try this, start 
    with the word "talent".  Replace the first 't' with a "th" and then replace 
    the 'e' with an 'a'.  You now have "Thalant", which is a good name, but 
    needs a little flourish of "yr" to finish it "Thalantyr".

  Here's a list of names that I have used in various RPG games.  This list will 
  be a little small for now, but as I get more of them, I'll add them.  If you 
  have any name that you want to send in, please feel free! 
  ([email protected])

    Female:                            Male:
    ¯¯¯¯¯¯¯                            ¯¯¯¯¯
    Kaet Salamoss                      Telen
    Sivany                             Syllas
    Jiany                              Poetayn
    Saenra                             Mytahl
    Kystra                             Ralasannvyr
    Lydra                              Ylv Tor
    Tyllaenii                          Ex'ald Moor
    Bealla Forthyss                    Aallax Morkallai
    Cyrra Lyth                         Cyr Daan
    Sho'erna Moerth                    Kintos the Dim (my current favorite)
    Mistriana                          Corvuus
    Karyana                            Khaar the Bloody
    Ceqeen'ah                          Rargh (great with Male Fighter 3 sounds)

  The following names are from Bane:

    Lyria                              Taaryn (Taryn)
    Kestyn                             Yulosa
    Maya                               Astyk
    Galian                             Bane

  The following names are from Souma:

    Alicia Bonecrusher (ranger/cleric) Wildfoot (a halfling fighter/thief)
                                       Simion (a Paladin, a bit of an ape :P)

  The following names, and strategy, were sent to me by Preston Lloid:

    Female:                            Male:
    ¯¯¯¯¯¯¯                            ¯¯¯¯¯
    Jephinia Justice                   Edcam Sielfir
    Misha Kintyre                      Purl Sielfir
    Latista Dymnir                     Paxus Silatis
    Kyndria Valmund                    Bastius Mnotarior
    Shaloa Fighro                      Rhymnir Kaleef
    Syff Kintous                       Kelt Incurrigate
    Geila Mist                         Solas Imnikurr
                                       Tarrento Gymnica

    I also found that nearly all the months make fine female first names (e.g.
    October, November etc.).  Furthermore I personally think that there's 
    nothing wrong with giving your character a first name and some kind of call 
    name instead of an actual surname (or family name).  For instance, if 
    you've made a female priest with the allignment "lawful good" you might 
    call her "Misha the Divine", instead of Misha Kintyre.  Or if you create an 
    evil male mage, you could call him "Tarrento the Dreadful".

  Name Characters Based on What They Do (from Leo Wang):

    If someone wants to add a last name, I suggest that it should be something 
    that makes the character stick out, or something that the character is fond 
    of doing.  For example, you could have Nyla "Firefingers" the female 
    evoker, because she's fond of Burning Hands (and other Fire-based spells).  
    (Got Nyla by putting N.Y. and L.A. together)  Or, you could have Balthus 
    "Cuisinart" because he's a fighter specializing in Great Swords (and has or 
    will have 6 Proficiency points devoted to it).

    Or you could simply have the character go by a nickname.  For example, a 
    cleric might be called Amelior/Ameliore (short for ameliorate) because 
    he/she's got nothing but healing spells and Aid memorized all the time.  A 
    battle cleric might be called Glory Preacherson or Orata (orator) because 
    the rousing speeches (Prayer, Recitation) about glory that he/she gives is 
    so moving that he/she's got to be the son/daughter of a (successful) 
    preacher/orator.  A Dwarf Thief might be called Granite Tunnelfast or 
    Amiterre for a female (I hope I got the words's supposed to be 
    the french word for "friend" with the word for "earth") for...obvious 
    reasons.  :)  There's only so many ways you can make a name sound exotic 
    before it all starts to sounds the same though...


  The first step to getting these cheats to work, is to download the latest
  patch here:

  Use a text editor to edit the "icewind.ini" file in the game directory.  Add 
  the line "Cheats=1" under the "[Game Options]" section.  Start the game and
  press [Ctrl] + [Tab] to display the console window.

  Cheat Codes
  Press Ctrl + Tab to display the console window and
  then enter the following codes:

  Show full map.

  Teleport party to pointer.

  Give selected characters indicated EXP.

  Add indicated gold to party total.

  Add 500 gold to party total.

  5 healing potions, 5 antidotes, and 1 Scroll Of Stone
  To Flesh.
  This creates any item that you know the Item Code for.  Every item from
  Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item 
  Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in 
  IWD)  Also I now have an Item Listing for all the items in Icewind Dale,
  which can be found at GameFAQs. (
  Note:  If you are creating an item that can have multiples in one stack, use 
         the CreateItem("xxxxxx", num) form.  So to create 300 Summon Cow 
         scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)

    Here's a few IWD unique codes:

    BELTSTR -  Girdle of Stromnos (sets STR to 19)
    BOOTFOX -  Boots of the Fox (increases speed, and +1 AC)
    CLOAKMI -  Mithran's Cloak (+3 AC, Saving Throw +2)
    DBONE   -  Ring of Dwarven Bone (+1 STR, not usable by good char)
    GLORY   -  Plate Mail +6, Glory of Suffering (-25 HP to wear)
    HELMDEF -  Helm of the Blessed Defender (+3 AC, Halflings/Gnomes only)
    HELMSUN -  Sune's Laurel of Favor (Helm anyone can wear, +1 AC, +1 CHA)
    HOLDING -  Jester's Bag of Holding (Creates random items once per day)
    KAYBOW  -  Kaylessa's Bow (+1 Dex, +3 Dmg, +3 to hit, min STR of 15 to use)
    KAYCHAI -  Kaylessa's Elven Chainmail (AC 2, +1 Dex)
    KAYGLOV -  Kaylessa's Gloves (+1 AC, +1 Dex)
    ORRSHLD -  Orrick's Rhino Beetle Shield (+4 AC)
    SCRLZZ  -  Spell: Summon Cow (you heard me!)
    ULBOW5A -  Long Bow +4: Hammer (+1 AC, +4 Dmg, +5 to Hit, 4 attacks/round)
    ULSWD4B -  Long Sword +3: Enforcer (extra spells, only usable by F/M)
    ULSWD5B -  Long Sword +3: Bhaal's Fire (extra 2d4 of fire dmg)
    UROBE1A -  Robe of Enfusing (+2 AC, +5% magic resitance, +5 Lore)
    VOICEBN -  A dead paladin (no point, but it's interesting to see things cut
               from the game)

    Here are the Astrolabe Pieces:

  The following codes can merely be entered (they don't need the CONSOLE like
  the above cheats) after you've entered this in the console:


  [Ctrl] + J - Move selected characters to pointer position.
  [Ctrl] + R - Heal or resurrect the selected character or portrait.
  [Ctrl] + Y - Kill selected monster or NPC with no EXP.
  [Ctrl] + 4 - Display trigger polygons; shows traps.
  [Ctrl] + 9 - Display character bounding boxes

  (most cheats above here, except CreateItem, came from Jake Sweet)

Item Copying:
  There is a really easy way to duplicate any item that you receive using a
  quirk in the game's design.

    1. Save the game.
    2. Export the Character with the item(s) that you wish to copy. (only works
       with characters that you have created yourself, such as the main
    3. Give all of that character's items away, and then click the bottom
       button (Character Arbitration), then click the Modify Characters button
       (only works if there are no enemies around, and you aren't in the middle
       of casting a spell), and then click on the Character Name to delete the
    4. Now immediately Import the character back, and you now have 2 of
       everything that person had.

  Similarly if you are doing this in a single player, you:

    1. Export the Character.
    2. Start a new game.
    3. At the Character Creation Screen press "Import" and the select your

  It is really helpful that when you Export your Character to name him/her
  something specific, not just "Character1" or something.

  This is really useful for the ultra-rare items like the Girdle of Stromnos.  
  This also works well if you want to start over, simply export your 
  characters, start a new game, and import them there.


  The "Symbol of Correlon Lorethian" Necklace bug:

    This artifact is supposed to affect your THAC0 by +2 when worn, but instead
    it actually CHANGES your THAC0 by +2 EVERY time it is worn!  So if you were
    to unequip/reequip this item over and over, your THAC0 would continuously
    decrease!  Not only that, but when you simply LOAD your game up, it will
    decrease your THAC0 then as well.  As far as I know, you can keep improving
    your THAC0 forever (I stopped at -130).

    WARNING:  I wouldn't use this Bug as it horribly unbalances the game.  What
              I would do with it is to equip it once, then throw it away.  This
              way you get the effect of the item, but not the bug.

    Patch Note:  This is fixed in the latest patch.

  Denaini's Holy Water:

    When you give Denaini the holy water, she is supposed to give you an item
    "as Thanks", but you get nothing.

    Patch Note:  This is fixed in the latest patch.

  Orrick and the Book of Mythal:

    When you give Orrick the Book about Mythal that you found in the Shattered
    Hand, you should get an artifact, but you don't.  Not only that, but when
    talking to him about it, you get a "NO VALID REPLIES OR LINKS" as your only
    dialogue option! (even IF this is fixed in a patch, if you have already
    visited Orrick, then you will never get the right reply, you would have to
    start a new game)

    Patch Note:  This is fixed in the latest patch.

  Character Arbitration Bug (This was done in Single Player mode)

    I recently started a new game with only 2 characters, just to play around
    with some different classes and such.  Quickly getting bored with that I
    did a Quickload (via pressing L) to bring up my regular party.  Now I 
    wanted to Modify this party of 6, but discovered when I pressed the 
    Character Arbitration button that it only showed the first two people in 
    the party.  If I clicked 'done' at this point nothing happened, but if I 
    clicked 'modify' first, then 'done', it would drop my party from the full 6 
    to only 2.

    Then if I were to try to create a new character in one of the "blank" 
    spots, it would actually restore the party member who should have been 
    there already!

  Infinite Experience Loop in Aquarium (from ERSKINE)

    This is a bug I found and I don't know if it will work for you but-- If
    you talk to the boss salamander and he tells you to kill the leader of
    the slave revolt, go talk to the leader of the slaves in the basement
    (not Vera- you need to avoid talking to Vera before you talk to
    Gareth)-- he thinks that vera is dead and you can now go back to the
    Boss and tell him that she died in the escape--here's the bug-- He will
    then tell you to kill all of the slaves, tell him you will think about
    it and the conversation ends, BUT if you talk to him again you can tell
    him Vera died in the escape again and get more xp's (about 10k for each
    character)  I was able to do this indefinately (I got my characters up
    about three levels each before I got tired of it)-- again I don't know
    if this will work for you, or if you even want to try it.

  Rhino Beetle Shell Bug (from ERSKINE)

    Another bug-- when I took rhino beetle shell to dirty lew (use a female
    to talk to him--better prices) and got him to make a shield for me I
    then took it to Nym (the dark-elf) an paid for him to enchant it and to
    buy his dagger (refuse his first offer of 30,000 gp and the next offer
    is 33,000gp for the enchantment and a dagger)- only he didn't give me
    his dagger! (the dialogue said "here's your dagger" but I didn't get
    one)-- if you refuse his second offer he offers "a better enchantment"
    for 28,000gp-- but this is the same as the first enchantment, but
    2,000gp less.

    Ed. Note:  One similar item to this is the Orrick's Shield.  Supposedly
               Orrick was once able to enchant the Rhino Beetle Shield in the
               same fashion as Nym (but +4 instead of +3), however there is
               no way to get Orrick to enchant the shield.  (It's the item
               code ORRSHLD if you're curious)

  Lizard King's Lizardmen weren't so loyal...

    While attacking the Lizard King with my third party (the Walkthrough 
    party), I noticed that all the lizardmen were suddenly under my control.  
    What I had done was that I told him that this Cave was going to belong to a 
    Dead Lizard King, and he attacked.  I don't know why all his followers 
    suddenly joined my side, but as soon as they killed the King for me, they 
    became enemies again.

                                Strange Things

  The Shadowed Orcs in the Severed Hand say "Zug Zug" when they attack you, 
  just as the Peon Orcs in Warcraft II do.

  The Razorvine Extract (property of Mourns-for-Trees) is a reference to the
  Black Isle game, Planescape: Torment.

  Erevain's Journal makes mention of Xan from Baldur's Gate (see the Stinger at
  the end of the FAQ for the exact quote).

  Normal Cold Wights that you encounter are worth 1400 exp.  However, the 
  random Cold Wights (those that you encounter if you rest and are attacked in 
  the night) are worth more at 1500 exp.  Why is that?

                                 Final Words...

This FAQ was written entirely using the GWD Text Editor:  (shareware)

Special Thanks: (Credits)
  Tony for a small update on the Priestess of Auril
  Lauren for mentioning how to get rid of the Register Now thing
  Scott Werner for pointing out that Trolls sometimes die without fire or acid
  Jim Valeri for a good question
  Mike Gan for information on the Ice Priestess' Items, etc.
  ERSKINE for lots of information all over the place
  Jake Sweet for the cheats
  Nereid for the Ilmater Townsperson in Kuldahar
  Souma for pickpocketing advice, and more
  Bane & Prestion Lloid for some names in the Guide to Naming Characters
  Jeremy Treanor for his fire protection strategy
  Matt Richardson for adding to the Ilmater subquest in Kuldahar
  Leo Wang for a great many things (a GREAT many)
  Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
  CJayC for posting this FAQ
  Anyone who emails me with nice things to say, you are appreciated!
  Black Isle for making such a great little game!

Shameless Self Promotion:
  I have also written FAQs for:
    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PC:       Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale -- Items List
              Master of Magic (revision)
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:

Version History:
  Version  x.1  July 6, 2000  14k

  Version  x.2  July 7, 2000  24k

    Added new Questions, added a Contents, added the Bugs list, added this here
    Version History, and slightly changed the format

  Version  x.3  July 8, 2000  35k

    Had the version history saying that this was done in "june", so I fixed 
    that Added new questions, and a new bug (one I found myself, no less!).
    Also began separating the Gameplay Specific questions into their separate 
    areas to not only make things easier to find, but also to help people avoid
    spoilers.  Added the Special Thanks thingie in the Final Words section.
    Fixed a spelling mistake.  Spaced in all the questions, hopefully this 
    makes things easier to read.

    You know, this was just going to be a 5-10k mini-FAQ at first, just 
    answering the basic questions, but it keeps growing and growing...

  Version x.4  July 9, 2000  38k

    Added more questions taking me all the way through the game.  Now I'm going
    to go through the game again with a different party, but with the items
    from my first party.  Sure that's sorta cheating, but I've already won the
    game once without cheating!

  Version x.5  July 9, 2000  41k

    Added a couple of new questions, and updated the Troll killing question.
    Lots of little changes too, just things that looked like they could use an
    extra word or two.  And in case you were wondering, version x.4 was only
    uploaded to one site, and it wasn't GameFAQs.  After it was uploaded I 
    found some new things to put in, so here we are.

    So, now that I've finished the game, and pretty much all the questions, 
    what will I do next?  A full Guide/Walkthrough?  Who knows!

  Version x.6  July 10, 2000  45k

    Removed a bad question (well, the question was irrelevant, and the answer
    was bad).  Added a new question about my favorite armor in the game (the
    Mithril Field Plate +2), as well as a question dealing with the Caravan
    Contract, and some other questions.

  Version x.7  July 11, 2000  49k

    Added some info from Mike Gan.  Also went through the FAQ and corrected a
    number of spelling mistakes and/or typos.  Added the section on Creating a
    Balanced Party... but it needs some more work, I think.

  Version x.8  July 11, 2000  53k

    Added lots of new information from ERSKINE, so THANKS!

  Version x.9  July 12, 2000  53k

    Just some small changes.

  Version x.9.1  July 13, 2000  54k

    Fixed two mistakes.

  Version x.9.2  July 16, 2000  60k

    Added new party making strategies, one from me, and another from ERSKINE.
    Reformatted the Contents slightly (you'll notice that I claim to have a
    Walkthrough forthcoming...heh).  Some other small changes.

  Version x.9.3  July 23, 2000  63k

    Figured out what was locking the SWITCH for the GEAR DOOR (it's the Black
    Wolf Talisman), so added a question/answer for that.  Created the CHEATS
    section thanks to Jake Sweet.

    So, how's the walkthrough coming along?  Um... fine.  I have been very busy
    with a new job, but I should still be able to get it finished.
  Version x.9.4  July 30, 2000  64k
    Added a new cheat code, the CreateItem code, along with a item codes for 
    several of the more interesting IWD items.

  Version x.9.5  July 31, 2000  65k

    There's a new patch out as of yesterday, so I updated that.  Also added
    several new Item Codes in the cheats section.

  Version 1.0  August 2, 2000  100k

    Added several new Frequently Asked Questions, one about where the Severed
    Hand is (people apparantly don't know to scroll the map down), and another
    about the Glory of Suffering Armor.

    Began adding the Walkthrough.

  Version 1.1  August 4, 2000  105k

    Continued on with the Walkthrough.

  Version 1.2  August 9, 2000  123k

    Updated one of the FAQs.  Continued on with the Walkthrough.  And some 
    other small, yet important, edits. (updating some FAQs from pre-walkthrough 
    Went through the bugs list to see which were fixed with the latest patch,
    some were, and some weren't.

  Version 1.3  August 13, 2000  146k
    Added a new subquest in Kuldahar (thanks to Nereid!).  Added some new
    information from Souma, about Pickpocketing, etc.  Added the Item Copying
    Cheat from my Baldur's Gate FAQ.  Also while I was at it, I also copied
    over the Guide to Naming Characters.  Created the section General
    Strategies, and put a few strategies in it.

    Filled in the walkthrough up to the Severed Hand.

  Version 1.4  August 21, 2000  162k

    Added new information from Souma, including new names, a new party making
    strategy, and some other information.  Also added a tip from Jeremy
    Treanor about fire protection and fireballs.  Added my own tip about
    Proficiencies in the General Strategies.

    Lots of small changes, additions and corrections from Leo Wang. (thanks)

  Excerpt from Erevain's Journal:

  "It is an endeavor doomed to failure.  Oh, there I go again.  Corellon help
  me, I'm starting to sound like cousin Xan!"

This Document is Copyright 2000 by Dan Simpson
Icewind Dale is Copyright 2000 by Black Isle/Interplay

I am not affiliated with Black Isle, Interplay or anyone who had anything to do
with the creation of this game.  This FAQ may be posted on any site so long as
NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.  You
may not charge for, or in any way profit from this FAQ.

Extra special thanks to Revolution reader Dan Simpson!