Icewind Dale (PC) &
                               Heart of Winter (PC)

                               February 10, 2003
                                 Version  5.1

                        Written by:  Dan Simpson
                             Email:  [email protected]

                  Use this subject:  Icewind Dale v5.1

                (Emails with improper subjects MAY BE DELETED!)

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


Several of the Heart of Winter designers are working on a new dungeon that
will be available for free.

There is a patch out for Icewind Dale, which you can find here:*

  Patch:   ftp://ftp.interplay.com/pub/patches/IWDPatch106.exe
  Readme:  ftp://ftp.interplay.com/pub/misc/patch106.txt

  * If you have Heart of Winter, you do not need the patch!

If you have Heart of Winter, there is a FREE downloadable dungeon to try, 
called Trials of the Luremaster:


There are also some "bonus" portraits available:*


  * These are included with Heart of Winter

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 5.1:
    Added Adam Roebuck's Mytos paladin trick.  Other small changes.

  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, HoW for Heart of Winter, BG to abbreviate Baldur's Gate
       and BG2 for Baldur's Gate 2.

                              Table of Contents:

    x...    What's New in Heart of Winter?
    x...    My Party
    x...    Creating a Balanced Party
    x...    General Strategies

  Frequently Asked Questions

    x...    Gameplay Specific Questions
    x...    Heart of Winter 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...    Kresselack'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)

  Heart of Winter Walkthrough

    1...    Lonelywood
    2...    Barbarian Camp
    3...    Burial Isle
    4...    Lonelywood Interlude
    5...    Gloomfrost
    6...    Sea of Moving Ice
    7...    Trials of the Luremaster (free downloadable dungeon)


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

            Final Words...

What's New in Heart of Winter?

  This section is mostly for people who don't own the expansion and wonder 
  whether it is worth a purchase.  However, there are some other minute changes 
  that even owners of HoW might not be aware of. (many of these are taken from 
  the manual)

Major Additions:

  * New areas to explore, accessible through Kuldahar.  These areas can be
    played before or after completing the normal game.  You can even play in
    "Expansion Only" mode if you don't even want to complete the normal game.

  * Now supports 800x600 resolutions, including drop-away side panels (from

  * New difficulty mode, Heart of Fury.  This is meant for people who think the
    game is too easy.  What it does is pump up enemies stats (and exp too) to
    the point where they become tanks.  Ex:  All creatures have x3, +80 hit 
    points. A creature with 20 hit points in regular mode would have 20x3 = 60, 
    60+80 = 140 hit points.

      Note:  Your summoned monsters get the same bonuses as all the other 
             monsters, making summoning spells even MORE powerful in HoF mode.

      Note:  The amount of EXP you get from monsters goes up with the 
             difficulty.  At HARD you get 150% normal, at INSANE you get 200%
             normal.  In HoF you get more than that (I have no exact details
             on it yet).

  * Enemies can now "call for help." (they don't ALWAYS do this)  What it means
    is that you can't pick enemies off one by one, they'll yell to their 

    From JE Sawyer:

      Places where it definitely is used:

        * The expansion areas.
        * Most of Dragon's Eye (L1,2,3, and parts of 5)
        * The Orc Cave
        * Kuldahar Pass
        * Parts of Lower Dorn's (Entrance, Artisan's District, Mines, Palace 
          Level 3, the Great Forge, the Broken Temple)

      Places where I believe it is used:

        * Temple of the Forgotten God
        * Upper Dorn's Deep
        * Parts of Wyrm's Tooth

      Places where I believe it is not used:

        * Easthaven
        * The Vale of Shadows

Minor Additions:

  * Experience Cap allows characters to reach 30th level.
  * New Portraits
  * New Character Sounds
  * New Gem Bags, Scroll Cases and Potion Bags (similar to things found in BG2)
  * New spells:

      1st Level: Cause Light Wounds
      1st Level: Sunscorch
      2nd Level: Alicorn Lance
      2nd Level: Beast Claw
      2nd Level: Cause Moderate Wounds
      3rd Level: Cloudburst
      3rd Level: Mold Touch
      3rd Level: Moonblade
      3rd Level: Spike Growth
      3rd Level: Storm Shell
      4th Level: Smashing Wave
      4th Level: Star Metal Cudgel
      4th Level: Thorn Spray
      4th Level: Wall of Moonlight
      5th Level: Animal Rage
      6th Level: Whirlwind
      7th Level: Earthquake
      7th Level: Mist of Eldath
      7th Level: Stalker

      1st Level: Cause Light Wounds
      2nd Level: Cause Moderate Wounds
      3rd Level: Cause Disease
      3rd Level: Circle of Bones
      3rd Level: Exaltation
      3rd Level: Holy Smite
      3rd Level: Unholy Blight
      4th Level: Blood Rage
      4th Level: Cause Serious Wounds
      4th Level: Cloud of Pestilence
      4th Level: Poison
      4th Level: Unfailing Endurance
      5th Level: Cause Critical Wounds
      5th Level: Greater Command
      5th Level: Magic Resistance
      5th Level: Shield of Lathander
      5th Level: Slay Living
      5th Level: Undead Ward
      6th Level: Blade Barrier
      6th Level: Harm
      6th Level: Spiritual Wrath
      7th Level: Destruction
      7th Level: Greater Shield of Lathander
      7th Level: Holy Word
      7th Level: Unholy Word

      2nd Level: Cat's Grace
      3rd Level: Lance of Disruption
      4th Level: Mordenkainen's Force Missiles
      4th Level: Shout
      4th Level: Vitriolic Sphere
      5th Level: Contact Other Plane
      5th Level: Lower Resistance
      5th Level: Sunfire
      6th Level: Darts of Bone
      6th Level: Soul Eater
      6th Level: Trollish Fortitude
      7th Level: Seven Eyes
      7th Level: Suffocate
      8th Level: Abi-Dalzim's Horrid Wilting
      8th Level: Great Shout
      8th Level: Iron Body
      8th Level: Power Word: Blind

  * New Items
  * New "Hotkey" that highlights all significant items in the area (such as
    doors, chests and items). Very handy if you can't see where certain levers
    are... (Use by pressing ALT)
  * Ability to buy more than one item at a time

  * Paladins get new abilities:
      Smite Evil - Column of holy light that does 1d6 + (1d6 / 3 levels) damage
                   to evil enemies.
      Divine Courage - At 3rd level, immune to fear. (Also immune to disease)
      Earlier Spell Access (at level 6 instead of 9)

  * Rangers get new abilities:
      Tracking - Ranger checks to see what monsters are in the area, and often
                 where the monsters are.  +5% chance per level, +5% per point
                 of wisdom.
      Earlier Spell Access (same)

  * Druids get new abilities:
      Druidic Shape Chance - now available at 5th level, gains a new for every
                 other level after that. Some HP healed with the change.
      Elemental Form - At 11th level, the Druid can transform himself into a
                 Fire Elemental. At 13th, Earth elemental, at 15th a Water
      Immunity to Poison - At 9th level.
      Timeless Body - At 15th level, no longer get tired.

  * Thieves get new abilities:
      Sneak Attack - An alternative to backstabbing (must be switched in the
                 options menu). Doesn't require being in shadows, merely that
                 you are behind or to the side of the enemy.  The damage is an
                 extra 1d6 for every 4 levels of experience.  Critical hits do
                 not double the sneak attack damage.
      Evasion - At 7th level, thieves can evade effects (such as Fireball,
                 Lightning bolt, etc.), the thief can Save to completely evade
                 the spell (as opposed to Saving and getting half damage).
                 You cannot evade your own effects (such as a Mage/Thief 
                 casting fireball right in front of himself).
      Crippling Strike - At 5th level, thieves learn how to cripple their
                 opponents.  Crippling only works WITH the Sneak Attack.  A
                 successful cripple causes the victim to suffer a -1 to attack,
                 at 9th level -2 to attack and damage, at 13th level -3 to
                 attack and damage, etc. (every 4 levels another -1 to attack
                 and damage)

  * Bards get new songs:
      The Ballad of Three Heroes - Allies gain +1 to hit, damage and Saving.
      The Tale of Curran Strongheart - 3rd level.  Removes fear.
      Tymora's Melody - 5th level.  Allies get +1 luck, +3 saving throws, and
                 +10% to lore and thieving skills.
      The Song of Kaudies - 7th level.  50% chance to evade sound-based 
      The Siren's Yearning - 9th level.  Chance of enemies becoming Enthralled
                 (unable to move for a minute or so, or until they take dmg).
      War Chant of Sith - 11th level.  Allies get +2 bonus to AC, +10% res. to
                 slashing, piercing, crushing and missile attacks, plus
                 regenerate 2 HP per round.


  * Spells have been changes somewhat.  Some spells are now Alignment (Good,
    Evil) specific.  Ex: Raise Dead and Cure Critical Wounds cannot be cast by 
    Evil clerics, Resurrection and Heal can only be cast by Good clerics.

  * Opposition schools have been altered.  Your old mages won't lose spells
    they already know, but they will be unable to learn new spells out of their

    From JE Sawyer:

      Specialist mages now have 1 or 2 barred schools. If your specialist mages
      from IWD already have spells, they will not be taken away. However, they
      will be unable to take new spells from the barred schools. Here's how it
      breaks down:

      Abjurer: Alteration, Illusion
      Conjurer: Invocation
      Diviner: Conjuration/Summoning
      Enchanter: Invocation
      Illusionist: Necromancy, Abjuration
      Invoker: Divination, Conjuration/Summoning
      Necromancer: Illusion, Enchantment/Charm
      Transmuter: Necromancy, Abjuration

  * Ranger/Clerics no longer get the Druid spells from level 1. (You must wait
    until the Ranger is level 6)

Items Removed/Changed:

  * Many of the random item tables have been changed.  I have most of these
    changes in the IWD walkthrough (where it says "removed in HoW", or "HoW
  * Mithril Plate +2 is now considered "magical" and thusly cannot be worn with
    protective rings/cloaks. (If you were wearing it before installing HoW,
    you'll still have it on... just don't take it off!)
  * Necromancer's Robe is now AC6 rather than AC8.
  * Kontik's Ring of Wizardry increases cold damage the wearer takes by 15%

My Party:

The party 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 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 role-playing 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 choosing 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,

  Note, the resistances are implemented as Saving Throw Bonuses
    Gnome    +5 vs Rod/Staff/Wand and Spells
    Dwarf    +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells
    Halfling +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells

  Different classes also have different saving throw bonuses.

  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 leveled 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!

    Secondly, KEEP YOUR PARTY TOGETHER!  This is extremely important in IWD,
    much more so than in Baldur's Gate.  Think of it like the army.  Those who
    broke formation and ran out to meet the enemy were the first to die.  So
    keep your people together in a "turtle" formation.

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

            E                 X

            E             X    A

            E             X    A

            E                 X

    The idea is to treat your party as a whole, rather than separate people.

    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 definitely 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...

    If you have an Elf, specialize in Large Swords and Bows and if you have a
    Halfling choose Missile and give them a Sling as they get a +1 THACO Bonus
    and they can have 19 DEX giving them an extra point of Missile Damage.

  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:  This door is where you would go to get to the Heart of Winter areas
      (if you had Heart of Winter installed, that is).  Heart of Winter is an
      expansion pack to Icewind Dale, and can be purchased at a store near you.

  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.
      Getting into this room requires the use of the Plain Key, which is found
      through the Northeast passage in a similar L shaped room.

  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.

Temple of the Lost God

  Q:  I got to the end of this area, but found nothing.  Where is the Gem?

  A:  Not here, someone has beaten you to it.  Head back to Arundel for more

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.

      Adonis has some insight on this:

        [Yxunomei] has to be hit by +3 weapons or better.  The +2 arrows hit 
        her because they are launched by +1 bows, total +3.  Conlan's hammer
        hits her because it is capable of hitting anything that requires a 
        magic weapon to hit regardless of it's plus factor.  This is why
        Erevain's broadsword can't hit her; it's only plus 2.

  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.  You will find the Pure Water in Wyrm's Tooth
      (near the frozen aquarium) in the frost giant's cave.  The animals and
      seeds can both be found in Lower Dorn's Deep from Nym.

  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)

      However, you MUST talk to Bandoth before retrieving the Razorvine Extract
      else this quest is really buggy.  (Once he attacked me, and another time
      he simply didn't bring up the quest) (partially from Scott Werner)

  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.

      Scott Werner has another method of getting Joril's Badge:

        I actually managed to talk Joril out of his pendant.  My paladin (18
        charisma) convinced him that the BOSS was disappointed in him and 
        insinuated if he didn't hand over the pendant to us that he'd be killed 
        (if not by us, then by someone more powerful later on).  I received 
        experience for talking him out of the pendant, experience for 
        retrieving the pendant, and experience for later killing him.

  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 carrying-- but it is actually "PALE JUSTICE"  a sort of
        "Holy Avenger"-- it just doesn't appear to be magical but it is
        actually extremely 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) doesn'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

Heart of Winter Questions

  Interplay's Support page:  http://www.interplay.com/support/iwdhow/

  Q:  What happened to the cheats?

  A:  You need to use GETYOURCHEATON:... instead of CHEATERSDOPROSPER:...
      EX: GETYOURCHEATON:EnableCheatKeys()

  Q:  The shops in Kuldahar aren't selling any new items... what gives?

  A:  This happens if you are using an old IWD save that had already visited
      these stores.  You only get the new items if you are starting a new game,
      or simply haven't been to those stores yet.

  Q:  If I start an Expansion Only game, can I get back to the regular game?

  A:  No.  In Expansion Only games, you are (surprise) limited to the new
      areas.  If you simply wandered in from Kuldahar, you can leave by talking 
      to Hjollder.

  Q:  The expansion is just too easy!

  A:  The expansion is designed for level 9 characters (they would have been
      better off going for level 11...) and since your characters were probably
      tough enough to beat Belhifet at the end of IWD... you see the point.
      Anyway, just boost the difficulty a bit, and that should take care of

      If you really want a challenge, start a new party (full game) and set it
      to Heart of Fury mode.  Then for added fun try going with just ONE
      character in Heart of Fury mode.  You can activate the Heart of Fury mode
      by running the Config.exe, which you can find in the game directory.
      (ex: C:\program files\black isle\icewind dale\config.exe)

  Q:  How do I change over to the new "Sneak Attack"?

  A:  Open the Config.exe program, and you'll find it on the second tab, titled

  Q:  How do I switch Bard Songs?

  A:  Right click the harp icon, then choose your song.

  Q:  Burial Island is really sluggish, what can I do?

  A:  (From JE Sawyer)

      1) There are ambient sounds all over the Burial Isle. Lots and lots of
         them. Try turning off your ambient sounds and see if it makes any 

      2) You made a team of enemies mad and ran away from them. They're trying 
         to path to you and slowing everything down into mush.

      I believe the former is more likely than the latter.

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)

        Note:  With HoW installed the Mithril Field Plate is considered 
               magical.  So, the above strategy will only work in HoW if you
               already had the armor on, and don't remove it.

  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 
      thought at one point that it might surface in HoW, but that doesn't seem
      to be the case.

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.
      If you knock them down AND Phase them at the same time they will die, but
      that isn't the easiest thing to try.

Technical Questions:

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

  A:  Not unless you go out and purchase the expansion pack, Heart of Winter.
      Then you can change resolutions in the Config menu (which you can access
      either from the Autorun screen -- when you first put the disc in -- or
      from the config.exe in the game directory).

  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.

      HoW adds quite a few new things to the Config program, including the
      new difficulty, Heart of Fury, new resolution settings, etc.

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 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 http://www.interplay.com/icewind/

  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:


      The Experience Cap under Heart of Winter will be 8 MILLION, which is
      higher than even Baldur's Gate II.  With 8 mil. exp. your characters can
      get to level 30.

  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 
  leveling 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 1200 exp, and can memorize her song for an extra 1200 exp.
    Alternatively she will give you "Elisia's Token of Faith" gems worth 75GP.
    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 a further 1200 exp 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

    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).

    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.  Search the Goblin Elite's body for

      Knucklehead Trout
      Short Bow
      RANDOM ITEM      - High Quality Morning Star
      (any 1 of these)   High Quality Dagger
                         Potion of Healing
                         Splint Mail

    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:  A Minstrel's Tale

    The first townsperson you talk to with a Bard will give you a moonstone gem
    if you tell them a tale.

  MISC:  Talk to Erevain (Inn AR 1008)

    Inside the Inn (x 3215 y 1320), 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.

  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 Resistance (+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.

    Of course, when you get Heart of Winter, this door not only opens, but
    leads to the entire expansion.

  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...

  MISC:  Kresselack and the Bonedancers

    After helping Mirek, talk to a Townsperson with a Cleric and ask them about
    The Vale of Shadows and Kresselack to hear about bonedancers and get a
    Garnet Gem.  You can repeat this as often as you like with other
    Townspersons or even the same one (Bug IMHO).  It does not work with a 
    Bard, but I have not tested it with a Paladin or a Druid

  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 "Kresselack'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)
      (1 of these)      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)
      (and 1 of these)  High Quality Bastard Sword (+1 Thac0)
                        High Quality Battle Axe (+1 Thac0)
                        High Quality Long Sword (+1 Thac0)
                        Bastard Sword
                        Battle Axe
                        Long Sword

    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, Kresselack's Tomb (x 3250 y 435).

4.1  Kresselack'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 Symbol (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

    Trick:  You may be able to talk to Mytos again and again, each time gaining
            3225 experience.

    Better Trick:  In Kresselack's Tomb in the Vale of Shadows there is a Bone 
                   Dancer Mage named Mytos. If you talk to him with a Paladin 
		   (Paladin doing the talking, not just in the party) you can 
		   enter into a debate with him upon the nature of Necromancy 
		   and the ethics of the raising of the dead! If you continue 
		   the conversation to its end you get 3225 XP, PLUS the other 
		   3225 XP for the peaceful solution plus the 1000 XP for 
		   killing him at the end for a total of 7450 XP, pretty good! 
		   The conversation path is really hard to follow, to get BOTH 
		   sets of XP follow the path:

                   1,1,1,1,1,1,3,1,2,2,1                    (from Adam Roebuck)

  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 sarcophagus:

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

  The last side room before the main room has some bookshelves with 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)     removed in HoW)
                      Short Sword of Lesser Phasing (10% phased, +1d2 cold dmg)
                      Studded Leather +1 Shadowed (+15% Stealth, +5% magic res)
                      Studded Leather +1
                      Reinforced Leather +1 (+35% crushing resist)
    RANDOM ITEM     - Two Handed Sword of Resistance +1 (+5% magic resist, 
    (any 1 of these)     removed in HoW)
                      Two Handed Sword +1 Hammering (20% chance of stun,
                         removed in HoW)
                      Charged Battle Axe +2 (50% chance 1d3 electric, 15% stun,
                         removed in HoW)
                      Two Handed Fire Axe +1 (50% chance 1d3 fire dmg, removed
                         in HoW)
                      Bastard Sword +1
                      Flaming Bastard Sword +1 (25% chance of 2d3 fire dmg)
                      The Snow Maiden's Reaver (Bastard +2, 2% turned to ice)
                      Peasant's Reward (HoW only, Halberd +2)

  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.  Definitely 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, removed in HoW)
                      Ring of Resistance (+10% Missile & Fire resist)
                      Ring of Intelligence (+1 INT, -1 CON)
                      Shield Ring (constant Shield Spell on user)
                      Robe of Enfusing (HoW only, AC +2, +5 mag. res & lore, +1 
                         1st level spell)

  Go back south, and continue down the passage past the bridge (the only thing
  over there are 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 for 24,000 experience.

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

  Go back to the bridge, and 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 leveling 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)

                  Third Method: Have someone with a high INT talk to Albion and
                  they will catch him out when Albion says he knows nothing 
                  about the Heartstone Gem being stolen from The Temple of the
                  Forgotten God even though you haven't mentioned the Temple.
                  (from Duncan Clay)

  You WILL need to search Albion for a Key.

  The librarian has some:

    Bracers AC 6
    2 Invisibility 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 
                         resistance, removed in HoW)
                      Ol' Withery Dagger +2 (2% chance Finger of Death)
                      Fire Dagger +2 (50% chance of 1d4 fire dmg)
                      Mage Dagger +2 (+1 AC, +1 1st & 2nd level spells)
                      Fast Flail +2 (+3 dmg, +1 attack per round)
                      Corrosive Hammer +2 (+3 dmg, 30% chance of 1d4 acid dmg)
                      Morningstar +2 Hammer (20% chance target is stunned,
                         removed in HoW)
                      Mace of Weal & Woe (+3 dmg vs. lawful, 13% chance Curse)
                      Selune's Promise Mace (+4 dmg vs. spectral undead)
                      Peacekeeper Club +3

  Go 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 slowed, removed in HoW)
                      Bastard Sword +2 Life Giver (5% to heal user 1-10 hp)
                      The Sword of Days (Short Sword +3, 25% target is slowed)
                      Flaming Long Sword +2 (1d3 fire dmg, 10% resist fire)

  Leave this room, 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 southern 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, 
                         removed in HoW)

  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.

    Elven Chainmail Note:  There are two chance to get Elven Chainmail in this
                           tower.  Elven Chain works like normal chainmail,
                           except Fighter/Mage's and Bards can cast spells in
                           them.  Plus they allow Thieves to use their thieving
                           skills.  Since these are placed randomly, you can
                           either get one, none, or even both.

    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 300 y 250).

Level 1: (AR 5001)

  You will immediately be attacked by Shadowed Orcs, a much tougher breed of
  Orc.  They die just the same, though, giving between 700 and 800 exp (no 
  items, however).

  Head north and you'll run into some Shadowed Goblins.  Keep in mind that
  most of these Shadowed Orcs and Goblins will have an archer or two in the
  back, these should be dealt with first.

  Continue north and you'll pass from the inner circle to the outer circle
  (x 1450 y 700).  To your immediate left are more Shadowed Orcs.  This group
  also includes a Shaman worth 1100 exp.  At (x 815 y 650) is a knocked over
  table with some treasure:

    Spells - Emotion: Hopelessness (Mage)

  To your right is the first staircase (x 1125 y 520).  We don't want to go
  up it quite yet, so go south.  There is a group of goblin archers here.  In
  the middle of the columns here (x 625 y 940) is pot with some more treasure:

    Potion of Healing

  Continue southwards into the next room.  When you get into the middle of
  this room, enemies will appear all around you.  Orcs mostly.  Another group
  will attack from the room you came from, and another from the next room.
  Keep your group together and this won't be tough.  There are also some
  Shadowed Ogres, but they aren't too difficult.

  Just southwest of the center at (x 450 y 1550) is a hole with some treasure 

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

  Go south into the next room.  There are more shadowed Goblins here.  In the
  northeast of this room is a mess of chairs (x 800 y 1600) with some treasure:


  In the opposite corner of the room (x 920 y 2050) is another thing of

    1 Gem
    2 Potions

  Go east into the next room to find the last battle on this level.  Just some
  more Shadowed Orcs, Archers and Shamans.  We are now immediately to the
  south from where we came in, and if you look carefully you can see a passage
  to the north that will take you right there.  Clever.  Anyway, search the
  thingie at (x 1250 y 1820) to find:

    Potion of Heroism
    1 Gem

  Go up the stairs (x 1600 y 2050).

Level 2: (AR 5002)

  Immediately you will be attacked by Marksmen, both Goblin and Orc.  There
  are also an upgraded Warrior class of Goblin.  These are a little tougher 
  than the Grunts from below, but not much.

  In the room immediately to your left, on a long table (x 925 y 1750) is some

    Spells - Emotion: Courage (Mage)
    2 Potions

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

  Still on the outer circle, go north into the next room (x 730 y 950).  There
  is a fight here, as well as a Ramp that leads up to the next level.  We
  aren't going up this yet, however, keep it in mind for we will be coming
  back this way.  The next room to the east has nothing in it (except the first
  set of stairs that we passed by on the previous level, this is where it comes
  out), so skip it and keep going east to the next room (x 1560 y 615).

  Once you enter this room, you will suddenly find yourself in the middle of
  a large Shadowed force.  It sure is easy to get ambushed when enemies simply
  appear out of thin air!  Again just keep your group together, take out the
  archers and Shamans and there's nothing to worry about.

  In this room there are two treasures.  The first is on a table to the right
  (x 1830 y 420):

    2 Potions
    Spells - Animate Dead (Mage)

  And the second is on a mess of chairs to the left (x 1530 y 400):

    RANDOM ITEM     - Sanctified Morning Star +3 (2 more 1st level spells)
    (any 1 of these)  Morning Star of Lesser Phasing (+2, 15% chance of phase)

  Now go back to the Ramp we skipped by (x 566 y 785).  We want to go up this
  to the next level.  This is a dead end, so once we are done here, head back
  down this ramp head into the center to find the Center Stairs (x 1400 y 1300)
  which lead to the next level.

Level 3: (AR 5003)

  Once we're up the ramp we will almost immediately be besieged upon by more 
  Shadowed enemies. (x 1414 y 466)  Go right, then down into the inner circle.
  There are some Shadowed Goblin Marksmen here, and across the little gulf
  (which you can't cross).  Soon a lot more monsters appear, including Shadowed
  Ogres and Shaman, so don't separate your forces.  Make sure to have archers
  take out the goblins across the way as well.  One of the enemies leaves
  behind a treasure:

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

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

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

  Now go back down the ramp, go to the center stairs and go up those stairs.

  We are now across the way from where we just were at about (x 1200 y 1300).
  Head Southwest across the bridge (being mindful to check for traps, of 
  course).  Head north to a pile of junk (x 630 y 1265) with some treasure:

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

  Go south now.  You will be attacked by Burning Skeletons (who launch 
  fireballs at you) as well as Armored Skeletons.  I'd take out the Burning
  Skeleton first, then go through the Armored Skeletons.  Once you're south,
  then head east until you run into more enemies.  With the Burning Skeletons
  and Armored Skeletons you will also find the new Bladed Skeleton, which are
  worth 1300 exp.  This leads to a door (x 2420 y 1720), go through it.

  Through here are some more Bladed Skeletons.  The only thing to do is go
  through the next door (x 2620 y 1450).

  In this room is another Burning Skeleton, more Bladed Skeletons and the
  powerful new Shattered Souls who shoot energy bolts at you.  The Serrated
  Skeleton had:

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

  Go back south to the previous room.  Now to the west is a weird bit of
  floor (x 2025 y 1400), which is actually an elevator (called a "Lift").
  We're going to be going down this Lift to the previous level in order to
  retrieve the first piece of Machinery.

    Machinery Piece Interlude ------------------------------------------.
     |                                                                  |
     |    Remembering that we need Four pieces of Machinery (to repair  |
     |    the Astrolabe), the first is down this lift.                  |
     |                                                                  |
     |    The Lift leads down a level to a previously inaccessible      |
     |    section of the level (located to the right of the previous    |
     |    areas).                                                       |
     |                                                                  |
     |    Once here you are again attacked by Armored Skeletons and     |
     |    Shattered Souls.  At the earliest possible moment, head SE    |
     |    into the corner (x 2640 y 1870) to find some treasure:        |
     |                                                                  |
     |      Short Sword of Action +2 (+1 Dexterity) SH_SSWD             |
     |                                                                  |
     |    If you want another fight, head north to (x 2425 y 975) where |
     |    you will find another big battle with Armored Skeletons and   |
     |    Shattered Souls.                                              |
     |                                                                  |
     |    Go across the bridge north of the lift to the stairs that     |
     |    go downstairs (x 1860 y 1240).                                |
     |                                                                  |
     |    Immediately you are beset upon by Bladed Skeletons and the    |
     |    newer meaner Severed Souls.  The Serrated Blade leaves        |
     |    behind:                                                       |
     |                                                                  |
     |      RANDOM ITEM   - Shadowed Robe (AC 4, +15% Magic Res.).      |
     |                      Shadowed Cloak (+15% Hide in Shadows)       |
     |                      Shadowed Plate Mail (AC 0, +3 AC Missile)   |
     |                      Shadowed Boots (+1 AC, +15% Stealth)        |
     |                                                                  |
     |    To your right there are three chambers, a lower one, a middle |
     |    one and a top one.  The lowest one leads only to a big fight. |
     |    If you feel like a fight, by all means.  The middle one has a |
     |    treasure in the top right corner (x 2640 y 1150):             |
     |                                                                  |
     |      RANDOM ITEM     - Heavy Crossbow of Accuracy (THAC0 +7)     |
     |      (any 1 of these)  Light Crossbow of Speed (2 attacks/round) |
     |                        Light Crossbow of Defense (+1 AC)         |
     |                                                                  |
     |    That leaves only the top room.  This one actually has the     |
     |    smallest enemy force of the three, despite guarding the most  |
     |    important treasure (x 2500 y 860):                            |
     |                                                                  |
     |      Piece of Broken Machinery (1 of 4)                          |
     |                                                                  |
     |    Go back up the stairs, and back up the lift to return to      |
     |    level 3.                                                      |

  Once you're back from the side-trip to get the Piece of Machinery, go to the
  stairs south of the center (x 1350 y 1600), be careful of traps, and up to 
  the next level.

Level 4: (AR 5004)

  Level 4 is a little different from the previous levels.  For starters, there
  are now people you can talk to and no battles.  Secondly each set of stairs
  leading up goes to a completely different tower, which I call the Towerlets.
  Since the Severed Hand Tower is in the shape of a Hand, these Towerlets are
  its fingers.  The basic strategy of this level, then, is to first explore
  this level, then go up each towerlet starting with the southernmost one
  and ending in the rightmost one.  This covers everything in the most
  efficient manner.  Let's get to it.

  We are at about (x 1100 y 1100), which is just left of center.  Open the
  door south of you (x 860 y 1380) and go into the room.  In a really cool
  effect the elves here (who are all long dead) fade in and out.  Go left and
  talk to Telanis (x 380 y 1495) to learn a little about what happened to this
  tower.  There are three groups of treasures in here, each having 2 potions.
  In the top right corner of this room (x 1300 y 1680), just left of that
  (x 920 y 1520) and at the very top of the room (x 680 y 1300):
    6 Potions

  Leave the room.

  Going eastwards you can see a broken lift (x 1450 y 1450).  Keep going east
  a little more skip the next door (x 1750 y 1600), as there is nothing in
  there.  The path curves north.  Go north to the next room (x 2040 y 950).  Go

  Search the table (x 2230 y 970) to find some treasure:

    2 Potions
    Spells - Cone of Cold (Mage)

  There is a little dead elf (technically, she's "shadowed") girl in here.
  (x 2360 y 895)  Talk to her.  You can't convince her that her mother is 
  actually dead, however if you want a safe place to rest, she'll provide it.

  Leave the room.

  Follow the path to the west, where you will find the Shadowed Elf, Lethias 
  (x 1280 y 810).  Talk to him.  Convince him that you aren't here to plunder
  the tower, and he will tell you some more about Larrel.  If you do kill 
  Lethias you only get 3000 exp.  Go into the door just north and east of him 
  (x 1450 y 720), and search the table (x 1300 y 380):

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

  Continue west to the last door (x 880 y 950) and go inside.  Here we find
  Lehland (x 550 y 860), who will sell you items.  He also knows the names of
  the five Towerlets, however I still won't refer to them by their names.  I'd
  buy all his Magic Arrows. (In fact, I did)  Once that's done, leave the room.

  Go to the southernmost stairs (x 1450 y 2000) to enter the first towerlet.

Towerlet 1 Level 1: (AR 5201)

  This is the "Priest's Tower".  You are in a large elven shrine, and in the
  middle of the shrine is a priestess named Denaini (x 640 y 680).  Talk to
  her.  Convince her that you mean no harm to the tower, then proceed to ask
  her questions about Larrel and the Tower.  Eventually she'll ask that you
  kill the imprisoned priest's in the levels above you.  Agree to do this
  (you ARE freeing their souls, after all).

  Also, when you find the Holy Water, this is where you bring it.  Give it to

  Go up the stairs (x 315 y 875).

Towerlet 1 Level 2: (AR 5202)

  There are lots of Shadowed Elven Priest's all over this level.  Prepare for
  a large battle.  They won't all attack you at first, they seem to wait for
  you to move closer to them.  The Clerics are worth 1400 exp, while the 
  Acolytes only 1100.  None of them have any treasures.

  Search the chest (x 790 y 530) to find:

    1 Gem
    Potion of Healing
    RANDOM ITEM     - War Hammer +2 (+1 Electrical Dmg.)
    (any 1 of these)  War Hammer of Sparks +2 (50% chance 1d3 electrical dmg)
                      Sanctified War Hammer +2 (Additional Spells)

  At the left end of the room are some casks (x 315 y 590) with treasure:

    Potion of Hill Giant Strength

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

Towerlet 1 Level 3: (AR 5203)

  Not surprisingly, again you find yourself in a group of Shadowed Clerics.
  These ones appear to have been in a meeting of some sort.  Take them out the
  same way you did the others.  There is also a Shadowed Elven Priest here who
  is worth 1700 exp.  When killed she has a treasure on her:

    RANDOM ITEM     - Symbol of Shevarash (Infravision)
    (any 1 of these)  Symbol of Corellon Lorethian (+2 THAC0)
                      Symbol of Solonar Thelandira (+2 Missile THAC0)
                      Symbol of Labelas Enoreth (+1 INT, mage only)

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

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

  In the southern part of the room is another chest (x 650 y 710):

    Spells - Minor Globe of Invulnerability (Mage)
    1 Cursed Potion

  South of that chest is another chest (x 715 y 825):

    Potion of Heroism
    1 Gem

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

Towerlet 1 Level 4: (AR 5204)

  This level should look very different, as it has actual rooms, and you
  start in one of them.  Open the door at (x 530 y 680) to get to the center.
  Once in the center you can see that there are 5 new rooms to explore.  We'll
  start with the room immediately to your left (or, one clockwise from the
  room we entered from). (x 450 y 566)  Open the door and enter.

  Not surprisingly we find some Acolytes and a Priest.  Search their chest
  (x 260 y 500) for treasure:

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

  Next room (x 550 y 470), open the door and go in.  No battle this time, just
  search the cabinet on the north wall (x 550 y 212) for treasure:

    2 Potions
    Spells - Remove Paralysis (Priest)

  Next room (x 700 y 466), open the door and go in.  No battle.  Search the
  treasure chest up against the far wall (x 830 y 300):

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

  Next room (x 790 y 590), open the door and go in.  Get the chest (x 1080 
  y 540) for more treasure:

    Spells - Flame Strike (Priest)
    Potion of Mind Focusing

  Last room (x 710 y 670), open the door and go in.  As with the first room we
  opened, this one has some Clerics in it.  Just south of the door, at the end
  of the bed is a chest (x 730 y 800):

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

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

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

  Go back down to Denaini's Level and talk to her.  Tell her that you have
  killed the Priest's to get 24000 exp and:

    Edley's Sling (+2 dmg., +3 THAC0)

  Talk to her about her duties to find out about how the Shrine used to look.
  Then talk to her again and give her the Holy Water.  You get 52500 exp and:

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

    Note:  You won't get this item if you don't have the latest patch 
           installed.  It may say that you get an item, but nothing will show
           up.  This is fixed in v1.06.

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

Towerlet 2 Level 1: (AR 5101)

  You will immediately notice Larrel muttering to himself (talking backwards,
  like Yoda).  He blew up this tower, so we'll have to go back down.

  The next staircase (x 1050 y 700) is blocked, which brings us to the top 
  right corner staircase (x 2050 y 500).  Go up.

Towerlet 3 Level 1: (AR 5301)

  To your north is a door (x 640 y 760), open it and go in.  But be ready for
  a big battle.  Wander into the chamber and Shadowed Elves will appear around
  the room.  I'd take out their magic user and archers first.  Search the
  pile of junk in the top right (x 940 y 360) for some treasure:

    RANDOM ITEM     - Long Bow of Marksmanship (+2 dmg., +3 Thac0, min 12 STR)
    (any 1 of these)  Long Bow of Action +2 (+1 DEX, min STR 12)
                      Composite Long Bow of the Hand +2

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

Towerlet 3 Level 2: (AR 5302)

  This level looks a lot like the last one, except there's no door to open.
  Just go north into the impending battle.  This is the infamous WAR ROOM that
  I keep talking about.  Again take out the mage first, then the cleric (to
  the right and left of you respectively).

  Once that's done, search the table just right of the Map table (x 920 y 480):

    Piece of Broken Machinery (3 of 4)

  And search the table south of that one (x 860 y 600):

    Spells - Stoneskin (Mage)
             Ice Lance (Mage)
    1 Gem

  The last table to be searched is left of the Map table (x 385 y 540):

    Oil of Firey Burning
    Spells - Otiluke's Resilient Sphere (Mage)
             Cloudkill (Mage)

  Of all the spells here, Stoneskin is the most useful for a mage as it 
  prevents him from getting killed.  Once that is done, head up the next
  stairs (x 825 y 975).

Towerlet 3 Level 3: (AR 5303)

  We have to go around these stairs in front of us to get to the good stuff on
  this level.  Go left to (x 345 y 725) to find an Elven Officer.  His room
  holds no treasure, so continue north to the next room (x 310 y 500).  This
  room has a cabinet with treasure (x 515 y 460):

    Potion of Freedom
    Spells - Protection from Lightning (Priest)

  Continue north then east where you will confront another Elven Officer.  Kill
  him and go into the room (x 650 y 330).  There are more Officers in here.
  Kill them then search the cabinet for more treasure (x 570 y 340):

    Berduskan Black Brew (Coffee)
    1 Gem
    Potion of Agility

  Continue east to the next room (x 975 y 500), which has yet another officer.
  Search the chest in the room (x 850 y 500) for more treasure:

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

  And now southwards to the last room (x 940 y 715). Search the cabinet here
  (x 880 y 620) for treasure:

    Spells - Remove Curse (Priest)

  Go up the stairs (x 465 y 850).

Towerlet 3 Level 4: (AR 5304)

  This is the Arboretum level.  Talk to the caretaker here and he will ask for
  Seeds, Water or Animals.  We don't have these things right now, nor will we
  for quite some time.  When you do get any of these objects, simply return
  here and give them to this fellow for some experience.

  Go back down to Tower level four, and prepare to go up the last set of
  stairs (x 2600 y 1200).

Towerlet 4 Level 1: (AR 5401)

  Talk to the elf woman here (she moves around).  She is Kaylessa the warrior
  trainer of the Tower.  She, like Denaini, wants you to kill her former 
  friends to set them free.  Agree to do this.  She has the final piece of
  broken machinery that we need to fix the astrolabe and will trade it for
  that price.

  While you're here you can also open up the two doors here (they're locked) 
  and fight some Shadowed Orc Grunts and a Shadowed Ogre and get some gold 
  (x 450 y 200).

  Once that's done, go up the stairs (x 400 y 780).

Towerlet 4 Level 2: (AR 5402)

  You are immediately attacked on this level.  Three Elves meet you at the
  stairs, with archers hitting you from afar.  No treasures on this level.

  The next stairs are blockaded, luckily there is a big ramp in the north of
  this room that leads up (x 500 y 220).

Towerlet 4 Level 3: (AR 5403)

  Another battle with archers on this level.  Once they're cleaned out, search
  the northern table (x 640 y 250) for treasure:

    Spells - Beltyn's Burning Blood (Mage)
    1 Gem

  There is another table in the southeast (x 815 y 550):

    Arrows of the Hand

  Notice that there is a passage that leads out to the LEFT.  This is 
  eventually where we want to go.  But first go up the stairs (x 400 y 650).

The Roof: (AR 5404)

  This is where the Elves of the tower raised their Hippogriffs, but that was
  a long time ago.  Now there's nothing but spiders here (and a book about
  hippogriffs).  Once one door is opened, they're all opened and the spiders
  will attack.  They're Wraith Spiders, worth 1400 exp each.

  You can search the rooms, but there's only some gold and a book.

  Go back down to Kaylessa (I'd save it before you go to her level, in case
  you get bad treasure from her) and talk to her.  Tell her that her soldier's
  are resting and you get 52500 exp.  Oh, and she wants you to kill her as 
  well.  Do so:

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

Side Passage: (AR 5502)

  Go back up to the third level here, and take the side passage that I noted

  The objective here is to cross from right to left.  In your way are a bunch
  or Shadowed Elves.  Nothing you haven't face before.  Take out the mage and
  cleric first.  Then leave this area to the left.

Final Towerlet Level 1: (AR 5104)

  We are now on the level just above where Larrel was sighted blasting the
  tower apart.  So, although we're technically in Towerlet 2, I still call it
  "Final Towerlet".

  As soon as you get here, the northern door will open, and shadowed elves
  will attack.  Take out the mage and clerics first ignoring the warriors.
  Gradually, several doors will open revealing a new foe (or foes) for you to

  Searching the western room (x 460 y 540) reveals a chemistry set with some
  treasure (x 200 y 460):

    Spells - Greater Malison (Mage)
             Improved Invisibility (Mage)
    Potion of Genius

  The northwest room has a table in the corner (x 315 y 325):

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

  The northeast room had nothing but a mage.  The eastern room has a big long
  table (x 960 y 450) with some treasure:

    Spells - Protection from Normal Missiles (Mage)
    2 Potions

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

Final Towerlet Level 2: (AR 5102)

  I call this room, the Library.  Talk to the librarian here.  He has a lot of
  books for you to borrow, but the only one that has significance (that I know
  of anyway) is the book on Mythal Theory.  When you get back to Kuldahar, give
  that to Orrick the Mage for some experience and an item. (more on that later)

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

The Astrolabe: (AR 5103)

  You will find Larrel (the dude in black and red) in the center, but he has
  nothing much to say right now.  Talk instead to the mage just north of him.
  Give him the pieces of the machine one by one (24000, 35000, 24000 &
  35000 exp) to fix the Astrolabe.

  Once that is done, talk to Larrel about the Heartstone Gem.  You can also
  talk to him about how the Tower came to be like this, and give him his
  daughter's (Evayne) journal from below.  Talking about the Heartstone leads
  to a movie, which tells you that you need to go to Dorn's Deep.  Larrel then
  offers to teleport you there (or to Kuldahar).  I'd go to Kuldahar, if for
  no more reason than to deliver a book to Orrick.


  Go to Orrick's Tower (x 350 y 820), and give him the Book on Mythal Theory.
  For your trouble you get 24000 exp and:

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

  Once you're resupplied and ready to go, on to Dorn's Deep!

8. Dorn's Deep

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

Exterior: (AR 6000)

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

Main Cavern: (AR 6001)

  This Cavern could also be called the Blue Mushroom Cavern.  Once you have
  entered you will be attacked by some Blue Mushrooms (Myconids).  These things
  are very easy to beat, but only yield 750 exp.  Bet you're missing those
  1500 exp Cold Wights from Dragon's Eye.

  There are three major places to go here, and a couple minor places.  The
  eventual goal is to enter Dorn's Deep Hall which is in the far Southwest.
  But before that we have some things to do.

  What you might want to do first is to go south and clear out some of the
  Myconids, but we're going right.  At (x 580 y 330) there is a path that 
  follows the north wall to the right.  Follow this path rightwards.  You
  will be passing various Myconids to the south.  Keep going until you get to
  the cave at (x 2090 y 220).

  This cave (AR 6008) is a Neo Orog lair.  Once they're cleaned out leave the

  Continue to the right.  There will be a small building (x 3030 y 560).  Go
  inside. (AR 6014)  Here we find Bandoth the Recluse.  Save it before talking
  to him in case this goes badly. (Don't say anything about Snooping around!) 
  There are two reasons to talk to him: one to get a Subquest, and two to buy 
  spells.  However, he is a temperamental sort and will attack you if insulted.  
  Oh, and if you talk to him after getting the Razorvine without having talked 
  to him before, the subquest won't come up.  Talk to him until he brings up 
  Razorvine and agree to find it.

  QUEST: Find Bandoth's Razorvine Extract

    Head back along the path to the left.  Then head southwards.  Slip down
    the passage at (x 633 y 1775).  Continue south as far as possible, then
    turn eastwards.  Once you can't go east any further, turn north until you
    see a really big cave (x 2280 y 1865).  Enter this cave. (AR 6007) This is 
    an Ettin Lair.  There are about four Ettins in here.  Take them out one by 
    one.  You will find the corpse of Bandoth's Assistant at (x 720 y 560).  
    Search it for the Razorvine Extract.  Return to Bandoth and give him the 
    bottle.  You get 42000 exp and some "information."

  Return to the left near the entrance.  Drop a little south, then head east
  until you reach the cave (x 1550 y 450).  Go inside. (AR 6009)  This is an
  Orc Elite cave.  Clear them out.  This is also as good a place to rest as

  Head west to (x 930 y 1500), and then head south, east, and eventually north.
  This will be a plaza with several large statues.  There are also some Ettins
  here.  Head east, and then south.  There is a bridge at (x 3150 y 1890),
  cross it and enter the main complex (x 3500 y 1700).

Dorn's Deep Main Hall: (AR 6002)

  Welcome to the first major area of Dorn's Deep.  You are in a hallway, and
  just north of your position is a very very large ambush involving a great deal
  of Drow.  I'd inch forward until you spot a few enemies, then immediately
  halt, retreat a little and then slaughter the enemies.  Also maybe you could
  launch out some area spells.  Each of the Drow Spellswords has a +1 weapon,
  but at this point you shouldn't need them.  Drows are worth about 3000 exp
  each.  There are also Neo Orog Marauders (1500 exp, High Quality LS) and Orc
  Elite Archers.

  There are two directions to go, left or right.  We'll go right (x 2500 
  y 1700).  This leads to an Orog Barracks of some sort.  There is a really
  big Orog (Neo Orog General) here who is worth 2000 exp, but only carries a
  High Quality Two Handed weapon.

  Just north of this room is a forge (x 2150 y 1000).  Continue north and east
  to find more Drow hiding in the forge.  There are the new Drow Vanguard's
  here with their nasty crossbows.  If you kill the Vanguards quickly enough
  you can get their Bolts of Biting.  Otherwise they simply have +1 weapons and
  armors.  Search by one of the forges (x 2400 y 640) to find some spiffy

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

  Head west to the little round room (x 1630 y 1150).  There are more Orogs in
  here.  The north passage leads to a conference table, but don't go that way
  yet.  Continue west.  There are even more Orogs in this room.  To the south
  you can see the passage back to our first major battle here.  Go north.

  Here is yet another Drow ambush, with Spellswords and Vanguards.  Take these
  goons out (I used Haste to great effect).  Then enter Krilag's Cave to your
  immediate north (x 600 y 750).

Krilag's Cave: (AR 6003)

  Head westward until an Umber Hulk named Saablik Tan talks to you.  He has an
  interesting little story, but to make things short, he wants you to retrieve
  an item for him and kill the leader of the Orogs, Krilag.

  We'll get to Krilag in just a moment, but first head southwest, and then
  west to find some Ettins.  From them turn south until you find a corpse
  (x 690 y 1940).  Just left of him is some treasure:

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

  Kalabac was Bandoth's assistant.  How the Razorvine moved from here into
  the Ettin lair is beyond me.  Head north back to where the Ettins were, then
  go east, and then northeast to (x 2200 y 950).  Go east, then south.  Soon
  you will come up to Krilag the leader of the Orogs.  Ask him for his badge,
  then fight him and his goons.  Krilag is worth a mere 3000 exp.  Search his
  body to find:

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

  There are going to be 6 of these badges, and this was the first.

  Return to Saablik and talk to him.  For your trouble of removing Saablik you
  get 56000 exp (and you get to keep the badge).  We're done in this cave, so
  time to leave it.

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

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

  The basic idea of this trap is to step on the correct symbol (based on the
  table) to disarm each ring of the trap.  If you step on any incorrect symbol
  you get blasted with a bolt of lightning.

  Go first around the outside to the first symbol -- the Hammer and Anvil
  (x 900 y 410).  Once that is done you can step anywhere on the outer ring.

  Now move down around to the second symbol -- the Two Axes -- (x 590 y 740)
  to unlock the middle ring.

  Now just a little up and left is the final symbol -- the Interlocking Rings
  (x 533 y 525) to unlock the rest of the trap.

  Go back to the table room.  Of all the statues, only one has his hammer down.
  (the statue immediately to your right)  Click on the hammer (x 1685 y 540).
  You get another 56000 exp.  Now go back into the trap room.

  The inner ring of symbols has turned into a spiral staircase, which leads
  downward to the rest of Dorn's Deep.

  We are now right under the trap room (AR 6011).  Going down the stairs you
  will see a corpse.  To the left of that corpse is a trap, and to the right of
  it is a scroll.  You can read the scroll if you want, but it isn't too
  important.  Head south and out to the next area.

The Great Forge: (AR 6004)

  Go up the stairs to find the Ghost, Norlinor.  Talk to him and tell him that
  no, you aren't the defiler.  Then pump him for information on what happened
  here and anything about the mage Terikan.  Offer to destroy Terikan and he
  will tell you that the only way to do this would be to find Terikan's life
  force and "remove it from this plane," by placing it within Jamoth's Tomb.
  Sounds simple enough.  Past Norlinor are 3 doors, enter any of them (they
  all lead to the same place).

Undead Crypts: (AR 6005)

  You will immediately be best upon by many many undead.  Ghouls, zombies, all
  sorts.  Nothing serious, yet.

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

  Right in the middle are 6 searchable crypts (x 1130 y 1450).  Search them for

  Bottom Left (Trapped)
    Large Shield +1, +4 vs. Missiles
    RANDOM ITEM     - Studded Leather of Resistance +3 (15% weapon resist., 
                         removed in HoW)
                      Chaos Dagger +3 (20% chance enemy is diseased, +1 AC)
                      Mage Dagger +3 (+1 1,2,3 level spells, +20% fire res)
                      Large Shield of STR +1 (+1 STR, +2 AC, +10% slash res,
                         removed in HoW)
    RANDOM MISSILES - Arrows of Fire
                      Arrows of Piercing
                      Static Darts +3 (+2d3 electrical dmg)
                      Bolts of Biting

  Middle Right (Trapped)
    RANDOM ITEM     - Warhammer +3: Lifegiver (20% chance heals 1d4)
                      Fire Flail +3 (50% chance of 2d6 fire damage, removed in
                      Star Forged Warhammer +4 (+10% magic res, +2 save spells,
                         removed in HoW)
                      Morningstar of the Gods +3 (WIS+1, AC+1, +1 L1,L2 spells,
                         removed in HoW)
                      Reinforced Large Shield +2 (HoW only, +1 AC v missiles,
                         +15 fire res. & crushing res.)
                      Large Shield of Strength +1 (HoW only, +2 AC, +1 STR, +1
                         AC v. missile, +10 slash & pierce res.)

  Top Left
    Small Shield +1

  Top Right
    RANDOM MISSILES - Bolts of Lightning
                      Arrows of Fire
                      Bullets of Fire +2

  Go left. (Careful to look out for traps)  Asides from finding more traps and
  enemies, there are 11 crypts here to search. (x 600 y 870)

    Dagger +1
    RANDOM ITEM     - Short Sword of Shadows +3 (+15% stealth)
                      Holdfast (long sword +3, 15% chance to Hold)
                      Two Handed Sword +3: Bane (10% magic res., 25% disease,
                         removed in HoW)
                      Bastard Sword +2 Conflagration (10% chance of fireball)
                      Bastard Sword +3: Defender (+2 AC, 10% weapon res.,
                         removed in HoW)
                      Bastard Sword of Greater Phasing +3 (15% phased, removed
                         in HoW)
    RANDOM MISSILES - Bolts of Biting
                      Static Darts +3 (+2d3 electrical dmg)
                      Bolts of Lightning
    War Hammer +1
    Two Handed Sword +1
    Large Shield +1, +4 vs. Missiles
    RANDOM MISSILES - Bullets of Fire +2
                      Arrows of Fire
                      Arrows of Piercing

  Back to the middle, then go up the stairs. (x 1200 y 1275)  Very quickly you
  will bump into Terikan, the Lich.  Now, you can destroy his physical form,
  but that doesn't kill him.  He'll just get back up and try to kill you again.
  This kind of gets annoying fast.  The first time you kill him you get 10,000
  experience and all his minions die.  If he comes back again, you will have to
  kill him, but you get no experience for it.

  There are 8 crypts up on this level: (some trapped)

    Short Sword +1
    Terikan's Key (opens the door behind you)
    Heavy Crossbow of Accuracy (+2 Dmg, +7 Thac0)
    RANDOM MISSILES - Static Darts +3 (+2d3 electrical dmg)
                      Bolts of Lightning
    RANDOM ITEM     - Ring of Aura Transfusion (increased regen., -5% mag res.,
    (any 1 of these)     removed in HoW)
                      Ring of Reckless Action (-2 AC penalty, +1 attack/round,
                         removed in HoW)
                      Ring of the Protector +2 (+2 AC, 10% magic resistance)
                      Potion of Arcane Absorption (permanent +10% magic res.,
                         removed in HoW)
                      Scarab of Defense (+2 save vs. petrification/polymorph)
                      White Bishop (summons a Priest)
                      Potion of Aura Enhancement (perm. +1 INT, +5% mag res.,
                         removed in HoW)

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

Hall of Heroes: (AR 6006)

  Let's get rid of Terikan as fast as we can.  Head up to the fourth crypt on
  the left (x 750 y 925).  Enter the crypt, detrap the coffin and the pedestal
  near the coffin.  Search the pedestal (x 435 y 985) to find:

    Terikan's Phylactery

  Search the coffin to find:

    Terikan's Journal
    Spells - Antimagic Shell (Mage)
             Chaos (Mage)
             Domination (Mage)

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

  With Terikan out of the way, we can then loot the Hall of Heroes.  The 
  pedestal in Jamoth's Tomb has some treasure:

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

  First tomb on the right side (x 1920 y 1270) has a Trapped pedestal with

    RANDOM ITEM     - Short Sword of Shadows +3 (+15% stealth)
                      Holdfast (long sword +3, 15% chance to Hold)
                      Two Handed Sword +3: Bane (10% magic res., 25% disease,
                         removed in HoW)
                      Bastard Sword +2 Conflagration (10% chance of fireball)
                      Bastard Sword +3: Defender (+2 AC, 10% weapon res.,
                         removed in HoW)
                      Bastard Sword of Greater Phasing +3 (15% phased, removed
                         in HoW)

  First tomb on the left side (x 1475 y 1540) has a trapped coffin with

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

  Second tomb on the left side (x 1225 y 1340) has a Greater Mummy hiding
  within (8000 experience).  Search the coffin to find:

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

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

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

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

    Reznath's Journal (not terribly important)

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

    Evayne's Journal (take this to Larrel back in the Severed Hand for Exp)

  That is that for the Hall of Heroes, go back two screens to find Norlinor
  the Ghost.  You will find him at the BOTTOM of the Forge room. (x 1350 
  y 1280)  Talk to him to get 84,000 experience.  Then open up the Forge itself
  (x 1370 y 1140) to find:

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

  Return to the Hall of Heroes, and go to the far end of it.  There you will
  find a pair of Bronze Sentries (5000 exp each) guarding the doors (x 500 
  y 400).  Once they are dead, open them and go through to enter Wyrm's Tooth
  and Chapter 5.

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

9. Wyrm's Tooth

Exterior: (AR 7005)

  Once arrived, you will be attacked by Ice and Snow Trolls.  Also found around
  this area are more Yeti.  We are in the top left of the map at the moment, so
  go down.  Along the way you will encounter more Ice/Snow trolls.  At
  (x 835 y 2000) you find a broken bridge.  This will need to be repaired, if
  only you had a method of doing such a thing.  Go right across the little
  ice bridge, and then up and into the Aquarium (x 1920 y 1275).

The Ice Aquarium: (AR 7001)

  Once inside, you will be confronted by an Ice Salamander.  Tell him that you
  are there to see his leader.  He takes you to talk to Kerish.  Tell him that
  you are a "simple traveler" (though it doesn't matter what you tell him you
  are) and he thinks that you are instead a spy from the Boss.  You can ask him 
  some questions if you like, about the dead bodies around, who he is, who runs 
  the place, etc.  Ask about who is in charge to learn about Joril the Frost
  Giant, who lives in the cave across the broken bridge.  He is currently a
  lieutenant of the Boss, and therefore would have one of the 6 badges we are
  after (already having the Krilag's Badge).  If you ask him about the bodies 
  he asks for your help in gathering up the slaves from the lower level.  Agree 
  to this for the moment.

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

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

The Slave Level: (AR 7003)

  There are many slaves on this level, but only two that we need to talk to.
  Go left and talk to Soth (x 100 y 340).  Ask him about the books, then
  mention that you need an Engineering book to fix a bridge.  He gives you one,
  which is worth 112500 experience.  We can now fix the bridge.  Go right and
  talk to Gareth at the table (x 1425 y 300).

  Gareth wonders if you are there to re-enslave them, reassure him that you
  aren't.  Then he tells you the story of their daring escape from one level of
  the complex to the lower level.  Of course, now they are trapped there.
  They can't go up for the monsters, and they can't go out because they don't
  have the key.  Agree to try to get this key from the Salamanders.

  Go back up.

The Ice Aquarium: (AR 7001)

  Go up, skip the next 2 passages to the left and go left on the third passage.
  Continue left to find the slave Vera (x 230 y 1250).  Talk to her.  Convince
  her that you are a friend and that you are helping to get Gareth and the
  others freed.  She tells you to get to it.

  The Ice Salamander near where Vera is tells you he sometimes hears "noises"
  around the corner.  Offer to check it out for him.  Go talk to Vera, then
  return to the Salamander.  Either tell him there's nothing to worry about
  or tell him about Vera -- although he'll go kill her.  No matter which you
  choose, you get 80,000 exp.  Vera has an Amulet +1 (pickpocket her) if you
  need it.

  Go back to Kerish and talk to him.  Remember that Kerish is on the right
  side of the Aquarium.  Ask Kerish for the key to the surface.  He quite
  easily gives the key to you (60,000 experience) convinced that you know what
  you are doing.

    Evil Note:  If you'd rather, you can kill Vera and collect a reward of
                experience from Kerish, then kill the slaves and get more
                experience from him.

  Return to the lower level and give Gareth the key. (60,000 experience)  All
  the slaves leave.  Tell Gareth that Vera is alright for 80,000 experience.
  You can follow them through the doors to the south, which lead out of the 
  Aquarium, however, what you should do is go back up one level and take out 
  all the monsters there.

    Note:  If you didn't get the Book from Soth, he drops it where he was 
           standing.  You can then pick it up at any time.

  Once back on the main level, all the monsters turn hostile.  Kill them.  Be
  sure to take out Kerish to get his treasure:

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

  Be sure to talk to Vera again to get another 80,000 experience.  She then
  leaves happy.  Once all that is done, head outside again.

Exterior: (AR 7005)

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

Joril's Cave: (AR 7004)

  Inside is a pack of Winter Wolves and their nasty Cones of Cold.  Kill them
  and go left.  The passage is very narrow.  There is another passage that goes
  up, ignore it for the moment and continue left.  You will see two big Frost
  Giant guards, ignore them and continue left.  Near the Throne you will find
  Joril (x 1200 y 2050).  There are three ways to handle Joril:  1) Talk to 
  him, 2) Simply attack him, or 3) ignore him.  
  1) Talk to him.  You can trick him into giving you the badge for 80,000 
  experience (requires a 12 Charisma or higher).  If you are a Paladin, then 
  ask him to free the slaves for 180,000 experience, however, he will then 
  attack you.  You get 80,000 experience however you get Joril's Badge and an 
  additional 80,000 if you tricked Joril into giving it to you.  Joril's death 
  is worth only 9000 exp, but has some neat treasure:

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

  2) Simply attack him.  You get only the 9000 experience for killing him, the
  80,000 for getting the badge and his items.

  3) (from Andrew Quah)  Ignore Joril, don't talk to him or anything. (may 
  still work if you talked to Joril, but didn't get his badge or kill him) 
  Wander on over to the slaves and help them escape.  After clearing the caves
  of trolls and Kontik, Davin will ask you to kill Gorg, the Giant at the 
  entrance.  Do so.  Now Davin and his friends are freed getting you the 
  180,000 exp and the extra experience for not blowing your cover. Even better,
  have your paladin insist that Joril free the slaves for another 180,000 exp 
  (after which events unfold as in the first option above).  This does NOT work
  if you talked to Joril earlier and obtained his badge.

  There is a small passage that continues left, take it.  Here you will find
  more Frost Giants and Winter Wolves.  Once they are dead, you can search the
  giant bags here for treasure.  One is at (x 140 y 1750):

    3 Potions
    Spell - Raise Dead (Priest)

  Another is to the right at (x 600 y 1820):

    2 Potions

  Go up.  After a few more Giants and Wolves, you will find another Bag on the
  left side (x 300 y 1370):

    2 Potions
    Wand of Heaven
    Spells - Insect Plague (Priest)

  Just to the right you can search a rock for some more items (x 415 y 1250):

    2 Potions

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

    Spells - Spike Stones (Priest)
    2 Potions
    Dagger of Venom

  At the top of the wall, in the left corner you will find two more bags
  (x 380 y 650), (x 425 y 630):

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

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

    2 Potions
    13 Darts

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

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

  Go down then right again, past the giant skeleton of a dead dragon, to the
  human slave pens.  There you want to talk with Davin (x 1675 y 1400).  He
  tells you that the humans are sacrificed to a beast to the south.  Agree to
  help him.  Go back to Joril's throne room, then go right, and up.  You will
  find the sacrificial altar here (x 1900 y 1950):

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

  Go right from there to find the Wyrms.  Talk to the main Wyrm, but you are
  going to have to fight them anyway.  Kill the 5 of them.  Then search their
  lair for treasures.  The first is at (x 2800 y 1980):

    Lots of Gems

  The second is at (x 2875 y 1900):

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

  Return to Davin for a reward, 420,000 experience.  He then asks you to remove
  any other "hazards" from the cave so that he and his friends can escape.  Go
  right then up to the doorway (x 1820 y 700).  Enter.

  There are Yeti here to be beaten.  Go down, kill the trolls here.  Ignore
  the passage further south (past the dragon skeleton) and go right.  Clear out
  all the trolls here, then go back left and south under the skeleton.  Here
  you will find the second worshiper of Auril, Kontik, and his Black Ice 
  Knights.  I'd kill Kontik first to prevent spellcasting, then work on the
  Knights.  I also summoned up a Fire Elemental to help out.  Kontik has some
  nice treasure:

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

  You can then search the 2 huts to the left (x 2500 y 1575), (x 2400 y 1635):

    Barrel of Pure Water (give to elf in shattered hand arboretum)
    Spells - Globe of Invulnerability (Mage)
             Chain Lightning (Mage)
             Otiluke's Freezing Sphere (Mage)
    4 Potions

  Return to Davin again to free him for which you gain 180,000 experience.  You
  are now done in this cave, so leave it.

Exterior: (AR 7005)

  Go back across the bridge, then right across the other bridge, continuing
  right across the circular plaza.  Go right across the next bridge, then go
  up.  There will be ice/snow trolls here.  Continue up to the stairs at
  (x 3600 y 170).  Go up the stairs.

Wyrm's Tooth: (AR 7000)

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

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

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

10. Lower Dorn's Deep

  Lower Dorn's Deep is an odd area, as it is the most non-linear part of the
  game.  What we are doing here is fighting the final four of the Evil Bosses
  to get their badges.  Once we have the 4 badges, we can unlock the staircase
  to find the big bad guy.  The 4 badges we need are:

    Brother Perdiem

    (remember we already have Krilag's and Joril's badges)

  This is roughly put, the easiest order in which to do these, however you can
  do them in any order.  We'll be going in that order, with one little side
  track immediately after Marketh.

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

  If the previous two areas were Ice, this area is Fire.  As such, you will
  find Fire Salamander's, Giants, etc. around.  Also, when you fight the
  Tarnished Sentries, remember to use BLUNT weaponry to defeat them.  There
  are little gnomes, called Svirfneblins running around here.  They have been
  enslaved by the EVIL around these parts.

  Go down, and fight your way through some Salamanders that appear.  Now go
  right a tiny bit, then up.  There will be a whole bunch of monsters hiding
  here, so use some strategy.  I summoned some Elementals to help out, took out
  the Tarnished Sentries first, then finished off the Salamanders.

  There is a gnome in a house named Norl with some information about Marketh.
  (x 2325 y 600)  This house is guarded by more Tarnished Sentries, and it
  isn't important to talk to Norl.

  Cross the bridge (x 2180 y 1560).  This leads to a large building, and on the
  steps in front of the building is a dwarf named Seth.  He demands to see some
  identification, which you can't produce.  If you say "Uh... what?", then you
  can fake him out.  You need 13 INT & CHA and you can say: "Yes.  I have 
  connections with the Kraken Society.  I've done some jobs for them in the 
  past, so they thought they could trust me with a job here."  He then asks
  you a series of questions:
    What Color is a Kraken?                 Purple
    Who did you come here to work for?      Marketh
    Under whose banner do we fight?         Ilmater

  Get the questions right, and no battle. (no experience either)  Otherwise a 
  battle ensues.  Thieves leap out of the shadows and backstab you.  Each of 
  the thieves has 46 gold and is worth 2000 experience.

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

Watchtower Level 1: (AR 8002)

  As you enter, you are immediately attacked by Tower Archers.  Quickly kill
  them or get cut to ribbons by their arrows.  Kelly (an archer near the top
  of the stairs) has some items:

    Arrows of Piercing
    Full Plate +1

  The other archers also have Arrows of Piercing.  When the archers are dead,
  Fengla walks in, shakes your hand, gives you 80,000 experience and leaves.  
  If you need a "safe place to rest," you can do that here.
  Otherwise, leave.

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

  We now have our choices of 4 bosses to go defeat.  These can be done in any
  order at all, so you don't have to do it my way.  Here is my plan:  Marketh,
  Malavon, Ilmadia and finally Brother Perdiem.  These 4 bosses get you the
  final 4 pieces of the "puzzle" (remember way back to Krilag's note) that
  get us to the end of the game.  So, on to Marketh!

  We get to Marketh via the big temple complex north of the Tower (where we
  fought Seth's thieves, and possibly found Fengla as well), which is at
  (x 3180 y 590).  Through the door and into the Mushroom Chamber.

Mushroom Chamber (Gardens): (AR 8005)

  From your position there are two side chambers, but those have nothing in
  them.  Forward!  Soon you will find the center of the Garden, which is
  surrounded by 8 stationary Mushrooms called Shriekers.  These fungi will
  "shriek" (hence the name) and summon forth a horde of Red Myconid's to fight
  for them.  If you are in dire need of experience you could let the Screamers
  live and fight the Myconids that they summon.  Sensible people, however, will
  simply slaughter the screamers.  Oh, and there are also Salamanders and
  Minotaurs in here as well.

  There are 2 gnomes near the center by the statue.  Talk to them (only one
  of them can talk).  As you are leaving he gives you a portrait of Marketh.

  Looking around the garden you will notice that there are four new doors
  here.  The one we want is the one that is DIRECTLY up (making it the door
  in the corner, or the second door from the left, x 1560 y 280).  Enter.

Marketh's Domain, Level 1: (AR 8006)

  Marketh being a thief, you will have "shadowed" thieves attacking you at
  will, and doing backstab damage to boot.  As the thieves tend to attack
  your weaker party members, you might want to leave any such characters at
  the entrance, while you send your stronger characters down the halls dealing
  with the thieves.  It's not necessary, but could be helpful.

  (If you have a Bard in your party AND got the portrait of Marketh from the
  gnome outside, go to the last door first--the Flozem Door.  There your Bard 
  can convince him to become an artist, at which point you get 60,000 exp and
  he'll drop his items and go away.  For a list of his items, see below)

  First door, (x 700 y 750).  Within you will find the "Red" guard, Fleezum.
  Talk to him if you wish, but you want to kill him to get his wonderful

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

  Now loot the room.  In a chest you'll find: (with some other junk)

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

  North of his bed you'll find a wardrobe with 4 potions.  Leave his room and
  continue down the hall to the next door (x 950 y 1080).  Within you will
  find the Dark Elf, Ginafae, the sister of Malavon.  She begs you to spare
  Marketh's life.  Once you promise to do just that, leave the room, go across
  the hall and into the room opposite this one. (x 1285 y 735)

  This is the dining hall, and mostly just contains some hidden Thieves.  Open
  the next door to the right.  Here you'll find a sniveling chef (unimportant).
  Search the kitchen to find the infamous Sack of Potatoes.  Better keep those.
  Exit the kitchen through its door, and go across the hall to the last room
  on this floor (x 1485 y 1200).

  Here you'll find Flozem, the brother of Fleezum, whom we have already
  assassinated.  Naturally he is quite vexed with you and immediately assaults
  your party.  Retaliate and finish him off.  Again he is worth 3000 exp and
  has some pretty standard items... and one more:

    Girdle of Stromnos (sets STR to 19)

  Searching his room will reveal 2 bookcases containing 4 potions.  Exit his
  room, go to the end of the hallway, then up the stairs (x 2165 y 960).

Marketh's Domain, Level 2: (AR 8007)

  Again you must expect a lot of hidden thieves attacking you out of nowhere.
  If you didn't get rid of Fleezum and Flozem from downstairs you will probably
  have to face them here.  Left and up will lead you onto a semi-circle of 
  sorts.  There are rooms on the right (or outer) side of the circle.  The 
  first room may hold Seth (depending on what you did outside):
    7000 exp
    Gauntlets of Elven Might (sets STR to 18/51)
    Salamander's Tongue (Dagger +3, 20% hits do 1d4 fire dmg)
  The second room contains Marketh, who immediately parleys with you. (by which 
  I mean "talks" to you)  Talk with him about various things, and then tell him 
  that Ginafae made you promise not to kill him, he hands over the badge and 
  you get 150,000 experience.  You can even force him to give you all of his
  items, except for his ring.  Let him keep the ring (it's cursed) and you get
  his items without a fight.  Not bad.
  Alternatively you could simply kill Marketh:

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

  Then ransack his room for treasure (there are 5 containers, three to the left
  and 2 to the right):

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

  Remember that even after Marketh is gone, his thieves remain and will 
  continue to harass you.  Go back down the stairs.

Marketh's Level 1: (AR 8006)

  Talking to Ginafae won't do any good just yet, as you need a potion to break
  Malavon's spell.  When you do get the Potion, return here and use it to free
  her for 80,000 experience.  Now leave Marketh's back to the garden.

Mushroom Garden: (AR 8005)

  From here go left into the next door (x 1030 y 530).

Malavon's City: (AR 8009)

  Aside from immediately fighting off any monsters you find here, you will
  want to check for traps.  Look at the drawings of the "eye" on the ground,
  it's a good bet that it is trapped.  Besides from the Minotaurs in here you
  will also encounter the dreaded Umber Hulks, giant insect men with an
  ability to Confuse your party.  When you kill the Umber Hulk they leave
  behind their shell, which you do NOT need to take.

  When you get to (x 1000 y 1730) the buildings will explode revealing some 
  Umber Hulks.  Go up into the right tunnel and you will find a corpse
  (x 920 y 1350) who has on him:

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

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

  In the right section of the city there are a couple of barrels (x 2275 
  y 1760):

    Spells - Mordenkainen's Sword (Mage)
             Power Word: Stun (Mage)

  Further to the right are 2 more barrels (x 3075 y 1715):

    Spells - Power Word: Silence (Mage)
             Monster Summoning V (Mage)

  Head up to the top of the area (x 1930 y 1100) and enter the large green 
  building.  If you need to rest do it before going in.

Malavon's Lair: (AR 8010)

  Get through the Umber Hulk guards here.  There is another Umber Hulk in the
  small hall above.  Don't bother talking to the gnomes here, they have no
  tongues.  Malavon is over to the right (x 1700 y 470), however, since this is
  one of the most difficult battles in the game, you might want to prepare
  beforehand (cast spells, Haste, Protections, etc.).  When you're ready, go
  over to the right and talk to him.

  It doesn't matter what you say to Malavon, he will kill all the gnomes 
  anyway.  And above all, DON'T AGREE TO DROP YOUR WEAPONS!  Then he casts a
  Cloudkill spell to remove the Gnomes and sends his Iron Golems to attack you.

  First of all, I would only move one person to talk to Malavon, then 
  immediately pull back to avoid his spell.  Let the Iron Golems come to you
  and attack them one at a time.  The Umber Hulks will confuse you if they're
  able, so use anyone who can't damage the Golems on the Hulks.  Once those
  goons are dead you're going to have to find Malavon.  Rush into the room and
  kill Malavon. (11,000 experience, Robe of Evil Archmagi)  However, that 
  wasn't the real Malavon, who now appears in the previous room and taunts you.

  Rush and attack Malavon, but he'll just teleport to another section of his
  palace.  You're going to have to chase him around.  Eventually he'll teleport
  into his room (which is just below the room where you killed his double).
  At this point I'd simply stand around for a few minutes to let his spell
  protections wear off (he'll send summoned monsters at you, but those aren't
  too tough).  When you're ready, go right then down and attack him.

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

  Once you have the badge you get 337,500 experience.

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

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

  Bottom right table (x 2160 y 850):

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

  Small chest above table (x 2180 y 775):

    3 Potions
    Amulet of Dark Flesh (CURSED)
    Spells - Finger of Death (Mage)
             Mass Invisibility (Mage)

  Small container above that (x 2160 y 735):

    5 Potions
    Spells - Power Word: Kill (Mage)
             Incendiary Cloud (Mage)

  Bookshelf (x 2100 y 675):

    Spells - Death Fog (Mage)
             Death Spell (Mage)
             Disintegrate (Mage)
             Shades (Mage)

  Then back out of this room and search Malavon's Throne for a:

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

  Exit the palace.

Some Errands

  At this point you probably want to go back to Ginafae to use the Oil of Null
  Effect to free her.  The exit back to the Garden is at (x 2030 y 2860).  Then
  take the top door back to Marketh's and find Ginafae.  Talk to her and you
  will be able to free her for 80,000 experience.

  Next you have the bag of seeds, HOWEVER, I would handle that later when you
  pick up the animals for the Arboretum as well, then you can do it all at 

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

The Well of Gnomes: (AR 8003)

  Once down the well you will be confronted by the leader of the gnomish
  resistance (such as it is), Tarnelm.  Convince him that you aren't there to
  pick on the gnomes, and he'll mention how hungry they are.  Well you just
  happen to have a Sack of Potatoes don't you?  Give him the sack (80,000 exp)
  and he'll trust you.  He then asks you to take care of an Umber Hulk
  infestation that they have.  Agree to help.

  Don't bother talking to any of the gnomes here, they don't have much to say.

  Head down, then right.  You'll have to fight a Rhino Beetle the size of a
  tank here.  When it is dead you can take its shell (makes a spiffy shield
  later).  The path starts to go upwards, where you'll fight some Umber Hulks
  and a few more Beetles.  Finally the path goes right to a dead end.  Have
  someone walk down to the ledge (x 2050 y 1100) and the Umber Hulks will come 
  crashing through the wall.  Once all the Hulks are dead, enter their holes in
  the walls.

Hidden City of Gnomes: (AR 8004)

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

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

  Just ahead you'll see the Dark Elf shopkeep named Nym who sells, among other
  things, a Birdcage full of birds and a set of squirrels.  These can be taken
  to the Arboretum for experience (along with the seeds you got).  And remember
  the feud between the Elves of Shattered Hand and the Dwarves of Dorn's Deep?
  Well, guess who started it: Nym!  You can accuse him of this, but all that
  accomplishes is to chase him away (killing him gets you nothing).

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

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

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

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

Completing the Arboretum:

  Return to the Shattered Hand.  Go up to where the Towerlets split off.  You
  want to go up the stairs in the top right of this level.  Go up to the top
  to get to the Arboretum.  Talk to the elf.  Give him the:

    Seeds - 150,000 experience

    Birds - 84,000 experience

    Squirrels - 84,000 experience

  And although he doesn't seem to think that the Arboretum is complete, those
  are all the objects you'll ever find that go here.  Back to Lower Dorn's
  Deep!  To get to Lower Dorn's Deep you must head to Wyrm's Tooth first, then
  take the lower right cave into the LDD.
Lew's Shield:

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

  Now go over to see Nym and talk to him about your new shield.  He wants to
  charge you 30,000 gold to enchant it.  Complain about this and he wants to
  charge you 33,000 gold and give you a piddling dagger.  Refuse the dagger and
  he'll do it for 28,000 gold.  Still not great, but why not.  The enchantment
  will take another ten days to complete.  In the meantime, let's get the final
  2 pendants. (Alternatively you could just rest 30 times)

    Note:  In case you're curious, Nym is trying to sell you a +2 dagger for
           what amounts to 5000 gold.

           Want the final stats on what this shield is (to see if it's worth
           the trouble)?

           Nym's Shield +3, +4 vs. Missiles

           Armor Class Bonus: 3
           Special:  +1 vs. Missile Weapons
           Resistance Bonus: +15% Fire Resistance
           Weight: 5
           Not Usable By:

  Leave the city and leave the well again.  Now on to the mines!  The entrance
  to the mines are at (x 3400 y 2400) in the lower right portion of Lower 
  Dorn's Deep.

Guello's Mines: (AR 8008)

  Immediately your party is confronted by a group of Salamanders.  Follow the
  track rightward to find Guello.  He'll talk to you.  He asks you to kill the
  Salamander King so that he can get out of here.  From Guello the track 
  splits, and you want to go up the north track, then right.  You will be
  attacked by more Salamanders.  From them go up, then left.  This leads you
  to Shikata the Salamander King.  Kill him.

    Shikata - 5500 experience
              Slayer (Spear +5)

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

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

Ilmadia: (AR 8011)

  A Fire Giant guard asks you what you are doing here.  Tell him that you are
  there to see Ilmadia and he'll let you by (he'll also let you go by if you
  simply tell him that you are lost).  Drop down to the fire lake, then head
  right and across the bridge.  The shack you see right there has Ilmadia.
  Before going over and talking to her, make ready for battle (spells and 

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

    Ilmadia - 7000 experience
              Alamion (Long Sword +3, +5 vs. Salamanders, 10% Fire Res)
              85 gold
              Oil of Speed
              The Argent Shield (+3 AC, +25% magic res., elves only)
              Black Swan Armor (AC 1, +1 CHA, +10% fire, ice, elec, acid res)
              Ilmadia's Badge

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

  Behind Ilmadia are 3 containers:

    4 Potions

    RANDOM ITEM    - Foe's Fate (2 hnd axe +4, 25% berserk and 1d6 elec dmg,
    (any 1 of these)    removed in HoW)
                     Long Bow +4: Hammer (+5 THAC0, 4 attacks, +1 AC, removed
                        in HoW)
                     Repeating Heavy Crossbow +5
                     Repeating Light Crossbow +3 (+5 THAC0, 3 attacks)
                     Reinforced Heavy Crossbow (HoW only, +7 dmg, +4 THAC0, 2
                        attacks per round, requires 18 STR)

    RANDOM ITEM    - Static Two Handed Sword +4 (50% 2d3 elec dmg, 25% stun,
    (any 1 of these)    removed in HoW)
                     Cancerous Bastard Sword +4 (15% chance of disease)
                     Bastard Sword +3: Incinerator (50% 1d8 fire dmg, 10% stun,
                        removed in HoW)
                     Two Handed Sword +4: Life Giver (Regen, 5% heals self,
                        removed in HoW)
                     Static Two Handed Sword +4 (50% 2d3 elec dmg, 25% stun,
                        removed in HoW)
                     Long Sword of Action +4 (+1 AC, +1 attack, 15% slash res,
                        removed in HoW)
                     Bhaal's Fire (1d8+3, +2d4 fire dmg., 15% stun,
                        removed in HoW)
                     Bastard Sword +3: Defender (HoW only, +2 AC, +10% res's)
                     Two Handed Sword +4: Backbiter (HoW only, +1d6 pierce, 25%
                        chance user takes 1d4 dmg.)
                     Two Handed Axe of Greater Phasing +2 (HoW only, 15% chance
                        target is phased, 25% +1d4 cold dmg)
                     Doom Halberd +3 (HoW only, 50% chance 2d3 fire dmg)
                     Star Forged Halberd +3 (HoW only, +1 DEX, 15% stun, 5%
                        slash & pierce res.)

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

Perdiem, the Last Badge: (AR 8012)

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

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

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

Lower Dorn's Finale: (AR 8013)

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

11. Easthaven (again)

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

Easthaven: (AR 1100)

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

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

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

Cryshal Tirith: (AR 1102)

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

False Pomabs: (AR 1103)

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

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

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

Crenshinibon: (AR 1104)

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

Jerrod's Stone: (AR 1105)

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

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

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

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

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


                          Heart of Winter Walkthrough

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

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

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

1... Lonelywood


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

Lonelywood: (AR 9100)

  People to Pickpocket in Lonelywood:

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

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

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

  QUEST:  Hailee Dunn and the Well

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

      Evil Note:  Evil characters don't care much for Hailee's stories, and
                  don't fall for them.  (I found this way much more amusing,

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

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

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

Temple: (AR 9103)

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

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

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

Tavern: (AR 9101)

  The building located above the temple is the Tavern (x 2250 y 1190).  Inside
  you'll find Hailee's mother, a dwarf who also knows the location of the 
  barbarians, and a drunk elf.  Ignore them for the moment.
  First, talk to the barkeeper and ask about the door behind the mirror and 
  he'll offer to sell you "special items" to keep his secret.  If you have 14
  INT or higher, you recognize his accent as being different... how odd.

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

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

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

  Search the lower left room to find:

    Robe of the Neutral Archmagi

  You can also find the mirror with the door behind it.  There are some scrolls
    Spell - Seven Eyes (mage)

  Go upstairs.  The first door on the right (your right, not the characters) 
  has a loose floorboard (use ALT to see it):

    Rogue Stone Gem
    5 Translocation Arrows

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

Lonelywood: (AR 9100)

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

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

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

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

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

2... Barbarian Camp

Camp: (AR 9200)

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


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

  You are then kicked out.

Camp: (AR 9200)

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

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

Lonelywood: (AR 9100)

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

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

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

3... Burial Isle

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

Burial Isle: (AR 9300)

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

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

Edion's Tower: (AR 9301)

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

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

  Jean-Philippe Rodriguez notes:

    He sells his own Wizardry ring (double 5th spells) and some cool spells 
    like sunfire (5th level spell), Mordenkainen's Force Missiles (4th), or
    vitriolic sphere (4th)

    Now, with this ring and sunfire, you can use a very successful tactics 
    against the Burial Islands Undead: just learn a bunch of sunfire, mirror 
    image, stoneskin, have some protection against fear and confusion (spells, 
    items, potions), equip boots of speed, and with your wizard alone, run 
    around and gather as many as undeads possible before using some sunfire... 
    As far as I know, they haven't any sort of fire or acid resistance... You 
    can kill them all with your mage alone... (with a fighter/mage and piercing
    weapon, it's even better!)

    And one more thing about Edion, you can rest securely in his tower!

  Leave the tower.

Burial Isle: (AR 9300)

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

Burial Crypt: (AR 9400)

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

    Cloak of Displacement
    Winter Wolf Pelt

  Container 2:

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

  Container 3:

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

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

    153 Gold
    12 Gems

  Container 2: (TRAPPED)

    525 gold
    Svian's Club +5

  Container 3:

    Broken Armor
    Protection from Cold scroll
    Elixir of Health

  Go down the stairs here, then right (x 2828 y 1310).  You will see Vexing
  Thoughts here so talk to him.  Learn that he is a demon that is trapped as an
  armor because his former master forgot his True Name.  To learn his real name
  cast the spell Contact Other Plane and ask what his True Name is.  Once you 
  know it, go to Vexing Thoughts and tell him that he will be commanded, use
  his name and you get ... well HIM:
    Vexed Armor (AC 1, Cold res 100%, CON +2, cast fire storm 1/day, can
                 summon Chalimandren the glabrezu)

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

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

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

    325 gold

  Container 2:

    169 gold
    6 gems
    Spells - Holy Smite (priest)
             Blade Barrier (priest)

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

    735 gold
    Wylfdene's Tribal Symbol

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

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

  Container 2 (TRAPPED):

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

  Container 3 (TRAPPED):

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

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

    309 Gold
    High Quality Bastard Sword

  Container 2:

    Jade Ring
    High Quality Battle Axe
    Small Shield +1

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

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

Hjollder: (AR 9300)

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

  Go back down.

Burial Crypts: (AR 9400)

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

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

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

4... Lonelywood Interlude

Lonelywood: (AR 9100)

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

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

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

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

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

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

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

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

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

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

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

5... Gloomfrost

Gloomfrost Main Area: (AR 9500)

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

    3 Flaming Oils

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

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

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

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

Inner Cave: (AR 9501)

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

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

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

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

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

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

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

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

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

  For making a weapon you get 80,000 experience.

  Pick Tiernon's pocket to get:

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

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

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

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

The Seer: (AR 9502)

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

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

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

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

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

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

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

  Return to Lonelywood.

Lonelywood: (AR 9100)

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

Barbarian Camp: (AR 9200)

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


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

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

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

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

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

    Potion of Healing
    Elixir of Health

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

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

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

    Potion of Regeneration
    Ring of Protection +2

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

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

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

    Potion of Magic Shielding
    Potion of Fortitude

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

    Potion of Strength

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

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

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

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

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

  Now back to town.

Lonelywood: (AR 9100)

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

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

    Vaarglan - 8000 experience
               Wand of Paralyzation (15 charges)
               Ring of Protection +2
               Ring of Free Action
               Barrier Amulet (casts Stoneskin & Minor Globe of Invulnerability 
                  on the user., 2 charges)
               Golden Girdle (+3 AC v. slashing weapons)
               Robe of the Neutral Archmagi (AC 5, +5% magic res., +1 saves)

    Alpheus - 4000 experience
              Mage Robe of Fire Resistance (+20% fire res.)
              Potion of Magic Shielding
              Bracers AC6
              Amulet of Metaspell Influence (+1 2nd level spell)
              2 Potions of Extra Healing

    Priestess of Shar - 3000 experience
              Shadowed Plate Mail (AC 0, +3 AC vs missiles)
              Fast Flail +2 (+1 attack/round)

    Mercenary Thief - 4000 experience
              Boots of Stealth (+35% stealth)
              Studded Leather +4: Shadowed (+30% stealth, +20% weapons res.)
              Short Sword of Backstabbing +3

    Mercenary Warrior - 3000 experience
              Battle Axe +3: Fatigue (20% chance target is slowed)
              Full Plate Mail +1 (AC 0)
              Gauntlets of Ogre Power (sets STR to 18/00)

    Mercenary Warrior 2 - 3000 experience
              Full Plate Mail +1 (AC 0)
              Gauntlets of Weapons Expertise (+1 THAC0, +2 Damage)
              Long Sword of Action +4 (+1 AC, +15 slash res., +1 attack/round)
              Large Shield +1

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

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

  You'll find the assassin just outside the house, where he attacks you. (You
  know... your party finished the job that he wasn't able to do... doesn't he
  think he MIGHT be outmatched?)  Take out Purvis:

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

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

6... Sea of Moving Ice

Base Camp: (AR 9600)

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

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

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

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

Icy Path: (AR 9601)

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

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

  Continue left and out (x 250 y 1150).

Field of Bones: (AR 9602)

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

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

    Wand of Lightning

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

    1000 gold
    Chainmail +2
    Amulet of Protection +1

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

    2 Gems

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

    524 gold

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

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

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

    Broken Armor
    Potion of Hill Giant Strength
    Potion of Heroism

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

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

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

    RANDOM ITEM     - Ring of Will o' Wisp (1/day shoots out electric damage)
    (any 1 of these)  Mourner's Armor (AC 4, CURSED, cannot see current HP, +25
                         HP, +75% missile resistance, immune to Pain, thieving
                         penalty of -25%)

                         It's a very odd armor to wear, as your character turns
                         completely red (as though they had no HP at all).  You
                         can still see their MAX HP, just not what they have
                         now.  Are they close to death?  Who knows!  Want it 
                         off?  Xactile can do a Remove Curse to get it off.

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

    Xactile - 6000 exp
              Coral Plate Armor (AC 3, +25% fire & cold res., -2 DEX)
              Mace +1

    Boneguard Skeleton (4)  - 4000 exp each

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

Ice Citadel: (AR 9603)

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

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

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

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

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

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

  Be sure to check the Prince for:

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

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

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

  Next one up (x 475 y 670):

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

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

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

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

    Lover (Throwing Dagger +4, returns to sender

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

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

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

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

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

    The Burger has one last thing for you to do here:

      In the last room just before Icasaracht (the one with the Sahuagin
      Prince) there's an orb on the right side that turns your cursor turns
      into a sword when you mouse over it. If you do attack it, you shatter it.
      That sets off a Snilloc's Snowball Swarm, and the you get a message: "You
      destroyed the preservation ward on the young dragon body, allowing it to
      die." For that you get 10,000 xp. Not sure WHAT it is referring to.

Icasaracht: (AR 9604)

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

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

    Icasaracht - 50,000 experience

    Sahuagin King - 3000 experience
                 Coral Plate Armor
                 Cloak of Displacement
                 Spear +1
                 Heavy Crossbow +1

    High Priestess - 3000 experience
                 Light Crossbow

    Underpriestess (2) - 2000 experience

    Royal Guards (4) - 3000 experience

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

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

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

7...  Trials of the Luremaster

  Trials of the Luremaster is a free downloadable dungeon available to anyone
  who purchased Heart of Winter.  It is a whopping 71MB download, however, so
  people with lowly 56k modems will have to take several hours to get it.


  You MUST be registered with FilePlanet to get the download.

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

Anauroch: (AR 9700)

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

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

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

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

Northeast Tower: (AR 9706)

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

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

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

Southeast Tower: (AR 9708)

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

    Criek of Bane -    Ring of Greater Resistance
                       Bag of Holding
                       Fire Flail +3

    Adran Runeshadow - Cloak of Scintillating Colors (+3 AC)
                       Staff of the Hanged Man's Glee
                       Boots of Grounding
                       Ring of Fire Resistance
                       Ring of Protection +2
                       Golden Girdle
                       Wand of Fire
                       Robe of the Evil Archmagi

    Shelhai -          Full Plate Mail +1
                       Charged Battle Axe +1
                       Gauntlets of Ogre Power
                       Ring of Free Action

    Djinni -           Wind of Heaven (Long Sword +4, +5 vs. elementals)

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

Northwest Tower: (AR 9704)

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

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

  Go down the stairs (x 315 y 510).

  (AR 9703)

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

    120,000 experience
    Note (Tale of Sir Erris)

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

Southwest Tower: (AR 9704)

  Kill all the wyverns here.

  Then flip the switch (x 570 y 320).

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

  (AR 9701)

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

    120,000 experience
    Note (Tale of Sir Giles)

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

Northeast Tower: (AR 9706)

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

  (AR 9705)

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

    Note (Tale of Sir Geddian)

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

Southeast Tower: (AR 9708)

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

  (AR 9707)

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

    120,000 experience
    Note (Tale of Sir Zierkki)

  Exit, then drop back to the main level.

Anauroch: (AR 9700)

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

Crypt: (AR 9714)

  You'll find Crypt Things on this level, they have an odd habit of teleporting
  your people all over this level.  I'd suggest leaving them there and having
  your main party attempt to locate them when this happens, or just continue
  on with your journey and try to get them as you look for other things.

  There are a lot of tiny treasures (gold for the most part) all over this 
  level.  I won't be pointing any of these out since you probably don't need
  money at this point in the game.  The only treasures pointed out will be
  things that are greater than some gold.

  There will be a trapped coffin just in front of you (x 670 y 1850):

    Heavy Crossbow of Accuracy
    20 Bolts +2

  Go down into the small room here, then open the southern secret wall (x 930 
  y 2240).  From here go down to the next secret wall (x 1330 y 2400), open
  and go through.  This room is crawling with undead.  Kill them then search
  the coffin (x 1200 y 2600) for the:

    Electrum Key

  Back to the starting room, then go up to the next room to find the secret
  wall to the right (x 660 y 1490).  Again this area will be filled with the
  undead.  Go up to find the coffin (x 580 y 850):

    Copper Key

  Walk through the left wall (x 440 y 995), then up.  There will be another
  coffin here (x 400 y 430) with the:

    Silver Key

  Go back to the starting room, now open the right wall (x 900 y 1760).  This
  room has a lot of undead crawling around it.  Kill them and continue right.
  This leads to the center circle of the level, which is surrounded by more
  Crypt Things.

  Open the southeast door (x 2230 y 1530), this uses the Copper Key, and go 
  through.  More undead (are you seeing a pattern yet?).  Continue through this 
  room to the next.  Take on these undead to get to the Coffin (x 2700 y 2200):

    Gold Key

  Go back to the Circle, then take the lower east door (x 2400 y 1735), this
  uses the Silver Key.  Go through this to find the Coffin (x 2920 y 1400):

    Platinum Key

  Back to the Circle, then take the northern door (x 2140 y 1080), this uses
  the Electrum key.  Go up to the next room, kill the undead, then find the
  secret passage on the right wall.  Go through to the coffin and get the:

    Bronze Key

  Back to the Circle.  Open all the other doors to open up the passage to the
  right.  Kill the undead, go through the room to find a secret passage on the
  right wall.  Enter.

    Note:  If you want to, the Bronze Door (check above the doors for their
           color) leads to a great pile of treasure at (x 1800 y 2900).

  We have finally found the 4 crypts that correspond to the 4 notes we got
  earlier.  Here is where they go:

    Top Left Crypt (Axe) - Note of Erris
    Top Right Crypt (Sword & Shield) - Note of Geddian
    Lower Right Crypt (Spear) - Note of Zierkki
    Lower Left (Mace) - Note of Giles

  This gets you 420,000 experience.  Head all the way out of the crypt, out of
  the spider room to the main level.  The major passage to the north is now
  opened and you can pass through.

Castle Interior: (AR 9711)

  You'll meet the Luremaster yet again, and again he'll give you yet another
  riddle.  Go up and into the main chamber.  Here there are many ghostly guards
  who are, well, guarding things.  They won't care about you at all until you
  start to get by them, then they become hostile.

  The right staircase leads to some bookshelves, and it is guarded.  Go up the
  stairs (after having dealt with the suddenly hostile guards) to find Hobart.
  Talk to him.  He wants you to get him a key.  Refuse and he'll turn into a
  Rakshasa.  Kill him and his goons.  The top bookshelf has some scrolls.

  Back down, then up the left stairs to the upper chambers.

Upper Chambers: (AR 9712)

  Head up along the passage, through some water elementals to the Dance Hall.
  Here some ghosts will dance along, then disappear leaving you to be attacked
  by a Beholder.

  Continue along the passage.  The first room has a Scroll (Power Word: Stun)
  that if you take, the guards will attack.

  Continue along the passage, and kill the next Beholder that you find.

  Take a brief detour into the circular room below you to get some scrolls and
  the Tome of Leadership and Influence (CHARISMA +1).

  Continue left into the Master Bedroom, then go up to find the Lord.

    Lord Maluradek - 6000 experience
                     Dead God's Dreaming (Bastard Sword +4, +5 vs. good)

  The shelves behind him contain his Journal.

  Enter the room to the right, and open the secret wall to the right (x 1733 
  y 875).  Search here to find:

    High Quality Bastard Sword
    Dungeon Key
    Full Plate +1
    Great Shield +3

  Go back down to the previous level.

Castle Interior: (AR 9711)

  Go over to the right, and a little down to find the Dungeon Door (x 2030 
  y 1260), convenient that we now have a Dungeon Key, eh?  Go in and go down
  the stairs.

Dungeon 1: (AR 9716)

  Open the door and enter.  There are 2 levers here, and a door.  Flip the
  levers, then pick open (or bash) the door.  Go through, kill all the 
  monsters.  Go through this mess, and pick open the next door and go through.

    Note:  You don't have to flip the levers, as all it will do is let the
           monsters out, however, they get let out as you pass by anyway.

Dungeon 2: (AR 9717)

  Walk forward and the door will tell you that you can't pass.  Only those with
  2 heads with no eyes can pass.  Sounds like another riddle.

  Each of the little side rooms here have Beholders in them.  Beware!  Each of
  the 2 long side passages leads past a LOT of monsters, and lead to a locked
  door (pick it) and a dead body that has a Skull.  Once you have 2 skulls you
  can pass by that annoying talking door.

  Opening the door gets you 420,000 experience.

Dungeon 3, Slime Level: (AR 9718)

  Note:  In this level where the Luremaster traps you with a
         bunch of slime, if you cast summon creature and put a creature under 
         the gate, the gate won't close.  I discovered this by accident (I 
         always have my creatures go through doors ahead of me). (from 
         David Yeung)

  Flip the switch and see the cutscene with the Luremaster as he attempts to
  explain himself a little.  He riddles you again, then seals you inside this
  chamber... forever!  Then you must kill about a dozen slimes.  The 2 rooms
  to each side have Slims and Slime Zombies, not very important.  Pick open
  the top door and enter.  Search for the secret wall on the right.  This
  leads to the way out.

Dungeon 4, Jackal Level: (AR 9800)

  We're going to be entering 5 different caves here to get 5 different Flawed
  Gems.  These gems are then upgraded to Flawless, and put elsewhere to open
  the exit.  Sounds simple.  This place is just teeming with werejackals, so
  be cautious.

  Be sure to be looking for traps, and head up.  Then go right, at the first
  opportunity (x 950 y 550) go down.

  There's some treasure here (x 1233 y 815) that includes:

    Hell's Bane (normal long sword, unless attacking a demon then it is a 2d8+4
                 sword with +4 to hit)

  Continue down to the first cave (x 1275 y 1250) and enter.

  (AR 9801)

  Go forward and search the chest for:

    Flawed Skydrop Gem

  Go left, then up.  You'll be attacked by a whole lot of Minotaurs, one of
  which has some treasure:

    Cloak of Displacement
    Axe of the Minotaur Lord +4
    Ring of Free Action


  (AR 9800)

  Drop down.  You'll have to fight through yet more enemies.  There will be a
  circle of stones here with some summoners.  To the left of them is a bedroll
  with a scroll (a Clue!) and below that a chest with some potions.  Go below
  all of that into the next cave (x 320 y 2620).

  (AR 9801)

  A very large battle here, with all sorts of enemies.  Once they're dealt with
  search the chest above to get:

    Flawed Fire Agate Gem


  (AR 9800)

  Go all the way back up, then right to the third cave (x 1560 y 340).

  (AR 9801)

  Fight through the insects (well, spiders aren't really insects, but still),
  then drop down to the chest and get:

    Flawed Emerald.


  (AR 9800)

  Go right, then down (ignore the Shamblers if you want, they only lead to more
  Shamblers), then left to find Rikasha.  He'll explain some key plot points to
  you, such as just who that little Hobart really is.

  Continue left, then all the way down, killing enemies as you find them.  The
  fourth portal is at the bottom, across a little stream (x 1360 y 2667).

  (AR 9801)

  Kill the millions of harpies here (I exaggerate, but not by much), then go
  right, find the chest and get:

    Flawed Pearl


  (AR 9800)

  Go up, then right.  This is the Portal Room, but we can't use it just yet.
  Clear out the monsters.  If you want, there are some spells across the stream
  just below the portal.

  Go right, above the portal, then up.  There were some containers here with
  some treasures (like a Ring of Animal Friendship and a Bow of Marksmanship,
  nothing great).  Go down, then left to the last cave (x 2330 y 1360).

  (AR 9801)

  There are Dire Bears here.  Drop down to find the chest with the:

    Flawed Moonbar Gem


  (AR 9800)

  Head all the way back to the first cave that we entered. (x 1275 y 1250)
  Go left, then down, and left across the stream to find the Chest of Seasons.
  Place all the Flawed Gems in it.  As they are put into the chest, they'll
  vanish.  Now re-enter each of the caves to find the Altars.  On each of the
  altars you will find the now Flawless gems.

  The first one is directly up from where you are.  Kill the Stone Nuisances,
  and get your Gem.  Repeat for all 5 caves.

  Once that is done, head over to the 5 sided portal (x 3310 y 2025).  To find
  out where to place the stones, click on the appropriate "point" of the star.
  Then just outside the point, place the right gem:

    Flawless Moonstone     =  Night
    Flawless Waterstar     =  Sea
    Flawless Diamond       =  Earth
    Flawless Sunstone      =  Day
    Flawless Star Sapphire =  Heaven

  When all gems are placed, you get 30,000 experience and the portal opens.

Throne Room: (AR 9711)

  You are teleported into the throne room (the guarded door that couldn't be
  opened earlier) to confront the Luremaster.  He tells you good job, then has
  a whole brood of spirits attack you... you know, as your reward for a job
  well done.

  With the battle over, open up the throne and take the Ring inside.  This
  opens the Throne Room and allows you to exit.

  To get back to Lonelywood, simply equip the ring and Use it on yourself.
  (from the backpack icon in your characters lower toolbelt on the main screen)

  Congratulations for surviving the Trials of the Luremaster!


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

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

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

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

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

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

  Here's a list of names that 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:
    ŻŻŻŻŻŻŻ                            ŻŻŻŻŻ
    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)

  Adonis has some more names:

    Corwin (usually a ftr/cleric)  Got the name from a Roger Zelazny series of
                                   books, the "Amber" series.
    Shalandra, my thief.  Just made it up.
    Kyren Pathfinder, my ranger or ranger/cleric or/druid. Always an elf.
    Buffy Trueheart, a female paladin.
    Darius, a mage of any race.
    Tor Eriksen.  Named after the first AD&D character of mine that ever had an
                  18/00 strength.  Tor is a modification of Thor, obviously.
    Celune, my bard.
    Clarissa, my Cleric.

    I don't generally give my computer RPG characters last names.  It just 
    takes up more space in the chat windows, and they are always too long to 
    export the character with the same name.

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

    Female:                            Male:
    ŻŻŻŻŻŻŻ                            ŻŻŻŻŻ
    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 alignment "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 right...it'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:

    HoW Note:  In Heart of Winter, instead of putting in CHEATERSDOPROSPER
               use GETYOURCHEATON.  EX:  GETYOURCHEATON:CreateItem("boot01")
               to create some boots. (from Sebastien Rheaume)

  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. (http://www.gamefaqs.com/)

  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 resistance, +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
  [Ctrl] + Q - Forces the monster to join party (from GOOD-ASH)

  (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 indefinitely (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?

  On the fourth level of the Shattered Hand is an elven bladesinger named
  Lethias.  He can occasionally be seen muttering "The needs of the many...",
  a line from Leonard Nimoy's Spock character in Star Trek: The Wrath of Khan.
  (Scott Werner)

                                 Final Words...

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

Special Thanks: (Credits)
  Adonis for some clarification on what kills Yxunomei and some Names
  Andrew Quah for lots of information
  Andy Finkel for Pickpocketing Purvis so many times
  Bane & Prestion Lloid for some names in the Guide to Naming Characters
  CJayC for posting this FAQ
  David Yeung for sending some good information on the Trials of the Luremaster
  Duncan Clay for a whole LOTTA information
  ERSKINE for lots of information all over the place
  Fellcor Lim for pointing out a missing bag o' items in Joril's Cave
  Jake Sweet for the cheats
  Jean-Philippe RODRIGUEZ for updating the Kontik random item list and adding
    some stuff about Edion
  Jeremy Treanor for his fire protection strategy
  Jim Valeri for a good question
  Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
  Kyle Angstadt for pointing out the Vaarglan quest
  Lauren for mentioning how to get rid of the Register Now thing
  Leo Wang for a great many things (a GREAT many)
  Matt Richardson for adding to the Ilmater subquest in Kuldahar
  Mike Gan for information on the Ice Priestess' Items, etc.
  Nereid for the Ilmater Townsperson in Kuldahar
  Scott Werner for pointing out that Trolls sometimes die without fire or acid
  Souma for pickpocketing advice, and more
  The Burger for a 10,000 exp note
  Tony for a small update on the Priestess of Auril

  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
    PS2:      Madden NFL 2001
    PC:       AD&D Rules FAQ (multiple games)
              3rd Edition D&D Rules FAQ
              Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
                                                 -- Items List
                                                 -- Class FAQ
                                                 -- Creature List
                                                 -- Endings FAQ
              Civilization III
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale & Heart of Winter -- Items List
                                             -- Kresselack's Tomb Map (JPG)
                                             -- Shattered Hand Map (JPG)
                                             -- Buried Isle Map (JPG)
              Icewind Dale II -- 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 apparently 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)

  Version 1.5  September 21, 2000  194k

    After about a month of doing nothing, got back to work on the Walkthrough.
    Now the walkthrough goes all the way through the Severed Hand.

    Added new information from Scott Werner and Adonis.  Also slightly enlarged
    the Fighting "General Strategy".

  Version 1.6  October 26, 2000  209k

    Filled in the Walkthrough through Dorn's Deep.

  Version 1.7  November 26, 2000  219k

    Another month, another update.  Filled in the Walkthrough through Wyrm's

  Version 1.8  January 11, 2001  225k

    Added lots of information from Duncan Clay.  The walkthrough itself has
    creeped forward a little.

  Version 1.9  January 24, 2001  246k

    Filled in the Lower Dorn's Deep section.

  Version 2.0  January 26, 2001  251k

    Finished the Walkthrough.  Next update probably won't be until Heart of
    Winter is released.

  Version 2.1  February 14, 2001  253k

    Added lots of information from Andrew Quah.

  Version 3.0  March 9, 2001  276k

    Added the Heart of Winter walkthrough, which is complete up through

  Version 3.1  March 12, 2001  290k

    Sebastien Rheaume sent me the new cheat command (GETYOURCHEATON) for HoW.
    Updated the walkthrough up to Gloomfrost.

  Version 3.2  March 13, 2001  300k

    Updated the walkthrough up to the Sea of Moving Ice.

  Version 3.3  March 14, 2001  306k

    Added things from Jean-Philippe RODRIGUEZ and Fellcor Lim.  Added some
    final parts to the Gloomfrost section of the walkthrough (specifically the
    final Lonelywood quests).

  Version 4.0  March 15, 2001  316k

    Finished the walkthrough for Heart of Winter.

  Version 4.1  March 25, 2001  317k

    Added a note from The Burger (a way to get 10,000 experience just before
    fighting Icasaracht).

  Version 4.2  June 7, 2001  318k

    Added a note from Andy Finkel about Pickpocketing Purvis multiple times.

  Version 4.3  June 17, 2001  318k

    Corrected several mistakes.

  Version 5.0  July 5, 2001  336k

    Added the walkthrough for the Trials of the Luremaster. (with thanks to
    David Yeung)

  Version 5.1  February 10, 2003  337k

    Added Adam Roebuck's Mytos paladin trick.  Other small changes.

  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 2000-2003 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.

The Spoiler Centre
Walkthroughs on Adventure Gamers
| RPG Gamers - RPG news | Gamers Manual - Gaming guidebook