Icewind Dale 2 Walkthrough
Solo Walkthrough of IWD2
Soloing or "going solo" is when you take one character, and only one character, through the entire campaign. In other words, despite being able to create up to six characters, and despite being able to bring in other characters at any time (by virtue of the arbitration menu), we ignore those features entirely.
IWD2 Solo Builds: Sorcerer IWD2 and Cleric IWD2.
Pros & Cons of Solo Walkthrough of IWD2
There are several pros and cons to soloing.
Advantages of Soloing IWD2
- You don't have to micro-manage a party. In other words, there is a lot less clicking, marquee selection and viewpoint scrolling going on.
- It is less likely that you will become frustrated by poor pathing routines because there are no other party members to hinder your movement during exploration, or your mobility during combat encounters.
- Power progression (spellcasting / BAB progression) is heightened due to all experience points going to just one character rather than being split evenly between multiple characters.
- Wealth accumulation is heightened due to many items being sold off rather than equipped. Many items will be useless to you, such as armor and IWD2 weapons.
Disadvantages of Soloing IWD2
- Successful soloing requires deep foreknowledge of game mechanics, campaign structure and combat encounter design and dungeon design. (That said, newbies will be able to solo if they follow this guide.)
- Inventory clutter can become an issue despite there being containers and a Bag of Holding itemized early on. That said, unless you are an incurable hoarder, you will quickly learn that 99% of the crap isn't worth picking up.
- Unless you have conducted IWD2 Best Party runs beforehand, you will miss out on the experience of creating, building and operating an array of other characters. For example, while IWD2 combat encounter and dungeon design devalues IWD2 Rogue Build, and while Rogues are not particularly powerful, they are eminently flavorsome and fun to play around with.
- The tactics you can employ in combat encounters is limited. While you can certainly power through most combat encounters, the tactical satisfaction involved in conducting a full party is completely lost.
- You are far more likely to miss out on quests, specific quest resolutions and interesting dialogue options while soloing. Not every quest or quest experience reward can be obtained since some are specific to class, race or skill choices. However, the vast majority of quests can be obtained and completed without issue.
- For newbies, soloing can become an exercise in excruciating frustration. For veterans, it can become so easy that it becomes boring and utterly meaningless.
Do I need to employ exploits such as level-up-delaying, muling and farming in order to succeed in a solo Sorcerer run? While such strategies can certainly optimize your power progression (though not by much), there is no need to exploit the Challenge Rating system or rest-spam to provoke spawns. This walkthrough will not be employing such strategies, but feel free to do so.
I actually don't know what those terms mean? YOU DON'T NEED TO UNDERSTAND THE FOLLOWING TECHNICAL EXPLANATIONS IN ORDER TO SUCCEED IN A SOLO SORCERER RUN. FEEL FREE TO SKIP THE REST OF THIS SECTION.
IWD2 Challenge Rating System
First up, the Challenge Rating system. In Icewind Dale 1, you would get flat experience point rewards for killing something, regardless of your level (AD&D 2nd Edition ruleset). For example, that IWD1 Cold Wight yields 1,400 XP whether you kill it at first level or twentieth level. But in IWD2 (D&D 3rd Edition ruleset) experience points for kills are calculated based on your level in comparison to enemy level. Thus, expect high XP yield if you kill an enemy that is much stronger than you but expect low or even zero XP yield if you kill one that is much weaker.
Now, just because you gain enough experience points to level up, doesn't mean you have to. You can just ignore the level up and keep collecting levels in the background, killing stronger enemies as a weaker character, thereby exploiting the Challenge Rating system. Then, boom. You level up 10 levels (for example). This is what level-up-delaying is.
Similarly, muling. In this case, you are simply employing the Character Arbitration menu to bring in a first level character who will bring the party level down, resulting in more experience points. This obviously goes against the spirit of soloing.
Lastly, farming. You probably worked this one out from my comment above. All you are doing here is repeatedly resting in order to provoke on-rest spawns. So, say you only need 3,000 XP to level up and you really want a new spellpick before taking on the boss? Rest-spam and kill the spawns until you can level up. This last one is a minor and very specific exploit in IWD2, but not in IWD1 where Cold Wights yield a flat 1,400 XP per, and spawn in several-strong mobs.
Anyway, I hope those explanations gave you some insight into these exploits. In this walkthrough, I have proven that none of these exploits are required. Indeed, quest experience will carry you through and you will never feel a need to employ exploits (though you certainly can in order to optimize your power progression; I've done it myself in the past, but I honestly wouldn't bother unless I was running a fancy build). See Q&A section under the build section for more info.
Do you recommend multi-classing? Multi-classing is not advised since it gimps spellcasting progression (or BAB progression if we're rolling with a martial build). Sensible multi-classing will work but you will gimp yourself if you try to turn the character into a Jack-of-all-trades. See build section posted below.
Can I succeed without completing the Battle Square and Eight Chambers? Post-Rank 1/Level 1 Battle Square along with the Eight Chambers are entirely optional. In regard to the latter, you can simply slay the Monks in the monastery in order to proceed. In fact, entire segments of the campaign may be largely skipped without putting a dent in a Sorcerer's power.
The Build for the IWD2 Walkthrough
We are soloing with Sorcerer. An Icewind Dale 2 Build is nothing more than a number of levels taken in an class or classes along with the stats, feats and skills chosen.
In the case of Sorcerers, that also includes Wizard spells (Sorcerers and Wizards both cast arcane spells as opposed to divine spells).
However, it is vital to choose spells wisely because you are relying on one character, and one character alone, to see you through the campaign. Gimping your character will result in extreme frustration if not complete and utter failure. The above-linked builds will see you through IWD2 without any need of cheats or exploits such as muling, farming or level-up-delaying.
Explanations:
Wait. Why would you solo Sorcerer over Wizard? The latter are clearly superior because they get more spells, feats and skills! In theory I agree but the reality is that spell scroll itemization for Wizards is only balanced for six-person parties or four-person ECL parties. For example, Sorcerers get to choose Fireball before the Prologue Finale whereas Wizards won't find a Fireball scroll to scribe until the Horde Fortress! That is huge. HUGE.
Also, there is a crapload of deadweight in the spell circles (useless, underwhelming and bug-inducing spells). Thus, a comparatively limited repertoire is NOT a penalty in IWD2. Sorcerers are about casting key buffing, disabling and direct damage spells over and over again. They are about power, not versatility. And overwhelming power is what matters in IWD2.
Why Lawful Evil? While it would have been nice to roll with Lawful Good alignment in order to take one Paladin level for a huge Charisma-based bonus to saving throws, the final battle would be touch and go because only Evil characters are immune to the otherwise crippling and irresistible Blasphemy spell unleashed by Madae in the Finale. Any other pros to being evil? You are also immune to Unholy Blight.
Why Human race? +1 skillpoint per level, +1 first level feat, and brisk level progression.
Yes, but Drow would give you 11+level spell resistance and +2 to your Dexterity, Intelligence and Charisma scores. Hell, why not go at least for Aasimar for +2 to your Charisma?
Well, the ECL penalty is notable in the early stages of solo campaigns. Also, while SR and +Charisma are certainly nice, I have noticed that they are just not needed. How do I know? My first solo of IWD2 was conducted with a Drow Sorcerer. Play whichever race you like, though. This is just a guide, afterall.
Please explain that stat-line (18-14-10-12-4-18) for Sorcerer:
- The Strength score enables you to carry stuff without being encumbered by picking up a feather. Yes, there is a Bag of Holding itemized early (and a Mercenary's Sack later), but I don't like to fiddle around with my inventory every time I loot something heavy. Also, some plot-critical items are heavy (e.g, Hemp Rope x4), and such items cannot be placed into bags. Sorcerers with dumped Strength will therefore not be able to move after looting such items. You really don't want to cast Bull's Strength or Tenser's Transformation just to be able to move; it's highly annoying. In addition, a maxed Strength score also makes it easier to bash open locked doors and containers (though Knock will still be needed on occasion). Finally, you might like to actually whack something with your quarterstaff every now and again; moreover, you will be wielding Mordenkainen's Sword.
- Dexterity. The +AC is handy in the early-going but quickly becomes all but useless. Thus, we don't go crazy on it.
- Constitution is low, but I'm unconcerned: you shouldn't be getting hit.
- Wisdom is dumped, and I'm also unconcerned: you shouldn't be getting targeted by spells. You could also dump Intelligence but I like to have access to skills other than just Concentration. (Please see the next section on skills.)
- Charisma is maxed for obvious reasons: it's our primary spellcasting stat and modifies our spell DCs, making it harder for the enemy to resist our spells.
You are forgetting that low Constitution and Wisdom scores means that your Fort and Will saving throws SUCK; how can you play like that? I used to believe that as well, but I have come to realize that you shouldn't rely on saving throws, SR and HPs. Mind-affecting, for example, which attacks Will, can be completely warded with Mind Blank by the halfway point of Chapter Two.
Skill-wise, it's Concentration and Spellcraft, right? Indeed. You will get three skillpoints per level to spend. Spellcraft is useful because it allows you to ID enemy spells as they are being cast. This means you can actually become adept at dodging a spell. Remember, unlike in BG2, which relegates the reporting of spells-being-cast to the feedback window, in IWD2 such feedback is also displayed over the head of the caster who is actually casting the spell. That is very convenient!
In addition, Spellcraft 10 is a prerequisite for elemental feats that increase elemental damage by 20%. Thus, Spirit of Flame increases the fire damage of key spells such as Fireball, Sunfire and DBFB. Over the course of the campaign, that adds up!
Ok, but where does your third skillpoint go? The third point is a complete luxury that I like to have. To be clear, the misc. skills are by no means important, they just makes things a l'il more interesting and a l'il easier at certain points. Note that just one point in Bluff, Diplomacy and Intimidate will open up doors for you because they are modified by your godly Charisma score. Occasionally, employing social skills rather than fighting will also reward you with quest experience points; XP you would not otherwise have gotten through fighting due to being over-leveled in comparison to the enemy under the Challenge Rating system. You should definitely pump Bluff and Diplomacy to about seven ranks by the time you reach Chapter 5 (or you will miss out on considerable dialogue-based XP rewards!)
One point in Pick Pockets will net you the Lucky Knucky. I would not bother pumping Alchemy unless you have points to spare. While it allows for flavorsome interactions here and there, it does NOT result in +XP -- ever.
What are the spell circle ranges? Assuming you reach Godhood, by thirtieth, you will gain access to seven first circle spells, seven second circle spells, seven third circle spells, sixth fourth circle spells, six fifth circle spells, five sixth circle spells, five seventh circle spells, four eighth circle spells and four ninth circle spells. Which spells you choose, and in what order you choose them, is of paramount importance.
Of what should early-going buffing consist? Shield, Blur, Mirror Image, Stoneskin, Eagle's Splendor. Mid-build? It's the same, though we also have Mass Haste as well. Late-build? Stack on Mind Blank as needed.
What is a good early-going tactic against mobs? Inflict immobilization status (e.g, Web) followed up by direct damage (e.g, Fireball). Mid-build? Upgrade to Sunfire and DBFB. Late-build? Mass Dominate, Wail of the Banshee, Horrid Wilting and Meteor Swarm.
What is a good early-going tactic against powerful, singular enemies? Inflict immobilization status (Chromatic Orb: Stun) followed up by direct damage (Skull Trap). Mid-build? Skull Trap. Late-build? Symbol of Hopelessness, Finger of Death.
What is a good general tactic against arcane/divine spellcasters who attempt to inflict immobilization? Summon minions (Animate Dead) and then immobilize, bombard or insta-kill from a position of safety. Later, buff the summons with Stoneskin and Mass Haste.
Hands down, what are the best buffing, disabling and direct damage spells? First up, Animate Dead is the best spell for solo Sorcerers (and Dreadmasters of Bane). Without it, soloing would be tedious, annoying and much more difficult.
Buffing-wise, it's got to be Mirror Image. No other buffing spell is as useful to your survival, though the Invisibility line will save your ass in many situations where MI/Stoneskin would not have a hope in hell. Of course, Eagle's Splendor is invaluable in that it increases your spell DCs.
Disabling-wise, amazingly, Web is not nearly as useful as it is in Baldur's Gate, BG2 and IWD, wherein permanent free action is easily acquired in the early going. Also, IWD2 Animate Dead renders it almost entirely redundant and you don't want summoned undead mobility hindered. It is, in fact, Chromatic Orb: Stun that I find most useful over the course of the campaign (at least, until I get Symbol of Hopelessness, which is essentially an AoE version).
Direct damage-wise, uncapped Skull Trap is where it's at. However, no direct damage spell can boast of being the final word. Skull Trap, for example, has a limited range. Sunfire and — better still — DBFB are unleashed reflexively, Horrid Wilting is my special gift to Monks and Assassins sporting Evasion, and Mages don't like Finger of Death pointed at them. Lastly, Wail of the Banshee is an AoE insta-killer. Cast it and most things will just die. We like that. And we actually have WotB at the start of Chapter Three.
What are the important direct damage caps to bear in mind? Fireball (fire, 10d6 cap), Skull Trap (slashing, uncapped), Sunfire (15d6, fire), Delayed Blast Fireball (DBFB, fire, uncapped), Horrid Wilting (25d6 cap, magic), Meteor Swarm (24d6 cap, fire).
What are the preeminent disablers? Chromatic Orb: Stun (single target) and Symbol of Hopelessness (AoE, save at -7 penalty). Also, Chaos (divide & conquer mobs).
What are the eminently useful buffs? Mirror Image (self), Mass Haste (undead summons), Improved Invisibility (self and summons) and Eagle's Splendor (self). Debuffs? Slow (halves the movement speed and attack rate of mobs) and Emotion: Despair (-2 on mob saves, to-hit and dmg rolls). Note that Grease, Slow and Acid Fog — which stack — will adversely affect the mobility of mobs almost to the point of immobilization, but it is rarely necessary and you are better of just killing them outright.
What are the eminently useful wards? As mentioned earlier, Mind Blank relegates Will saves to meaninglessness by the halfway point of Chapter Two. Moreover, its duration is an entire day.
Are there any handy utility spells? Basically, Invisibility for scouting/withdrawing and Knock for opening locks that can't be bashed even with 18 Strength. I guess Skull Trap and DBFB is sort of like laying down traps to lure the enemy into, but I never really bothered.
How about if I want to just physically hit things every now and again? Early-on, you will get some use out of that trusty quarterstaff (Staff of Corrosion), but Mordenkainen's Sword is factored into the build for mid-late game hack n slash.
IWD2 MKS works differently to Mordenkainen's Sword BG2. In IWD2, the sword is wielded in melee but from range whereas in BG2 the swords were summoned units, could only be slain by magic damage or the Death Spell, and flaunted Titan Strength.
Anyway, the IWD2 sword version hits as +3 and inflicts 4d6 magical damage per hit, which is not something to scoff at when you buff with Mass Haste. How does BAB 44-39-34-33 sound with 7-27 dmg? Gives you something to do during spellcasting cooldown intervals! Vicious spell, and absolutely necessary to every Sorcerer's repertoire.
Speaking of summons, is there a summon cap? Yes. The summon cap in IWD2 is five units, max. Pre-patch, Animate Dead scaled its units to powerful Apocalyptic Boneguard and Festering Drowned Dead, but v.2.01 nerfed them to Greater Boneguard and Zombie Lord; which, however, are still very powerful.
The object of the undead summons is to hold your frontline against the aggro, leaving you free to unleash spells from behind the bone-wall. If enemies break the line and aggro you, don't just stand there as they knock down your Mirror Image — cast Invisibility! This will cause the enemies to redirect their aggro back onto the summons.
Just how powerful are the undead? Even in their nerfed form they are capable of soloing entire segments of the game. Even more than the Skeleton Warriors from BG2, the IWD2 undead have staying power and hit like trucks. It is quite delightful to watch things getting "chunked" all over the place.
Greater Boneguards inflict slashing damage and sport slashing resistance but are vulnerable to bludgeoning, whereas Zombie Lords inflict bludgeoning damage and sport full immunity to bludgeoning/magic fire but vulnerability to slashing. In most cases you will be hoping to summon the former because the latter move too slowly.
Being undead, both sport immunity to mind-affecting, immunity to death magic such as Horrid Wilting, and immunity to the effects of Cone of Cold, Cloudkill and Suffocate AoEs. So yeah, keep that in mind. Buffed with Mass Haste and Stoneskin, these things become tireless machines that will rip almost everything a new asshole (or at least give you, the caster, the breathing space to do so yourself).
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| Gelugon: you can summon five. |
Since Animate Dead no longer scales to Apocalyptic Boneguards and Festering Drowned Dead, are the nerfed summons end-game-capable? They are still very useful, yes. But you will want to employ the scaling units from Shades and Shadow Conjuration, too. The Frost Giant and Remorhaz units are the best, but further scale to Glabrezu (unfortunately). This is why I take both Summon Fiend and Gate (for non-ethereal Glabrezu and full-blown Gelugons, respectively).
Are Mirror Image and Stoneskin REALLY the only protection I have? Pretty much. Well, there is also Blink (50% chance of dodging attacks, 20% chance of spell-failure). I took it at 25th level but barely employed it because spell-failure is annoying. I mean, do you really want 20% spell-casting failure when a failed casting frequently means DEATH? That said, Blink is good if you know you're just going to hacking n slashing with Mordenkainen's Sword.
In IWD2, there is no Protection From Magical Weapons (PfMW). And that is a huge disadvantage because strong physical-based damage dealers are going to rip through MI and SK like they are nothing, forcing you to recast it often when facing off against them. Fortunately, there are not many instances where you will be mobbed by such with no room to manoeuver. If the physical-based damage dealer cannot be immobilized/killed off with a direct damage spell (and there are a few), stay mobile and employ undead and remorhazes as meatshields (and hack n slash with Mordenkainen's Sword from safe distance).
I want to limit rest-spamming as much as possible. What can I do? Rely on summons. :p Ok, you will need to replenish your spells on a semi-regular basis. If you want to limit rest-spam (and really, you should want to because it's a pain in the ass rebuffing/resummoning), scout an area out under the effect of Invisibility first. Learn the lay of the land (terrain), find out where the enemies are, and devise a plan on how to deal with them most efficiently. Think about which position is best to mount an attack from, and which spells are going to inflict the most damage and disablement against the aggro while they are oblivious to your presence. Think about what you're going to do if things go bad and are likely to get worse. Basically an escape plan. Once the aggro is onto you, try to lure the mobs together if you can. Sometimes, this is easier said than done: thus, since archers and spellcasters rarely follow closely, bring the melee enemies to them, and then drop your AoEs. In that way, you will maximize the efficiency of your precious AoE castings.
Remember, this is not a BG2 Sorcerer solo: you are up against HORDES of hard-hitters with no PfMW, and you don't have unlimited firepower to unleash upon them.
How is the itemization for solo Sorcerer? IWD2 itemization is underwhelming in comparison to BG2 munchkin itemization. BG2 itemizes artifacts such as the Robe of Vecna and Amulet of Power for a total casting-time reduction of five points, meaning that spells with a casting time of greater than or equal to 5 are cast instantly. There are no such game-breaking items to be found in IWD2 (at least, in regard to spellcasting). Also, there is no arcane weapon in IWD2 that can match the cheesy Staff of the Magi.
Ok, are there any items I should be on the look-out for, then? The Girdle of Beatification and Houndstooth Collar are available in the Prologue (perma-Bless/Immunity: Fear & Panic), and the Witherbranch Boots are available in Chapter One (Immunity: Entangle). Early on, you might like to snap up the Staff of Corrosion, too.
Many items confer Spellward status when equipped but are spell-specific in their warding rather than conferring school-immunity or blanket-immunity to general negative status effects. You should definitely purchase the Ring of Freedom of Movement and Boots of Speed from Avarine Decanter. Both are coveted items in BG, BG2 and IWD, and IWD2 is no different. When worn, the latter doubles your movement rate whereas the former wards off a few annoying immobilization negative status effects and does not prevent Haste status.
You can also get the Brazen Bands from the genie if you choose to release him (+5 AC which stacks with Mage Armor/Shield because it is a non-magical bonus). Also, the Master's Robe is found in Chapter Six. And no, its Charisma bonus does not stack with Eagle's Splendor (rightly).
Lastly, I found a random drop of Tymora's Loop in a chest in Tyrannar Brutai Mar's sanctum. I believe it stacks with the Lucky Knucky and the Luck spell. The items highlighted in pink are the ones you probably should try to get; the Ring of Freedom of Movement above all.
Any surprisingly deadly spells to watch out for? Great Shout by Iyachtu Xvim aside, believe it or not, it's Magic Missile! Whee! And no, I'm not joking. MM will not only disrupt your spells or take down a Mirror Image in the blink of an eye, but it can ruin your day completely. If multiple casters target you with MM and you don't have Shield up, you're in trouble.
Pro-tip: If you took Mage Armor instead of the MM-negating Shield, you can still get immunity to Magic Missile damage by stacking Magic Damage Resistance from the Robe of Enfusing (1/- Magic Damage Resistance) and the Cold Reflection Ring (4/- Magic Damage Resistance). Now the missiles will inflict no damage, but they will still hit you and slow you down. Still, better than being dead. Further stack with Greater Staff of Spell Resistance +5 for an 8-point MDR total. Not bad, but also not at all necessary.
Which reminds me, you can get humble perma-SR by stacking Potion of Arcane Absorption (Permanent 2/- Spell Resistance) and Potion of Magical Resistance (Permanent 1/- Spell Resistance).
Any surprisingly deadly enemies to be on the lookout for? Don't underestimate the Ferocious Dire Wolves in Chapter Three; their collective ApR will disperse your Mirror Image and tear you to shreds in short order.
Does IWD2 feature random itemization like IWD1? Yes. Some items are static whereas others are drawn from preset pools, and set into the pools upon entry to an area. Thus, it is possible to farm an item by saving before entry to an area and reloading the save if you don't get what you want. However, I did not do this for the purposes of this walkthrough.
Do enemies scale to your level? Number of enemies scale dramatically, but there is no lousy hit-point bloat. Expect some areas to be packed full of enemies; over 100.
Enemy types scale, too. For example, in a six-person party you might face off against Greater Boneguards and Zombie Lords, but your solo Sorcerer will be up against Apocalyptic Boneguards and Festering Drowned Dead. The abilities of certain enemies also scale to your level, increasing the difficulty of some encounters. Isair and Madae scale dramatically. Level-up-delaying exploit aside, I actually thought they were impossible ten years ago, but I guess I've improved since then.
What is the most dangerous negative status effect? Quite simply, it is stun. Free Action status does not ward off stun and nor will Mind Blank. That's right, according to the Infinity Engine, stun is neither movement hindering nor mind-affecting: it is simply stun. Thus, for example, you will need to employ Animate Dead against driders, myconids and mindflayers/illithid. Against Iyachtu Xvim (Great Shout: stun) and Isair (on-hit stun), just keep your distance.
How do I kill Iron Golems and other spell-resistant enemies, when all I have is... spells? Whale away on golems with Mordenkainen's Sword. For mindflayers, DBFB will bypass their SR. Do NOT waste a spellpick on Lower Resistance!
What is the best spell to employ against Monks, Assassins and other enemies sporting Evasion? Horrid Wilting.
I got ahead of myself. I have my doubts. How is soloing possible when, thanks to being over-leveled in respect to the Challenge Rating system, you will cease to yield experience points from kills as early as Chapter One? In short, quest experience carries you through and you will still get some kill experience here and there when you take out an epic enemy. You will reach 27th by the Finale. You could crash through the campaign solo in just a few hours. If 27 levels in a few hours isn't enough for you, I don't know what to say.
Total qXP: 363,000.
IWD2 Bugs
IWD2 is pretty polished but you should make named savegames when entering any new area; don't just rely on Quicksave/Autosave. You will regret it. Next, the Improved Initiative feat does nothing so don't take it. In addition, the game may crash outside and/or inside the River Caves with the dragon, and a Monk NPC may block a door in the Black Raven Monastery. Just reload and try again. Other glitches may occur, too, which is why you always make named savegames. This rule should be applied to all complex cRPGs, not just IWD2.
Best Chapter IWD2
It's got to be the Severed Hand IWD2. As I said before, most games lose steam towards the end: IWD2 is strongest at the end. Lots of non-linear questing, great atmosphere, epic battles. Awesome. Worst Chapter? Chapter Three without a doubt. Weak questing, weak combat encounters, weak across the board and topped off by the annoying Fell Wood maze.
Best dungeon? Lots of people hate the Ice Temple but I really enjoy its innovations and non-linearity. Plus, love the High Priestesses. But I like Dragon's Eye, too. Except for the Magma Chamber (which is cool on a first run but boring and unrewarding after that). Overall, original IWD dungeons are superior but more straightforward. It's really hard to choose between IWD and IWD2: play both!
IWD2 Installation
I have installed IWD2 from original optical media purchased in 2002. The game is patched to version 2.01, which is the final official patch released by Black Isle Studios. In addition, I have the bonus content installed for Avarine Decanter IWD2.
IWD2 Walkthrough Configuration
- General. Difficulty is Normal (Core rules), crank up all system specs
- Gameplay. 60 AI updates per second, Display Quest Experience.
- Graphics. 32 bit color depth.
- In-game keys. Quicksave (Q-key), Quickload (L-key), Highlight objects (Alt-key).
Part II of the Icewind Dale 2 Walkthrough.
Targos IWD2
Icewind Dale 2 takes place 30 years after the events of the original Icewind Dale 1. The sequel's plot frequently references the events of the original game. It also revisits certain areas that you will remember from the original game, and you will meet up with characters from the original game, too. Thus, in order to have a deeper appreciation of the lore and setting, it is best to play the original IWD first.
In stark contrast to David Ogden Stiers' powerful narration, the introductory FMV is narrated by the soft-spoken Maralie Fiddlebender, who tells of her travels from Kuldahar to Miribar in Deepingdale, the birthplace of Iselore the Archdruid.
Town of Targos: Overview
Targos is a quest-dense hub consisting of three main zones: docks, town and palisade. The Prologue passes through three main phases: clear out the goblins in the docks, quest in and around town, and defend the town against the three-pronged goblin invasion staged at the palisade.
Solo Sorcerers are advised to advance to sixth level in order to break into third circle spells and Fireball.
Below: Targos Docks, Town and Palisade.
Targos Docks IWD2 (AR 1000)
The Docks district is a warzone due to goblins running amok. The object of this phase of the Prologue is simply to exterminate every single goblin inside and outside of the buildings, area-wide; then, clear them out of the goblin tunnels under the warehouse in the northeast.
You are a mercenary from Luskan. Hedron Kerdos, captain of the Wicked Wench, has dropped you off at the Targos docks. In order to sign on with the Targos guard, Hedron will tell you to seek out Ulbrec Dinnsmore, the Lord of Targos, in his town manor above the docks. Put that on hold for now. Note that, in order to replenish your spells, you can rest on the Wicked Wench whenever you need to.
Reig and Jon will force-talk you on the shore. Use your healing powers to aid Reig (300 XP). That's right: due to an oversight, you can sometimes aid Reig even if you don't have healing powers.
Now, buff with Mage Armor before entering the house just to the west of Reig and Jon. Inside, scorch the two goblins with Burning Hands. This is your bread-and-butter spell in the Prologue. Aiming cone-based spells is not easy, but practice makes perfect. You can also rest in the now-cleared house.
Run around the docks, slaying all goblins. There are about one dozen dotted about. Rest to replenish spell slots as needed. Lure the goblins to the NPCs if you're having difficulty. Don't be concerned with allies stealing your kill XP; there is plenty more where that came from.
As you explore you may encounter locked doors and containers. Of course, you don't have the Knock spell and you may not have Open Lock as a cross-class skill. What to do? Physically attack aka "bash" locks with your trusty quarterstaff. To do that, just keep hitting the F2 key and clicking on them until they open. You can succeed even with a low Strength score.
Hedron's mother, Firtha Kerdos, is under siege in her home to the south. Clear out the goblins inside and speak with her to make sure she's ok. Now, tell Hedron that his mother is safe, that her gratitude was somewhat sparse, and that he should remedy that (300 XP, 173 GP). Cool, your first level-up!
SORCERER 2. There are no spell or feat choices at this level. Make sure you crank Concentration & Spellcraft on each level-up.
Next, bash open the door to the warehouse in the northwest. Goblins will flank you. Lure them together and scorch them with Burning Hands. Grab the healing potion on the back shelf and deliver it to Reig (400XP).
Convince Brogan to let you enter the warehouse in the northeast (300 XP). Bash down the door to it, and enter. As soon as you enter, you will be attacked by no fewer than eight goblins. Slay them and grab the cat in one of the containers. The cat can be given to Firtha (0 XP) or used as part of a funny dialogue in the Palisade, but it's not otherwise noteworthy.
• Hostiles: Goblin x25
• Kill Count: 25 (25).
Goblin Tunnels IWD2
Ok, rest up, buff up, and then drop down the hatch into the goblin tunnels. If you are second level there are no fewer than 33 sappers and two named goblins down here:
If you're still first level there are fewer goblins and Ulek does spawn. Don't get hit by Ruk or Ulek, or you're dead. What you want to do is to lure the goblins into clumps, cast Burning Hands (hitting as many as you can with each casting), move away for a round, recast, rinse repeat until all of the goblins have been burnt to a crisp. If you run out of spells simply exit to the warehouse and rest in order to replenish your spell slots.
Congrats on completing the introductory dungeon crawl.
You have cleared out the tunnels (1,350 XP). Don't forget to loot Ruk's corpse for an unidentified scroll: Expended Teleportation Scroll. We'll be ID'ing it soon.
Take your leave of the warehouse and report back to Brogan (400 XP). Then, head into the town above the cliffs.
SORCERER 3: Subvocal Casting, New Spell: Chromatic Orb.
Silenced Sorcerers are utterly useless; thus, we prioritize the Subvocal Casting feat. Don't worry about having to pay 100 GP to ID an item; not in these early-goings. Anyway, we'll be choosing Identify at 7th level (which is just after the Prologue).
• Hostiles: Goblin Sapper x33, Rukwurm, Ulek the Burrower.
• Kill Count: 35 (60).
Targos Town (AR 1100)
Ok, we're starting in the southwest. First up, make your way to the Weeping Widow inn. Talk to Cahl-Hyred, the innkeeper. Rest until nightfall and then head upstairs to speak with the spirit, Veira, who is weeping for Donovan, her lost husband.
Back downstairs, talk to Cahl again to learn about Gohar. Head back to the Salty Dog Tavern in the docks, ask bartender Gohar, about Donovan and get the Ship Prow from him. While here, purchase or pick pocket a Flask of Braehg from the barbarian, Guthewulfe Henghelm. You won't win the drinking contest due to your low Constitution score, but the resultant Wolf Charm is utterly useless to you, anyway.
Now, go and talk to Koluhm Bonecutter. He is in the house just behind the Weeping Widow inn. Ask him about the Iron Collar Mercenary Band, the Weeping Widow, and most importantly where he rests.
Back at the Weeping Widow, head upstairs and give Veira the prow (400 XP).
Talking again with Cahl in the common room, ask him about Koluhm and get an unidentified magic bottle from him. Take it to Elytharra in the manor to the east. Elytharra is an arcane vendor, so have her identify the bottle and the scroll that you found in the goblin tunnels. Now, ask her about the Ghost-Touched Bottle. She will tell you to catch a tear in it. We'll be sure to do that. Next, ask her about the Brimstone Scroll to learn about a traitor in Targos and a sick Diviner in the pavilion.
While here, speak with mayor Ulbrec Dinnsmore. He will order you to report to the Palisade. Stay in town for now.
Tell Cahl about the bottle (400 XP). Threaten him for 100 GP.
Return to Veira and have her shed a tear into the bottle (which now becomes Veira's Bottle). She will disperse (400 XP).
SORCERER 4: Charisma +1, Second Circle Spells: Mirror Image.
Well, what can we say about Mirror Image? Overall, it's the best protective spell in the IE games, not just IWD2. A caster-only self-buff (you can't cast it on your summons), Mirror Image creates 2-8 images of the caster that protect the caster from incoming melee, ranged and direct damage spells. Basically, it absorbs up to eight attacks regardless of how much damage each attack would have inflicted, from a lowly goblin attack right up to an epic nuke. The caster will not be hit or take damage until each and every image has been dispersed (at which point the caster may simply recast the spell, and keep tanking). Drop nukes centered on yourself, walk over traps to trigger them, and tank heavy-hitting physical-based damage dealers; even the laziest solo player will have Mirror Image active at all times.
Tell Cahl that you have set Veira to rest (600 XP). Tell him that his thanks will be worth their weight in gold, and that gold is the language you speak (50 GP).
Head to the house just north of the mansion. Inside is Phaen of the Rags.
Ask Phaen about the expended teleportation scroll. Refuse to give him the scroll and he will expose himself as a traitor (300 XP). Bluff that you don't want to fight and he will reveal his master as being Harshom the Beastlord (400 XP). Now hostile, he will teleport in four goblins and one elite goblin: Rhaekbog. Scorch them with Burning Hands. Note that Phaen will appear in the Prologue Finale if not dealt with here.
Loot: Phaen's Robe of Rags (Deflection bonus +2).
Next, head over to the pavilion. Give Valin Geldencross the braehg that you got from the barb in the Salty Dog (300 XP).
Now, talk to Garrudun Tanner. Get the letter from him and give it to Denham, standing nearby (300 XP). Denham will give you different letters that you should hold onto until the end of Chapter Two. Buff with Mirror Image, confront Garrudan (300 XP), and slay him in doppelganger form (300 XP).
Return to Elytharra. Tell her that Phaen is slain, that Harshom was his master, and that the thanks of her and her husband should be worth their weight in gold (600 XP, 500 GP).
Also, tell her that Valin has been cured and that debts are meant to be settled (300 XP, 250 GP).
Finally, haggle with her in regard to Veira's Bottle (700 GP).
Your inventory is probably getting full now so sell off all the crap that you don't need.
SORCERER 5: New Spells: Magic Missile, Web.
Magic Missile will fire two 1d4+1 missiles at our current caster level. This is helpful in order to finish of morale-failed monsters on their last legs without needing to waste a Fireball. MM has two other benefits: First, its fast casting time means you can interrupt enemy spellcasting; Second, its useful for taking down enemy Mirror Images. MM maxes at five missiles at caster 9th so it's pretty decent. Web is key for mob-immobilization; however, you will likely cast it only when the going gets tough. Note that you will not gain Free Action status until the beginning of Chapter Three.
• Hostiles: Goblin Sapper x2, Goblin x2, Phaen of the Rags, Rhaekbog, Doppelganger.
• Kill Count: 7 (67).
Targos Palisade
(AR1200). Head north from town to get to the Palisade. Report to Shawford Crale to receive your first assignment and 250 GP. Basically, there is a breach in the Palisade wall that needs to be repaired. Head back outside.
First, let's get some quick and easy quest experience. Niles is hanging out behind Shawford Crale's. Maintain discipline by refuse him a supply of ale (600 XP). Niles will now fight in the Prologue Finale.
Head north, speak to the Drill Sergeant, and inspire the Targos recruits (450 XP).
Nearby, convince Tabard to move away from his post, and then loot his shield (450 XP).
Ok, the first assignment. Head to the north wall of the Palisade to find the dwarven engineer, Olap Tamewater, inspecting the breach.
You need to find Lumbar Grundwall, a supplier of wood. Back in town, Lumbar is found standing just outside the Weeping Widow inn, next to a crane. He tells you the crane is broken.
Return to Olap with the bad news. He will send you to Jorun in the docks. Travel with the little boy, Swift Thomas, to the docks. Jorun Tamewater is standing behind the Salty Dog Tavern. Take the wooden crane wheel he gives you to Lumbar, and place it inside crane to repair it (300 XP).
Report back to Shawford for your reward and second assignment (600 XP). Basically, we need to find out what Isherwood's problem is. Isherwood can be found at the western wall of the palisade. He needs a supply of arrows from the Gallaway Trade Depot in town. At the depot, strike a deal with Deirdre (600 XP). Buy a warhammer while you're here. Pickpocket Jemeliah, too. One point in the skill should be enough with your Dex bonus. You will get the Lucky Knucky. Tell Isherwood the good news (0 XP).
To the south of Isherwood you will find Caulder. Help him fix his catapult (450 XP) and then give him the hammer you just bought (450 XP).
Report back to Shawford for your reward and third assignment (600 XP). We need to meet up with Koluhm again.
Back in town, speak with Koluhm about the dead goblins. You won't have the intelligence to translate the goblin's rantings, but you can still ask Koluhm to send its words to the Palisade (450 XP).
Report back to Shawford for your reward and fourth assignment (600 XP). We need to convince the Iron Collar to report to the Palisade.
Swift Thomas can time-lapse you to the docks. Confront the Iron Collar Mercenary Band in the Salty Dog Tavern. You can easily convince them to fight at the palisade if you bring up their alliance with Phaen. (600 XP). Black Geoffrey and the other mercs will now fight in the Prologue Finale.
SORCERER 6: Spell Focus: Necromancy, Third Circle Spells: Fireball. Fireball is your go-to direct damage spell from the start the Prologue Finale to the Chapter One Finale, at which point Sunfire takes over. Still, Fireball is your ace card for the time being.
Now, before reporting back to Shawford Crale for the final time, there are two things you might like to do.
First, you can slay Koluhm, Ragni Bellows and Denham Fisher for some XP and magical items. Completely optional.
Second, four castings of Fireball is great but it might not be enough to see you through the Prologue Finale. Thus, to be on the safe side, I recommend buying Oil of Fiery Burning x2 from Oswald Fiddlebender. Don't worry about your cash reserves; you will never, ever be hard-up in this campaign.
Done that? Ok, report back to Shawford Crale (900 XP). You will hear a distant boom as the goblin horde penetrates the walls - it's on!
Palisade Battle
This is The Battle for Targos. After the scripted cutscene, make a named savegame before following Crale outside; then, it might be prudent to Quicksave after each wave victory.
Be careful not to hit or kill allies with your AoEs. I killed everyone, got the 900 XP, but found Shawford Crale to be hostile when I reentered the building to collect my reward.
Remember that stunned and webbed enemies are immobilized, and that the AC of immobilized enemies is null and void. Thus, even your weakling sorc can beat them to death with her stick. You can catch foes on the edge of the Web AoE and circle around to beat them down from outside of the AoE (since you don't yet have Free Action status).
If you're not confident, hang back a bit until the Targos soldiers have put a dent into the wave. Black Geoffrey, for example, is a pretty tough ally. That said, you shouldn't need to act like a coward. Just bombard with your spells and potions. Note that you will have to fight Phaen before Vghotan if you did not expose him as a traitor beforehand.
The battle consists of three waves, each led by a named goblin of rank.
Vghotan IWD2. Buff with Mirror Image, lure the mob in close, and then cast two Fireballs to flatten the first wave. Remember that, even if you only have one image remaining, it will still protect you from your own Fireball.
Loot: Houndstooth Collar (Immunity: panic and fear).
Ghotrag IWD2. Again, Mirror Image and two Fireballs. Or just aim Burning Hands well. Ghotrag can be stunned by Chromatic Orb. Helpless, he will be torn apart by the Olap and the Iron Collar mercs.
Loot: Leather Armor of Fortitude (AC +2, Dex bonus +6, HPs +5).
Caballus IWD2. Beware of Color Spray. Circle around the mob so that Caballus hits his own minions with it. Or just dodge it. Now, Fireball the mob. If you're out of firepower, lure them back to Olap and the Iron Collar mercs.
Loot: Whispering Staff (quarterstaff +1, on-hit 1% chance of Silence).
Congrats! You have driven back the goblins (900 XP).
Report back to Shawford Crale. Tell him that you have come for your payment, that you're not in it for your health, and that he should watch that tone of his because you didn't travel from Luskan just to defend their town: you're risking your life, and the payment should reflect that (1,000 GP).
Report now to Ulbrec Dinnsmore in town (500 XP). He will send you to retake Shaengarne Bridge from the horde. Suggest that we load Oswald's airship with potions of explosions and "land" it on the bridge. The thought had crossed his mind, but the bridge is needed intact.
If you haven't done so already, you might like to buy the Staff of Corrosion (quarterstaff, on-hit 1d6 acid) and Girdle of Beatification (perma-Bless) from Elytharra before taking your leave of Targos.
Make your way back to the Palisade and take its northwest exit to enter the wilderness...
Hostiles: Vghotan, Gohtrag, Caballus, Goblin Elite x8, Vghotan's Hound x3, Goblin x16, Goblin Archer x7.
• Killcount: 37 (104).
Part III of the Icewind Dale 2 Walkthrough.
Shaengarne IWD2
We need to fight through hordes of monsters in Shaengarne River, Shaengarne Woods, Shaengarne Pass and Shaengarne Ford in order to reach and save the Shaengarne Bridge.
Our go-to spell is Fireball followed by Skull Trap. We do not need to inflict immobilization (Web) because we will get Animate Dead to hold back the aggro.
Shaengarne River
(AR2000). An orc named Torak Skullsplitter will confront you upon your arrival. Torak is the chieftain of the Broken Tusk Clan, who have overrun the River and Woods maps.
Ok, make a named savegame after Torak speaks with you. This is the last time I will mention that you should be making named savegames with regularity. You are going to be facing off against about 70 orcs! Buff with Mage Armor and Mirror Image before drawing the first wave of aggro and dispatching them with Fireball.
Beware of Kegs of Blasting. What happens is, an orc runner sets the keg down and runs back to safety. Then, his firestarter buddy ignites the keg with a flaming arrow, causing it to explode like Fireball.
SORCERER 7: New Spells: Identify, Invisibility, Skull Trap. Some very nice spellpicks here. Identify is chosen not because it saves us money but because it allows us to ID magical items when we don't have easy access to a vendor. Invisibility allows us to withdraw from battle any time we like, and also redirect any aggro we have attracted back onto our summons (we don't have Animate Dead yet, ofc). Improved Invisibility and Mass Invisibility will render it redundant, but I like to spread Invisibility spells over spell circles. Skull Trap is an AoE that inflicts uncapped slashing damage; it's an end-game spell that we will even want to use on Slayer Knights of Xvim.
Head north and east, taking out another 14 orcs. Save the druid, Dereth, from captivity by the orcs (750 XP). Tell him you have freed his home of the orcs (500 XP). He will clear a path for you back at the starting point and ask you to rescue Sabrina.
Dareth will open a path in the south. You can now rest outside his home, without threat of respawn.
Head back to your starting point and follow the western path through the woods, slaying the 16 orcs en route to Sabrina in the northwest.
Free her for 500 XP and learn of the trap for 375 XP. Offer to escort her for a 375 XP. She will open a path north of their home that leads to a lookout.
SORCERER 8: Charisma +1, Fourth Circle Spells: Stoneskin. Actually, Stoneskin is not really that useful. Not for the Sorcerer herself, anyway. We are mainly going to use it to beef up our summons. That is how Stoneskin is useful.
Head back to the druid's home, report to Dereth (375 XP), trade with Sabrina, and rest up before heading north.
Buff with Mage Armor, Mirror Image and Stoneskin before taking on more orcs at the lookout (16 of them).
Once they're dead, break the logs free near where Dareth was held captive; then, make your way to the other side to break the rest of the logs free.
Torak will knock down a slab of stone and then use it as a bridge to escape, leaving nine orcs to die by your hand.
• Hostiles: Orc Archer x27, Orc x3, Orc Warrior x23, Orc Shaman x5, Orc Firestarter x7, Orc Runner x3,
• Kill count: 68 (172).
Shaengarne Woods
(AR2001). A cutscene will fire showing a troll stealing a blade from Priestess of Selûne, Emma Moonblade. Once Torak's dozen orcs are dead, speak to the priestess and agree to recover her Moonblade.
Head directly east and Kaitlin will force-talk you. She will ask you to free the villagers.
You need to sneak into the orc camp in the north and free the villagers. We have the Invisibility spell for that, but there is also an Invisibility potion hidden in the nearby ruin.
Broken Tusk Clan Camp
Sneak into Torak's camp under the effect of Invisibility and interact with the wheel to open the adjacent camp in which the villagers are imprisoned. Note that interacting with the wheel will not break your stealth like looting does. Slay the 17 orcs, bash the barrels to free the villagers, and inform Kaitlin of your success in securing their release (750 XP). This also spawns the merchant, Arte, who, however, offers nothing of value to you.
Slay Torak and the 18 or so orcs backing him up. I just stunned him with Chromatic Orb and then used a combo of Skull Trap and Fireball to mop up the mob. Loot the Highland Gate Key from Torak's corpse.
Inform Kaitlin of Torak's demise (750 XP), learn the way to Shaengarne Ford (375 XP), and learn of the dam (375 XP).
Dispatch more orcs en route to Vrek Vileclaw's cave in the northeast.
SORCERER 9: Spirit of Flame, New Spells: Eagle's Splendor, Slow, Emotion: Despair. Note that Magic Missile now fires five missiles per casting. Slow reduces the movement rate, attack rate, to-hit and dmg of mobs caughts in its AoE. Emotion: Despair reduces saving throws, to-hit and damage on the mob, too. Eagle's Splendor gives is 1d4+1 to Charisma for 10 rounds +1/lvl. Nice.
• Hostiles: Orc Archer x13, Orc x17, Orc Warrior x14, Orc Firestarter x1, Torak Skullsplitter.
• Kill Count: 46 (218).
• Buffs are now: Stoneskin, Mage Armor, Mirror Image and Eagle's Splendor.
Vrek Vileclaw
Yay, our second dungeon. Like the goblin warrens, this one is pretty straightforward, too. You will be up against an assortment of 30 enemies: slimes, jellies, carrion crawlers and zombies. Lure them together and cook them to a crisp. Fireball x3 will clear out the cave.
Now, for the troll: Vrek Vileclaw. Tell him you don't fear him, talk about the sword, and ask him why he stole it (375 XP). Then slay. Note that Vrek is a troll so you will need to finish him off with fire or acid.
Emma Moonblade
Deliver the Moonblade to Emma (750 XP, 2,000 GP). Now attack her and she will teleport away. We will fight her later.
Sell off all your garbage to Arte.
Ok, time to progress. Use the key to get through the northern gate, the gate behind where the villagers were imprisoned. Slay the two cats behind the gate, and area-transition.
Hostiles: Ochre Jelly x4, Slime x6, Slime Zombie x5, Carrion Crawler x2, Olive Slime x1, Orc x2, Orc Archer x2, Orc Warrior x4, Orc Shaman x1, Vrek Vileclaw.
• Kill count: 28 (246).
SORCERER 10: Fifth Circle Spells: Animate Dead. This is a key spell for the upcoming area. At this caster level, it will enable you to summon randomly between Zombie Lord and Greater Boneguard.
Summons allow you to keep your distance from rival casters who will attempt to immobilize you and remove your spellcasting ability (stun, silence, miscast magic). They will hold the front line, allowing you to nuke the enemy and not hit the summons (though careful placement of the AoE is required). This is a very important tactic to use in the next area and the areas subsequent. Remember that you can buff your summons with Stoneskin in order to increase their longevity. You can also Mass Haste them later in the campaign in order to turn them into juggernauts.
Want to rip the enemy a new one? Summon several of these bad boys.
Shaengarne Pass
(AR2100). Ok. there is all sorts of crap to kill here: snakes, wererats, orcs, ettins, harpies, spiders, ogres. Be very careful not to get boxed in. Note that Gaernat sports True Seeing. Don't bite off more than you can chew here. Even fully buffed, if you get boxed in with no room to move, you will be ripped a new one in the blink of an eye. In addition, watch out for hold and miscast magic! Best thing to do is, under cover of Invisibility, scout out where the mobs are and then send your summons in. Lay down Skull Traps with pinpoint accuracy.
You will catch up with a hostile Emma in the southwest. She will call you a pig for attacking her, and you are. Animate Dead is your friend.
• Hostiles: Highland Snake x3, Verbeeg x3, Orc Shaman x5, Wererat x6, Werebadger x6, Orc Archer x5, Gaernat Sharptooth, Harpy x4, Spider Queen, Spider x6, Emma Moonblade, Kristian Deylore, Warrior of Virtue x3.
◦ Kill Count: 45 (291).
Shaengarne Ford
(AR2101). Entangle-spam from Malarite Priests will prove annoying in this area. Almost 20 of the assholes. Don't worry about their AoEs so much, they do petty damage. Just be on the lookout for hold and disease. If you get diseased, you are in trouble. Backtrack to Dereth Springsong in order to cure it. But yeah, keep your summons in front of you and you should do ok.
Destroy three support beams in order to weaken the dam (750 XP). One of them needs to be bashed and the central one requires that you cast ranged spells or fire projectiles at it.
Use the wood to repair the bridge (750 XP). Buff before area-transitioning!
• Hostiles: Malarite Priest x19, Arctic Boar x9, Mad Cat x7, Highland Cat x3, Orc Archer x6.
◦ Killcount: 44 (335).
Shaengarne Bridge
(AR2102). A cutscene will fire showing the bugbear Chieftain, Guthma, ordering his forces to destroy the bridge. You will see two ogres start bashing at the bridge supports. And yeah, there is a time limit but you don't have to worry too much about it.
Just dont allow yourself to be delayed by Xuki's fake negotiation tactic (525 XP). Loot her corpse for the Bag of Holding and Witherbranch Boots (Immunity: Entangle). Now, you are immune to Fear/Panic and Entangle. Handy!
Leave nothing standing in the area except the caravan bridge (1,575 XP).
• Hostiles: Orc Archer Elite x5, Orc Elite x7, Orc Warrior x3, Orc Archer x11, Bugbear x6, Orc Shaman x2, Wererat x3, Werebadger x2, Mage x2, Harpy x3, Mad Cat x1, Highland Snake x1, Malarite High Priest x1, Xuki, Ogre x2.
• Killcount: 50 (385).
Exit to the east to bring up the World Map, and fast-travel back to Targos Town.
Report back to Ulbrec Dinnsmore in Targos (1,575 XP).
Purchase from Elytharra the Staff of Corrosion for its on-hit 1d6 acid dmg. Remember that the AC of immobilized enemies is null and void. When you're finishing off an incapacitated enemy, it's more efficient to bludgeon them inbetween Magic Missile castings (for example). Cast MM, whack-whack, cast MM, whack-whack.
Shawford Crale will congratulate you. Tell him it was a suicide mission, that you expect to be rewarded accordingly, and that you're here for gold, not compliments. When he coughs up, tell him to watch that tone of his (3,000 GP).
Part IV of the Icewind Dale 2 Walkthrough.
Horde Fortress IWD2
Lord Ulbrec heard of our success in retaking Shaengarne Bridge, and he believes a swift offensive has a chance to break the goblin horde and drive them from the region. He has asked us to meet two of his scouts, Ennelia and Braston, south and east of Targos and give them whatever aid they require to break the goblins' strength in the region.
Goblin Fortress Approach. Ennelia will force-talk you upon your arrival. If you have a healing potion, prevent her wounds from worsening (575 XP). Now, offer to free Braston.
Ok, buff up, summon your undead (hopefully, you will get the faster-moving Greater Boneguards), and make your way up along the eastern side of the chasm, preferably under cover of Invisibility, watching with glee as your summons tear the goblins and orcs new assholes all over the place. I wouldn't be overly concerned by enemies beating on the war drums: nothing can contend with your undead minions, and putting the place on alert serves up more crap to kill for more XP. Unleash the odd Fireball and Skull Trap as you go, just to increase killspeed here and there. Note that Hardened Ice Trolls sport slashing resistance so have your Zombie Lords punch them to pieces. I have literally walked off to make a cup of coffee while the undead have ripped through the aggro, map-wide. You shouldn't need to, but remember that you can return to rest at Ennelia's camp. You will note that you're getting no XP for most of these kills: don't sweat it.
All you need to do is slay the orc shaman, Trugnuk IWD2, and loot the Warren Key from his corpse which opens the gate in the southeast.
Slay Gark and the rest of the trash on the other side of the gate, rest, and enter the warrens.
SORCERER 11 (55,000): New Spells: Knock, Dispel Magic, Emotion: Hope, Sunfire. Knock is critical. Dispel Magic can be helpful but certainly you can do without it. Emotion: Hope is for non-undead summons/mordsword (both later in the campaign). Sunfire is an upgraded Fireball that radiates outward from the caster.
• Hostiles: Goblin x3, Goblin Archer Elite x6, Goblin Elite x6, Half-Goblin x7, Orc Warrior x4, Goblin Archer x10, Goblin x3, Half-Goblin Hordling x6, Goblin Worg Rider x12, Goblin Hordling x2, Winter Wolf x2, Goblin Shaman x5, Goblin Worg Rider Captain x1, Orc Archer x3, Orc Archer Elite x5, Goblin Overseer x1, Orc Shaman x1, Bugbear x1, Orc Archer x2, Hobgoblin x1, Hardened Ice Troll x5, Orc Witch Doctor x3, Trugnuk, Ogre, Gark.
• Killcount: 93 (478).
Goblin Warrens Level One
Note that if you manage to sneak into the fortress without alerting any of the camps (drums), you will receive 1,575 XP. However, it just isn't worth it. An XP bonus is also awarded to parties who successfully infiltrate the Temple of the World Serpent in the IWD-like Storm of Zehir. A cute but ultimately useless fact for you to ponder.
I once received a random drop of not one but TWO Gauntlets of Weapon Skill in this area. Another cute but useless fact for you.
While in the fortress, be on the lookout for Arrows of Impact, Sparking Bolts and Corrosive Bullets. They sell for a small fortune.
Anyway, this is the first area in which you will encounter traps. Just ensure that you are protected by Mirror Image at all times.
Slay the three chieftains...
... and their underlings as you make your way east. If you get cursed, don't worry: it'll wear off.
Head west through the door, slay the Wooly Spider Queen, loot the spider corpses, and backtrack to the hungry goblin, Pondmuk IWD2. Give him the normal corpse followed by the queen corpse (700, 1,575 XP). Take up his offer to rest, immediately cast Invisibility on yourself when the worg rider ambush spawns, exit the dungeon, resummon your undead, and send them in to tear the aggro apart. Moral of the story: never trust goblin-scum.
Make your way east now, slaying whatever moves. A hobgoblin will run to a drum; don't sweat it.
Speak with Vunarg IWD2 in the central chamber. To no surprise, Charisma is its dumpstat. You won't be able to convince the goblins to walk out peacefully unless you have invested in social skills (1,050 XP). It's no biggie, though.
Yquog IWD2, a barghest whelp, is found holed up deeper in the chamber. Do not attack it! Instead, do it's bidding. We need to find Kruntur IWD2 on the next level. What a coincidence, that's where we're headed. Buff yourself to the max before taking the northeast exit. Enter under the effect of Invisibility.
• Hostiles: Goblin x6, Goblin Archer x6, Goblin Hordling x2, Goblin Elite x3, Goblin Archer Elite x7, Goblin Shaman x2, Goblin Sorcerer x3, Half-Goblin Hordling x4, Worg x5, Orc Shaman x1, Orc Witcher Doctor x2, Orc Archer x3, Orc Warrior x5, Goblin Worg Rider x10, Goblin Worg Rider Captain x2, Wooly Spider x5, Wooly Spider Queen x1, Troll x2, Hardened Fire Troll x3, Hobgoblin Door Guard x1, Orog x4, Orog Chief x1, Mokrul, Gothog Zorgar, Ogrok, Pondmuk.
• Kill Count: 82 (560).
Goblin Warrens Level Two
Ok, now you can see why we wanted invisibility status. Move away from the oblivious mob, summon your undead, and watch them wreck house. Now, move eastward along the path as the undead effortlessly tear through the half-goblin, orc and bugbear ranks led by Pusmug, a neo orog chieftain.
Loot the Minotaur Taskmaster's corpse for the Black Ward Stone. There are two plot-critical ward stones to find. Hold onto them! Don't rest without picking them up, or they will decay on the ground and be lost forever. Bash the chests open if you like; it is possible that you will find something good, but highly unlikely.
Ward Stone Item Codes
- 30BSTONE Black Ward Stone
- 30SSTONE Silvered Ward Stone
- 30ISTONE Iron Ward Stone
Tequog IWD2 will demand a password from you: answer Xvim. Speak with Kruntur, fetch his Tamjan Bracers from Yquog, deliver them to Kruntur (3,150 XP), and then deliver the message to Yquog (1,400 XP). Why didn't we slay Yquog? Because it's more fun to talk to and then fight him in Chapter Six.
Once again, return to Kruntur. Head east, slaying the ogres. On the corpse of Gumph the hobgoblin you will find the Iron Ward Stone.
Take out the crap in the pens to the south if you like.
Give the password to Ilquog IWD2 as well. In the far northeast you will find the warded staircase exit that leads to the inner grounds, wherein a massive battle will be waged. You cannot proceed without having the two ward stones in your possession. Buff the hell out of yourself before proceeding. That includes Invisibility.
• Hostiles: Orog x11, Ogre x4, Orc x2, Orc Archer x4, Orc Archer Elite x1, Orc Warrior x17, Orc Shaman x2, Orc Witch Doctor x4, Goblin Shaman x2, Goblin Sorcerer x1, Goblin Hordling x3, Half-Goblin Hordling x4, Bugbear x3, Ogre Chieftain x1, Otyugh x2, Fire Beetle x8, Fire Beetle Queen, Troll x2, Ilquog, Pusmug, Taskmaster, Gumph.
• Kill Count: 73 (633).
Horde Fortress Courtyard
There are about 80 enemies to kill in just this small area: an assortment of goblins, orcs, hobgoblins, orogs, ettins, bugbears and trolls.
Find yourself a bottleneck, open with Fireball, and start animating dead. I cleared out the second tier of the southeast first. You can cast spells on the ettins who huddle below. Just be careful not to get too close to the edge because their spears have great reach.
Recast Invisibility and guide your undead to the other end to take out the orc shamans and goblins sorcerers. The orc high shaman and orc witch doctors should be prioritized, as they're dangerous.
Ok, they're dead. Make your way downstairs to take out the other mobs. They fall like leaves in autumn.
SORCERER 12 (66,000): Charisma +1, Greater Spell Focus: Necromancy, Sixth Circle Spells: Mass Haste. Now you can double your undead summon ApR. Also, they have better AC. Now you know why I called them machines in Part I.
• Hostiles: Orc Archer Elite x25, Orc Elite x3, Orc Shaman x4, Orc High Shaman x1, Orc Witch Doctor x3, Orog x5, Orog Commander x5, Verbeeg x4, Half-Goblin x2, Hobgoblin Sergeant x1, Hobgoblin Archer x5, Hobgoblin Elite x5, Bugbear x6, Hardened Ice Troll x2, Troll x1, Goblin Shaman x1, Goblin Overseer x1, Goblin Sorcerer x2, Goblin Hordling x12.
• Kill Count: 86 (719).
Horde Fortress Interior
Ok, buff up, enter the fortress, Sunfire the four bugbears, take out Old Orc IWD2 that flanks you, and loot its corpse for the key to the locked door that leads into the main area.
A cutscene will fire upon entry to the sanctum, showing Sherincal IWD2 reprimanding her underling, Guthma, for his failures. When it ends, start summoning undead.
Just wipe everything out. You will find Guthma IWD2 holed up in his quarters, flanked by Orc High Shaman and Orc High Chieftain. Light them up.
Remember Ennelia? Well, Braston is locked up in the jail in the southeast. Free him and he will follow you.
Exit to the inner grounds, take the main gate out to the approach, and deliver Braston to Ennelia (2,100 XP). You can slay them as they leave and loot Ennelia's corpse for magical items that are only good for flogging to a vendor.
Shawford Crale will regard your coming to Targos' as their salvation: that you carried the battle from the walls of Targos to the walls of the Horde, is amazing. Tell him that you consider it Ulbrec's attempt to keep from paying you your due, that you're here for the gold owed you, not words. When he coughs up, tell him to watch that tone of his (9,000 GP).
Report back to Ulbrec after breaking the strength of the goblins and saving Targos (2,100 XP).
• Hostiles: Bugbear x4, Old Orc, Orc Witch Doctor x4, Orc Shaman x1, Orc High Shaman x2, Bugbear x4, Goblin High Chieftain x2, Goblin Sorcerer x3, Goblin Shaman x1, Hobgoblin Chief x1, Orc High Chieftain x2, Orog x5, Orog Chief x1, Bugbear Jailkeeper x1, Ogre Cook x2, Guthma.
• Killcount: 35 (754).
Part V of the Icewind Dale 2 Walkthrough.
Western Pass IWD2
Slay the Boring Beetles and loot the place for Oswald's Spellbook, Diamond and Thyrm Extract.
Oswald's Mending spell
Awaken Oswald from his trance (1,900 XP). The airship is damaged. In order to fix it, Oswald will request that you retrieve the components required for his Mending Spell. Check out the spellbook for a list of components; they are: Fresh Spider Silk, Thrym Extract, Belladonna, Broken Armor, Wood Planks, Diamond x2. We already have the extract and one of the diamonds.
Component Item codes for Oswald's Mending Spell:
- ctrlaltdelete:CreateItem("00GEM26", 2)
- ctrlaltdelete:CreateItem("21GENWP")
- ctrlaltdelete:CreateItem("40GENSS")
- ctrlaltdelete:CreateItem("00POTN50")
- ctrlaltdelete:CreateItem("40GENBE")
- ctrlaltdelete:CreateItem("00MISC20")
Head outside and destroy the beetle nest that is attacking Oswald's ship (1,900 XP). Find his equipment in the nest (1,425 XP). You can now rest in the ship whenever you like.
There is a Pile of Wood on the ground just outside. Grab it. You can loot Fresh Spider Silk from the corpse of Frost Spiders hanging out in the south.
Nearby, you will find Captain Yurst on his last legs. He has been stoned by Fomorian Giants. Slay the six to the south, led by Goublika the Verbeeg, and report back (4,275 XP). You can heal him or give him a potion of explosions instead. Or heal him first and then blow him up (525 XP + 525 XP). Nice. Loot the Broken Weapon from his corpse. Now we just need to find the Belladonna and second Diamond.
SORCERER 13 (78,000): New Spells: Improved Invisibility, Chaos, Malison.
In a locked crate, guarded by yetis in the northwest, you will find the Tending Ivy book and Periapt of Wound Closure (Immunity: bleeding, regen 1 HP per round).
Beodaewn, merchant and werewolf, is standing in the extreme northwest. As a Sorcerer, he has nothing that you need. Leave him for now.
Head now to the far east where you will find an Aurilian village populated by druids, rangers and their familiars.
Aurilian village of Andora
You will be confronted by Odea Winterthaw, guarding the entrance to the village. She will not grant you access to the village, but will reveal Beodaewn as a cultist.
Speak now to Illium Ar'Ghrenoir, standing guard above a shimmering barrier that indicates the entrance to the village. You will get nowhere with him either unless you have an Intimidate score of at least 7. Eagle's Splendor should do it but you don't get any XP.
If you pass that check, Sherincal IWD2 appears and slays Odea.
Once you have gained access to Andora, backtrack and expose Beodaewn. Turn him hostile with threats (1,900 XP) and loot his corpse for a Resurrection Scroll. The stash is holding gold, jewels and ammo.
Head back to the village and waste everyone there: about one dozen rangers and druids.
Illium Ar'Ghrenoir is strong. He is an excellent archer, summoner and self-healer. Concentrated Skull Trap and Magic Missile spam will finish him off. I got 365 XP for him at level 13. Loot his corpse for the final component: Belladonna. He also carries Hagen's Folly (+3 heavy crossbow).
Steal the second diamond from the second tier of the village. Hit the alt-key to see a circle of stashes.
You now have all of the components for the Mending Spell. Head back to the airship. To free up your inventory, you can now place the components on the table. A magical effect will trigger and the components will disappear. Speak with Oswald (4,275 XP).
Return to the village and exit to the east.
• Hostiles: Boring Beetle x4, Frost Spider x5, Fomorian Giant x7, Tundra Yeti x6, Beodaewn Follower/Werewolf x14, Wolf x10, Aurilite Ranger x11, Aurilite Druid x12, Aurilite Ranger Commander x2, Goublika, Beodaewn, Odea Winterthaw, Illium Ar'Ghrenoir.
• Killcount: 75 (829).
A cutscene will fire showing the Master of Thieves escaping his cell. On his way out, he will request that you hook up with Nathaniel in the Ice Temple to the northeast. You will be left to fight a mob of barbs led by Phuzalon and Ougamya of Uthgardt. Two Sunfires will dispatch them.
Head north and then east first. The best way to destroy the Crystal Golem in the northeast is with Zombie Lord fists (it's immune to piercing and slashing, so only bludgeoning works). One hasted and stoneskinned Zombie Lord will dismantle it in short order (975 XP at level 13).
Comparison: If we weren't soloing, and were playing normally with a six-person party with no ECL penalties, we would be eighth level, and that Crystal Golem would yield a whopping 3,600 XP.
Aurilite Frosttouches are guarding the southeast. Once they're dead, pull the three levers such that the rocks fall on the frozen soldiers and Remorhaz IWD2 below. Enraged, the polar worm will leave its spot to hunt you down. Chromatic Orb and Skull Trap will finish it. Now, make your way to its original position, loot the Aurilite Holy Symbol from the rubble, and equip it. The magic-resistant Doom Guards patrolling the halls will now turn hostile, area-wide. Just have your summons beat them up. Merely having the amulet in your inventory will allow you to open the ice doors (2,100 XP). En route to the east, slay the Aurilite Postulants, Frosttouches and Varassillus for the Flaming Star +1 (mace, 1d6 fire).
At the end of the path, slay the Queen Remorhaz. Doing so will destroy the blockade of ice and snow, granting access to the Ice Temple (3,150 XP). Take out Lord Rengar behind the blockade.
SORCERER 14: New Spells: Mordenkainen's Sword. One of the best spells in the game. Great against SR-immunes such as golems, but great against just about everything. Wield it while you're waiting to cast your next spell.
Head to the southernmost path, immolate the five Snow Trolls, and destroy the sleeping Remorhaz to free the svirfneblin explorer, Zack Boosenburry (3,150 XP). Zack's lost his mount.
Zack's mount can be found in the northeast: the spider, Aocha. Tell Zack you found it (4,725 XP). The gnome will reward you with Chameleon Ring of Dexterity, Gauntlets of Weapon Skill and Emerald.
Slay the Cult of the Dragon Necromancers. Beware, for a second Crystal Golem will emerge from a previously inaccessible passageway to flank you. There is a door at the end of that passageway sporting a hole through which diminutive characters can squeeze in order to open the door for the rest of the party. It leads to the interior of the Ice Temple, and Xhaan. Obviously, you won't be able to do this but I just thought I'd mention it because it's pretty cool.
Don't forget to loot all of the Auril Shrines. You will find the unexpendable Everlast Arrow in one of them. Not that you'll ever fire it.
Half-Dragon Sherincal, Legion of the Chimera
Ok, make you way to the Ice Temple in the northeast in order to face off against Guthma's superior, Sherincal IWD2.
You will learn that Sherincal leads the forces in this region, that the Legion of the Chimera is made up of outcasts and hybrids, that the legion is commanded by twin brother and sister Isair and Madae, that its base is in the Severed Hand, and that the legion seeks to purge the realm of those who would deny its sovereignty.
Un-equip the Auril amulet and re-equip the Houndstooth Collar for the fear-immunity bestowed.
Animate Dead and buff to the max before confronting Sherincal.
Note that you can fire a Magic Missile at the Temple Stair Levers in order to climb the stairs.
In addition to the Half-Dragon — who sports invulnerability to cold but vulnerability to fire and magic — you will face off against one score of foes consisting of Postulants, Frosttouches, Stormsisters, Barbarian Warriors, Doom Guards and Soarsmen.
Remind them all that life is nasty, brutish and short: Animate Dead and Sunfire. I received 3,150 XP for slaying Sherincal at 14th level.
Loot: Winged Blight (greatsword +1/2d6+1, to-hit +3 vs. humans, +2d6+3 dmg vs. humans), Potion of Arcane Absorption (Permanent 2/- Spell Resistance).
SORCERER 15: Aegis of Rime, New Spells: Cone of Cold, Disintegrate, Delayed Blast Fireball. The good thing about Cone of Cold is that your undead summons are immune to it. Disintegrate has its uses but DBFB = win.
• Hostiles: Aurilite Postulant x7, Barbarian Warrior x12, Remorhaz x3, Doom Guard x5, Crystal Golem x2, Aurilite Frosttouch x9, Cult of the Dragon Necomancer x4, Snow Troll x5, Soarsmen x2, Stormsister x1, Barbarian Shaman x1, Phuzalon, Ougamya of Uthgardt, Varassillus, Queen Remorhaz, Lord Rengar, Sherincal.
• Killcount: 57 (886).
Part VI of the Icewind Dale 2 Walkthrough.
Ice Temple IWD2
The Ice Temple is a cRPG dungeon in Black Isle's cRPG of 2002, Icewind Dale 2. The object of the Ice Temple dungeon is to slay three Aurilite High Priestesses, destroy the altar of a spirit of Talos posing as Auril, and then free Nathaniel who can bring down the Ice Wall / glacier, granting us passage through the Western Pass.
The Ice Temple consists of two levels: upper and lower. Neither of them are straightforward dungeons. You will need to interact with objects in the environment and switch between the levels in order to fulfill the quest requirements. I love this segment of the campaign!
The Ice Temple consists of two levels: upper and lower. Neither of them are straightforward dungeons. You will need to interact with objects in the environment and switch between the levels in order to fulfill the quest requirements. I love this segment of the campaign!
Ice Temple: Upper Level
Check your feedback window: "Prisoner - Death". What's happening is, prisoners are being sacrificed by the Aurilites. Now, you get bonus XP for each prisoner saved. Thus, you want to free them from prison ASAP in order to maximize your XP. So let's get to the prison!
Ok, we're starting in the south. You will be welcomed by a hostile Ice Golem Champion. Have a hasted Zombie Lord take it down. Start summoning more undead because other crap will be coming your way soon!
In this area, turn on Search mode in order to reveal the odd secret door.
Explore the three adjacent sidechambers, slaying winter wolves.
Make your way north and bash down the door on your left. Now, make your way west and north to arrive in the prison. Lay waste to the aggro within.
Here you will meet the imprisoned Nathaniel. You will learn about the three High Priestesses responsible for his capture; conjoined triplets that need to be dealt with: Lysara, Cathin and Oria. In addition, if you haven't already noticed that your spells are grayed out and uncastable, you will learn that the prison is shrouded in an anti-magic field. Finally, it seems that Nathaniel's equipment is being held in a treasury somewhere in the temple.
High Priestess Lysara
Ok, make your way north to the sacrificial chamber in order to confront the first of the triplets. Learn that Lysan (of original IWD infamy) has become inspiration for the priestesses since her death, that the Aurilite congregation created the glacier during one of their festivals (1,425 XP), that Aurilite priests created the storm that caused Oswald's ship to crash (1,425 XP), that the Aurilites created the Ice Wall / glacier but not the Ice Temple (that was Nickademus), and that the Aurilites are allied with the Legion of the Chimera. Thus, a battle is inevitable.
Now, slay Lysara and her back-up crew consisting of nine Postulants, four winter wolves and one Ice Golem Champion (562 XP at level 15). Loot Lysara's corpse for High Priestess Lysara's Temple Key.
Rotate the Dias
In the center of this chamber you will notice a dais that can be rotated clockwise and counter-clockwise. It is currently pointing north.
To disable the anti-magic shroud, rotate the dais east (9 o'clock) and then west (3 o'clock). To do that, stand on the right of the dais and click on it twice. Then, stand on the left of the dais and click on it four times. You should hear a dispelling sound and receive a message as confirmation that the anti-magic shroud has been disabled. You will note that you can now cast spells in the prison section.
Now, cast Knock to free Nathaniel and the five prisoners (2,100 XP + 7,875 XP).
SORCERER 16: Charisma +1, Eighth Circle Spells: Mind Blank. Thanks to Mind Blank, you no longer need to be concerned with Will saves. Also, you need only cast it once per day. Awesome.
Inform Nathaniel of Lysara's demise (1,575 XP). You can rest and heal safely here, whenever you like.
Next, rotate the dais left until it points north, then rotate it to the right until it points north again. Three doors should automatically open as a result, granting access to Xhaan's lair. Make sure you are fully healed before entering. Xhaan is a white abishai, a baatezu devil. The baatezu are non-hostile because you are not injured. He will request that you investigate a voice that has them under mind control, named Aeij-Kllenzr't.
(Note that you can exit the temple into the Ice Wall from here.)
Now, pretty soon you are going to come up against a locked door to a study, located in the east. To unlock it in advance, rotate the dais southwest then northwest. Check the feedback window for confirmation.
Back out and make your way north along the western perimeter of the temple, slaying trashmobs en route to the north and east. You will encounter another Ice Golem Champion in the north.
Ok, we've reached the eastern section. Take out the trash in the sleeping quarters, dining hall and storage room.
Note the Oil Painting of the Great Oak of Kuldahar. It is actually a teleportation system. Keep it in mind because it will become very important later.
High Priestess Cathin
Our next High Priestess, Cathin, is holed up in her chapel which is located more or less in the center of the floor. Make your way there. You will need to have High Priestess Lysara's Temple Key in order to gain access to the chapel.
Cathin won't let you get a word in edge-wise.
Cathin is backed up by six Frosttouches and two Stormsisters. Slay them all and loot Cathin's corpse for High Priestess Cathin's Temple Key.
Learn from Ondabo the true named of Aeij-Kllenzr't: Caged Fury. Slay him and the four postulants who brought down Oswald's ship. The true name "Caged Fury" is important!
Just to the north is a chamber jam-packed with Ice Trolls. Make them burn. Now, drop down the trapdoor to reach the lower level.
• Hostiles: Ice Golem Champion x4, Aurilite Postulant x20, Aurilite Frosttouch x18, Barbarian Warrior x10, Barbarian Shaman x2, Polar Bear x7, Winter Wolf x22, Aurilite Stormsister x9, Aurilite Stormbrother x7, Ice Trolls x12, Ondabo, High Priestess Lysara, High Priestess Cathin.
• Killcount: 114 (1000). Congrats on your 1,000th kill!
Ice Temple: Lower Level
This is another sprawling dungeon. First clear out the central section of necros, stormsisters, soarsmen, polar bears and Ice Golem Champion. This is a nice way to take out the trash because it keeps flowing in from adjoining rooms. I must have killed 30 enemies in the initial onslaught...
Nickademus
Awaken Nickademus from his slumber in an adjoining room (Kant and Hume reference). To do that, try looting his stash. You can learn a lot from Nickademus though some things you already know from reading this walkthrough.
In regard to this, lower level, he will tell you about the Prism, Battle Square and Caged Fury. In regard to the upper level, he will tell you about the Dais and Oil Painting. You can also request enlightenment or buffs or magical items. The buffs and items are utterly useless, so go with the non-trivial experience point bonus (5,175 XP). As payment, Nickademus will call upon our services later in the campaign.
Next, make your way around the perimeter, taking out the trash. You will notice that some doors are warded. That's where the Prism and Oil Painting come into play.
Rotate the Prism
The Prism is located in the central chamber of this lower level. It looks like a big gun or cannon. There are two switches that control the Prism: one rotates it, the other fires it. The Prism fires bolts of lightning that reflect off mirrors of which you can manipulate the angle of one. The object of the puzzle is to manipulate the Prism, mirror and doors such that the bolt strikes certain warded doors, thereby opening them. Now, there are three doors to open: the mirror room door, the treasury door and the shadow door.
Mirror of Life Trapping
Let's start with the mirror room door. First of all, detect and open the secret coffin door in the coffin room in the south (the one with 15 Shades hovering about in it). Then, make your way back to the Prism, rotate it so that it points south, and fire it. This will open the door to the Mirror of Life Trapping wherein you should shatter the crystal mirror which has trapped the dozen-strong Talisman adventuring party. Freed from their imprisonment, they are, however, hostile, and you will be forced to slay them. At this point in the proceedings, a single casting of DBFB is all it should take.
Ok, the treasury door. Now, you will see a charred mirror next to the one you just shattered; angled such, that a second firing of the prism would hit the door to the treasury. Ergo, return to the prism and fire it southwards a second time. You will now have gained access to the treasury wherein you will find Nathaniel's Bag of Holding, along with so much useless garbage, guarded by an Ice Golem Champion (450 kXP).
Embrace the Shadow
Lastly, the shadow door. Make your way to the Oil Painting on the upper level, and choose "Lysan". Descend the staircase to find yourself transported to a previously inaccessible room, with an ominous shadow cast over the door. Note that being evil-aligned means that Unholy Blight does not harm you, but that doesn't mean you can open the door conventionally. Now, the secret door leading out to the passageway requires you to EMBRACE THE SHADOW. This translates to "enter stealth mode or cast Invisibility on yourself in order to open the door". Do that, and exit.
Now, head back to the Prism room, located in the center of the area, and manipulate the mirror outside of its north exit (the mirror in the passageway at the north door). Fire the Prism. This will open the Shadow Door. Return to the now-opened door.
Aeij-Kllenzr't aka Caged Fury
Buff yourself with Mirror Image, step into the altar room and invoke the true name of the tempest Aeij-Kllenzr't ("Caged Fury") to drive it from Auril's altar (4,725 XP).
The door will close and lock behind you as a Whirlwind, a spirit of a tempest, emerges from the altar. Buffed with Mirror Image, it cannot harm you. After a while, the door will open, the whirlwind will dissipate, and a trashmob will flank you. Put them out of their misery.
SORCERER 17: New Spells: Finger of Death, Horrid Wilting.
Ok, but where is the third and final High Priestess, Oria? She's holed up in her bedroom in the north. In order to get the key to it, we need to complete rank one of the Battle Square.
Battle Square IWD2
The Battle Square is located in the southeast of the lower level. There are a series of switches that control its operation. Rank 1 is already selected by default.
To activate the Battle Square, hit Mode Selector 2 and Mode Selector 1 followed by Mode Activator. The non-hostile Ice Golem Champion will move from the square and stand in the doorway.
Now, click on a single square to have a hostile monster spawn on the battle square. Slay it within 60 seconds in order to win control of the square.
Now, you need to click another, consecutive square, and slay the next spawned monster.
Finally, click a third consecutive square and slay the final spawned monster to win Level 1 of Rank 1 and receive High Priestess Oria's Temple Key as a reward (41KEYOT).
You don't need to win any further ranks unless you want the experience point and material rewards.
Battle Square Rewards
The Battle Square offers 10 ranks of play, each with 5 levels or battles. Completion of each level results in trivial gold and item rewards, but completion of each rank results in some useful items if we're running with martials or a party.
- Battle Square Rank 1: Dragon's Belt (00BELTDB)
- Battle Square Rank 2: Potion of Holy Tranference (Wis +2, Dex -1, 00POTN89)
- Battle Square Rank 3: Abishai Hide Armor IWD2
- Battle Square Rank 4: Boots of Grounding (00BOOT05)
- Battle Square Rank 5: Throwing Axe of Shocking Burst
- Battle Square Rank 6: Club of Disruption
- Battle Square Rank 7: Ice Spear +4 (00SPER93)
- Battle Square Rank 8: Composite Longbow of Empowerment (00BOWC94)
- Battle Square Rank 9: Wand of the Dead (00SWDS95)
- Battle Square Rank 10: Brilliant Short Sword IWD2
- Battle Square Mastery: Bracers of Icelandic Pearl + 7,425 XP
Needless to say, solo Sorcerers don't need any of the above items.
High Priestess Oria
Unlock the door to face off against a furious Oria.
Note that Oria is a highly mobile enemy. Block the doorway so that she can't escape and run around the level like crazy. She will attempt to silence you in vain. On the verge of death, she will announce her intention to break her Staff of Command. She will break it no matter what you say.
The retributive strike of the staff will inflict considerable magic damage unless you are protected by Mirror Image. Back out in the halls, Oria will reappear in ethereal form: Oria's Essence. She will boast of her invincibility as she prepares to take you out.
And indeed, you cannot touch her. Double-time it back to the Battle Square with Oria hot on your heels and mad as hell. What you need to do is become ethereal yourself, so select Inner Sanctum on the Mode Selector followed by Mode Activator. Now you can damage her. Watch out for her level drain. If you get level-drained, either use a Restoration scroll or have Nathaniel cast Restoration on you.
Upon Oria's demise, return to the Prime Material Plane by reclicking the Mode Activator.
Oil Painting IWD2
The Oil Painting is found in the eastern wing of the Upper Level of the Ice Temple. Return to the Oil Painting and choose: "In Auril's name, from winter's veil, my claw tears through the frozen air... Neither your might, nor earthly means, will save you from death's despair."
Now, descend the staircase to find yourself in a previously inaccessible treasury, guarded by an Ice Golem Champion (319 kXP). Pick the place clean and don't forget to loot Nathaniel's Ring of the Ram (Bull's Strength, Knock and Alicorn Lance 1/day).
If you need to deal with Oswald, don't return to Nathaniel yet. Otherwise, there will only be a Potion of Greater Resistance and a Goodbye Note. Anyway, I went back for my Winter Wolf Hat (Charisma +1). It's useless; don't bother. In addition, stop by to give Zack Boosenburry a large amount of info on the Ice Temple (3,150 XP).
Return to Nathaniel, inform him that you have defeated Caged Fury and the three High Priestesses (4,725 XP), give him his bag (3,150 XP), and give him the ring (2,300 XP). Note that he can still create a fissure in the glacier if you choose to keep the ring. Nathaniel will now take his leave. You should, too.
SORCERER 18: Spell Focus: Transmutation, Ninth Circle Spells: Wail of the Banshee. I take SF: Transmutation for Slow, Disintegrate and Suffocate. Wail of the Banshee = lots of things just died.
With the Aurilites no longer posing a threat, all that remained was to destroy enough of the glacier they created to open the Western Pass. Nathaniel left to check on Oswald and fly to the Ten-Towns to warn them, promising to meet us in Kuldahar. He asked us to use the fissure he would create to head south around the Spine of the World Mountains on foot, take the unguarded Eastern Pass to Kuldahar, and warn them about the collusion between the Aurilites and the Legion of the Chimera.
A cutscene will fire showing Nathaniel bringing down the Ice Wall. Give Denham's note to "Ingrath Mariner", who is actually a doppelganger (525 XP). Drop them.
Exit north to start Chapter Three.
Hostiles: Aurilite Frosttouch x11, Aurilite Stormsister x12, Soarsmen x4, Barbarian Warrior x4, Aurilite Postulant x8, Cult of the Dragon Necromancer x5, Winter Wolf x2, Polar Bear x8, Shades x15, Crystal Golem x1, Talisman Henchman x9, Talisman Warrior x1, Talisman Mystic x1, Talisman Assassin x1, Talisman Bishop x1, Ice Golem Champion x3, Doppelganger x5, High Priestess Oria.
• Killcount: 92 (1092).
Part VII of the Icewind Dale 2 Walkthrough.
Wandering Village IWD2
(AR5000). You will be confronted by Aurilite Priest, Thvara Baelm. You can intimidate the giant to break ranks but why not just kill it? One Wail of the Banshee is all you need for these losers.
Beware the ferocious dire wolves in the northeast; they may surprise you with their collective ApR.
There is a Barrow Wight in the south. Its name is Sordirsin the Tusked. It's lost its drinking horn. Don't aggro it. We'll deal with it later.
Ok, there are a series of quests to complete in the village. A hunter will approach you and request that you speak with Suoma, their leader. She refers you to Venla the Healer. Venla wants you to find missing children. She also wants you to find a rare herb called "frostrose". You can rest and heal through Venla.
Nym IWD2
You will be force-talked by Nym, the Drow merchant from IWD. He will tell you about the alternate route through the Underdark. Purchase Avarine Decanter IWD2 and a Protection From Magic scroll from him. Activate the decanter to summon the Djinni merchant, Bashshar al Rachid. Purchase the Ring of Freedom of Movement and Boots of Speed.
The genie will summon hostile servants after your third transaction with it. You will be up against Jabir ab'd Bashshar, Nur ab'd Bashshar, Hadya ab'd Bashshar and Arif ab'd Bashshar backed up my two mercenaries and two rogues. Dumbly, they will summon Fire Elementals that turn against them... However, they leave behind nothing that is of value.
As a Sorcerer, you can help Pairi understand her budding ability as a Sorcerer (1,575 XP).
Jari is in love with Anja but he doesn't have the hunting skills to best the other suitors. We'll need to bring him a bethrothal gift.
Exit east to the Fellwood.
Fell Wood (AR5001). Ok, this place sucks.
Clear out the snow trolls in the west and the barbs in the east.
Fell Wood Maze IWD2
The Fellwood is a maze. Other than for getting the winter wolf pelt on the second map, I wouldn't bother killing the crap in here; just run past it. No XP, anyway. If you get level-drained, have the Carynara the Dryad or Venla restore you. But really, just employ Invisibility.
Fell Wood Maze Directions to Dryad
Follow these directions: NW, E (pelt), N, E, E. You will arrive in AR5016.
Slay the undead and Carynara the Dryad appears (1,575 XP). She will tell you about the children. Now, exit the maze to the southwest.
Fast-track: ctrlaltdelete:movetoarea("AR5016")
Limha
Go and expose the witch Limha in her tent now. Slay Agog the ogre and head outside to fight Limha. Immediately cast Finger of Death on her; then, take out the snow trolls and will o'wisps with Wail of the Banshee.
Return to Venya now that you have defeated the witch and saved the children of the village (2,100 XP). Also, gift Jari a winter wolf's pelt for him to use as a betrothal gift (1,575 XP, 200 GP).
Suoma will now refer you to Tahvo. He wants you to deal with the Barrow Wight to the south. We need to get its drinking horn from the Fell Wood maze. (Note that Bards can skip this segment of the maze entirely by auto-appeasing the wight.)
Fell Wood Maze Directions to Drinking Horn
Return to the Fellwood maze and follow these directions: NW, E, N, E, E, NW, SE, NE, NE, SE, NW, SE (2,100 XP). You will arrive in AR5011.
Loot the drinking horn from the corpse and exit the maze to the southeast.
Fast-track: ctrlaltdelete:movetoarea("AR5011")
Give the drinking horn to the Barrow Wight and then loot its barrow. Tell Tahvo you appeased it (2,100 XP).
Next, Suoma will refer you to Kurttu. Nym will leave now.
Go back to the Fell Wood map with the tent. Kill ferocious dire wolves and make your way to the grave in the northwest, over which Kyosti's ghost lurks. Find out who murdered the poor guy. Note: For the ghost and wolves to spawn, you may first need to complete the Fellwood maze (see below).
Return to Kurttu and tell her who murdered Kyosti (2,100 XP).
Talk to Suoma (3,150 XP).
SORCERER 19: New Spells: Symbol of Hopelessness, Meteor Swarm.
Fell Wood Maze Directions to Ghost Lights
Return to the Fell Wood maze and follow these directions: NW, E, N, E, E (dryad), NW, SE, NE, NE, SE, NW, SE (stones with body: drinking horn), E, SE, NE, NW, NW, NE, SE. You will reach a huge gnarled tree (AR5030). Waste the ghost-lights and your journal should update.
Fast-track: ctrlaltdelete:movetoarea("AR5030")
Exit west to leave the maze.
Fell Wood Remains
Reenter the maze to find the Hunter's ghost. Give final peace to the restless dead of Fell Wood (1,575 XP). You will receive the Fell Wood Remains.
Deliver the remains of the Fell Wood dead to Souma (1,575 XP).
Rest up and buy a coil of Hemp Rope from Tahvo.
Fell Wood Cutscene
Now, create a wall of undead to block the gate to the village. Then ask Suoma how to get through the Fell Wood. A cutscene will fire in which Isair and Madae will spawn:
Madae will kill five hunters and reanimate them as physically-resistant possessed corpses. Take them out.
Take your leave of the village. Re-enter Fell Wood yet again and you will see a Dark Treant take off to the east. Follow it.
Slay the treants to free the Fell Wood from their warping influence (2,100 XP).
Cold Marshes IWD2
(AR5004). Web shouldn't bother you now that you enjoy free action status. Just take out everything with Wail of the Banshee. Waste the barbs led by Hadbruki in the east.
Get the Frostrose in the far southeast of the map and deliver it Venla back at the Wandering Village (1,575 XP).
Gate of Boulders
Solve the simple boulder puzzle to open the Barbarians' Gate-of-Stone (2,100 XP).
Head to the next area and slay the White Dragon and four White Wyrms. DBFB, Meteor Swarm. Take your pick.
Enter the cave and slay another White Dragon and another four White Wyrms.
Yawn, you call THAT a dragon?
To be fair, there will be a proper dragon in Chapter 5: here is a pic of Guardian Chahopek for direct comparison purposes.
Yep, visually, Chahopek is a carbon copy of Thaxll'ssillyia...
Anyway, grab the useless loot and use the Hemp Rope to descend to the tunnels.
River Caves
(AR5101). Nuke everything in the River Caves. Watch out for flanking Hook Horrors and the Hook Horror Matriarch.
The door to the Duergar outpost is currently locked and needs a key. Also, the tunnel is collapsed in east.
Go through the hole to the other section in south. Waste ochre jellies with Horrid Wilting. You should get a message: the last of the river cave monsters have been slain. Get the key to the outpost from the orc corpse.
At the outpost, do NOT demand that the duergar release the slaves. Talk with Duergar Commander Barud Barzam. Tell him you cleared out all monsters (1,725 XP). Loot the mining tools from storage room.
With a high enough Intelligence score, you can get a Doom Bolter from Dragu Ironbreaker (1,725 XP). Later, when the duergar have outlasted their usefulness, you can slay Dragu for the Hell Bolter.
Next, Barud tasks you with wiping out the monks of the Black Raven Monastery. Every single one of them. Head east and use the mining tools on the cave-in. We will come back here and slay the duergar after we have done all monk quests and slain the monks.
Buff with Mind Blank because there are Umber Hulks in the next area.
Here you will see how quickly the archers will tear through your Mirror Image. Take out Beastlord Harshom, Phaen's superior. Loot for the Raven Gate Key.
Chapter 3 over.
Part VIII of the Icewind Dale 2 Walkthrough.
Black Raven Monastery IWD2
(AR5200). Cross the ancient bridge. You might fall, no biggie.
Slay the white wyrms and loot the nest for the White Wyrm Egg.
Sunfire the yetis that pour out of the cave. Enter the monastery.
Talk with Salisam Harbash. Tell him you come in peace and that you need passage to the Underdark. He will refer you to Aruma Blane, the current leader of the monastery.
Trade with Bered in the library. Be sure to purchase How to be an Adventurer. Buff with Eagle's Splendor. With Cha 27 the book will set you back 99,000 GP. 99,000 GP for 10,000 XP is worth it.
Ok, you will find Aruma in her quarters in the southeast. She will not grant you passage to the Underdark, and is not taking initiates to the monastery at this point. Return to Salisam. He wants you to remove the corrupted Aruma from power.
Cast Knock on the door just to the west of Aruma's quarters. Inside, cast Knock on the chest and loot Dolon's Letters from them. Present the letters to Aruma. She will leave the monastery with Dolon Daemba. Return to Salisman, who will refer you to Morohem in order to face the Eight Chambers (2,925 XP).
But first, cast Knock on the door directly south of Salisam. Inside this treasury, you will spot a thief, Ven. Just tell him to give you the ring and he will leave. Now, give Nonin's Ring to Nonin in the kitchen in the west (3,900 XP)
Now, speak to for Svaltid on behalf Sersa. It is easy to convince the latter to train the former if Aruma has already left (2,925 XP).
SORCERER 20: Charisma +1, New Spell: Mass Dominate.
Eight Chambers IWD2
Ok, it's time to take on the Eight Chambers. Head downstairs and speak Morohem.
Chamber of Stone
Order for the switches is as follows: 1, 5, 3, 2, 4 (2,300 XP). Summon and haste your undead before hitting the first switch. They should take out the spawning monks as you follow the order above.
Chamber of Shadows
Enter the portals in the order depicted below (2,300 XP).
Chamber of Sorcery
All you have to do is slay each Crystalline Monk while they are on a blue circle (2,300 XP). Animate Dead.
Chamber of Clockwork
Simply slay the Clockwork Monks. Mirror Image will protect against their self-detonation, and animate dead will tear them up (2,300 XP).
Chamber of Sand
Lure the sand monks into the beams until they're dead. Recast Mirror Image as needed (2,300 XP).
Chamber of Silk
Just kill the two waves of Poisonweb Spiders (2,300 XP). Mirror Image and DBFB. Free action wards off Web (2,300 XP).
Chamber of Battle
Knock out the Iron Monks on the blue platforms (2,300 XP). Mirror Image, animate dead (2,300 XP).
Chamber of Immolation
Slay Brass Monks with Animate Dead. Recast MI as needed (2,300 XP).
Return to Salisam Harbash; passage to the Underdark is now granted (3,900 XP).
SORCERER 21: Greater Spell Focus: Transmutation, New Spells: Ray of Enfeeblement, Flame Arrow, Shades. At this caster level Shades summons forth Frost Giants, Red Abishai and Greater Werewolves! Frost Giants can inflict 36 bludgeoning dmg in a single blow. They have high ApR, too.
Ok, might as well take out the monastery for the duergar. Summon shades, undead, remember that Horrid Wilting OWNS monks. You will receive a message when you have slain the last of the monks. Don't forget Morohem downstairs.
Return to the Duergar outpost, inform Barud that monks have been slaughtered (2,300 XP), and now slaughter the Duergar, too. You will find this much easier than the monks were.
Raven Tomb IWD2
Return to the monastery, enter the Raven Tomb beneath it, cast Knock on Valas' Tomb, buff with Mordenkainen's Sword, loot the tomb, and take out the four hostile Iron Golems.
On way out, take out the Duergar Commander.
Part IX of the Icewind Dale 2 Walkthrough.
Underdark IWD2
You will find yourself in the Drow compound of Ahk Kyorl Kulgg. Malavon Despana requests you deal with the driders and find Ginafae. Purchase the Wand of Lightning from him.
There is a Drow ambush to the north of the compound. Horrid Wilting.
Note that free action/mindshield status will not protect you from myconid spore stun or drider stun. Do you remember how we deal with stunners? We hide behind out undead summons.
Duergar merchants to the south. Nothing you need.
Oinchack'olp the mindflayer wants you to find its Incandescent Blue Ioun Stone.
Ok, head east to the Drider caves.
Drider Caves
You are up against HORDES of Driders in these caves. So many, that you can't even bother counting them. Animate Dead and make sure you are under the effect of Invisibility. Note that Drider Priestesses may turn your undead. If that happens, you are in trouble. Make sure you are casting Symbol of Hopelessness on the mobs. That spell is badass. Oinchack'olp's Incandescent Blue Ioun Stone is in the south, where the myconids are. Useless fact: Oinchack'olp has a cameo in SoZ.
Slay the Red Wizard transmuter Imphraili and loot her laboratory.
Examine the lab (click on the lab table). You will that see you can do three things.
You don't need to do any of these things but since you don't get XP for killing the Driders, you might as well concoct the enchanted conversion poison.
If you concoct the Sanguis Anima, you will need to inject the Enhanced Flesh Golem with it and then fire the Wand of Lightning its way in order to animate it as an ally.
Viciscamera
Now, hurl the vial containing the conversion poison into the gaping maw of the Viciscamera Heart.
Ginafae IWD2
Convince Ginafae to return to the camp (she's in the northwest), report the destruction of the heart to Malavon back at the Drow compound (5,850 XP), and confirm that Ginafae returned to the camp (3,900 XP).
Give Oinchack'olp his stone (3,900 XP).
Take out Beelthot at the entrance to the citadel, and then enter the citadel.
Z'hinda Citadel
Basically, all you need to do is slay the Elder Brain in the center in order to break the psychic force that seals the citadel's exit gates.
Just run around wasting the mindflayers and thralls with DBFB. Mind Golems are taken apart by Mordenkainen's Sword.
Your illithid victims are Abdoshanheth, Galoombethshe, Oolay, Ecktarr'ilsen'ularr, Zeph'ulp-Maress and Morhizulosh. I got 7,000 kXP for one of these guys. IWD2 mindlfayers are as weak as piss compared to BG2 ones; their tendril attacks don't even drain intelligence.
Elder Brain
The Elder Brain is in the center of the citadel. It does not seem to resist fire spells or Skull Trap. You have many ways to kill it.
Buff to the max and exit the citadel to the northeast.
Ok, now Mirabel and Majrash Red Wizards want a piece of you. Your opener should be DBFB. That will take out the first mob and Mirabel. You should then recast it to take out the converged aggro. Then, Majrash is owned by mordsword.
Fly away with Oswald on his airship. Note that you can return all the way to the Battle Square before doing that.
Chapter 4 done.
Part X of the Icewind Dale 2 Walkthrough.
Kuldahar IWD2
You will be confronted by Hiepherus IWD2, a neo-orog Priest of Bane in the employ of the Legion of the Chimera. Oswald will retreat into his airship. Trick Hiepherus into revealing his plans for Kuldahar (1,200 XP) and then trick him into retreating (1,200 XP). You will have to strictly follow this dialogue combo in order to succeed: 3-1-1-2. You will have to fight a mob of wights if you fail the latter (which, at your level, will not reward kXP).
Kuldahar Pass. A comparison of Icewind Dale Kuldahar Pass and Icewind Dale 2 Kuldahar Pass. A lot of effort has been put into these area transformations, and the artist deserve credit.
First, clear the area of a massive mob of undead led by Wight Lord, Khavros the Black. Just epic! Lure them together: DBFB or Meteor Swarm.
Remember that you can rest in Oswald's airship at any time.
Force the door to the watchtower open. Instead of Ghereg the Ogre. you will find Nathaniel and Jermsy. You will remember that Jermsy was the little boy you saved in the Pass 30 years ago. He was hiding from goblins in the Old Mill. Well, he is now a ranger — no doubt with goblin as his racial enemy.
They will request two things of you: eliminate the Banite in Hrothgar's Glen and find Gerbash in town. You will also learn about Mother Egenia, whom you will remember from IWD.
Ok, let's take out the Banite first. Exit to the north to reach the glen.
Hrothgar's Glen
A comparison of Icewind Dale's Beetle Cave and Icewind Dale 2's glen. Nice.
On the right we can see graves. Later in the game, we will battle Lost Followers IWD2 at this location.
Again, lure the massive undead mob into a clump and immolate them.
Enter Hierperus' lair and rip him a new one. Ok, you have cleansed Kuldahar Valley of the forces of evil and slain Hiepherus, Priest of Bane (2,400 XP + 1,200 XP).
Engage search mode to discover the stash in the altar. Exit. Make a mental note of this place because we will return here once we have the Medallion of the Lost Followers.
Inform Jermsy that you have slain Hiepherus and all of his troops (2,400 XP).
SORCERER 23: New Spells: Luck, Shadow Conjuration, Suffocate. At this caster level, Shadow Conjuration summons forth the likes of Greater Feyr and Remorhazes. The former suck, the latter rock.
Ok, as indicated by Nathaniel, perhaps Mother Egenia's Spirit has returned now that Hiepherus has been dealt with. However, you must speak to Iselore first in order to satisfy this quest.
Ok let's go into town and find Iselore, Sheemish, Conlan and Gerbash.
Kuldahar. A comparison of Icewind Dale Kuldahar and Icewind Dale 2 Kuldahar. Gorgeous.
Take the Yuan-ti out, map-wide.
Gerbash is in the old Ilmaterian Temple. Give him a healing draught (1,200 XP), get the Watchtower key from him, and deliver it to Jermsy (1,200 XP).
In Orrick's Tower in the northwest you will find Sheemish. Click on the desk and ask Sheemish about what you read. Keep getting him to say the words and a strange apparition will spawn. Set it free (1,200 XP).
Sheemish will now have Orrick's old stock in addition. Of the new stock, the Cold Reflection ring is pretty good (magic damage resistance 4/-). As mentioned in Part I, its MDR will stack with Robe of Infusing for 5 total. You will remember how Magic Missile spam can be a problem (Elder Brain encounter). Well, now it can't hurt you.
Conlan is not where his smithy used to be, he's in Gerth's equipment shop. Tell him that Sheemish is safe (1,200 XP). Buy the Mercenary's Sack and Robe of Infusing from him.
Ok, speak with Iselore, the Archdruid of Kuldahar, who took over from Arundel. Ask him about Isair and Madae. You will learn what happened to them.
Mother Egenia's Spirit
In Icewind Dale 1, Mother Egenia was the Priestess of the Temple of Ilmater in Kuldahar.
However, Sister Calliana took over when Egenia suddenly vanished from Kuldahar. As it turned out, Egenia wandered off into the mountains and allowed herself to be abducted by Talonites in the hope that she could locate the children who had been abducted, too. The heroes of IWD1 subsequently rescued Egenia from the bowels of Dragon's Eye, along with the children. However, in an oversight by Black Isle, Egenia did not return to Kuldahar during IWD1.
Anyway, return to the Pass, head over to the ruined house in the northeast, and rest until nightfall. Mother Egenia's Spirit should manifest before you. To be clear, the spirit will not spawn until you have spoken to Nathaniel about it, and you won't be able to put the spirit to rest until you have learned of the current state of Isair and Madae from Iselore.
Ask the spirit what happened to her, ask her about Isair and Madae, ask her why she cared for them, ask her what happened to them, and ask her what your future holds (1,600 XP). Next, tell her what happened to Isair and Madae, answer her question as to why you have come to the edge of the world, and then lay her to rest (1,600 XP). Lastly, ease Nathaniel's spirit by telling him that you put the spirit to rest (1,200 XP).
Return to Kuldahar and head up to the Great Oak where the yuan-ti were chopping away at it. There will be a portal there now that leads to the jungle of Chult.
Chult
Jungle of Chult (AR6050). We are here to close the portal that the Chultan yuan-ti have opened to Kuldahar. To do that, we need to slay the guardian that is maintaining it. To do that, we need to infiltrate a well-guarded yuan-ti temple.
But first, this is just the jungle so run around the area, killing yuan-ti.
Listen to Ssethsar Sashkta's recitation of challenges, slay them when they turn hostile, loot the Initiates Robe, and wear it. It is to disguise you as a Pureblood once we enter the temple.
In the jungle, we heard a yuan-ti priest named Sashkta reciting a list of challenges to white-robed initiates. The questions were as follows: what approaches at dusk, what drowns Selune's gleaming on a cloudlesss night, who keeps the ancient venom of Sseth potent, and where does Sseth embrace unbelievers?
The answers were: the growing darkness, the obscuring moon of our faith, his faithful followers, and the cradle of scales, respectively. After that point in their training, our presence was detected by the priest.
Loot the four Religious Steles in the jungle and place them on the altar in the south. There is one missing: the Broken Religious Stele. Enter the Serpent's Lair Temple under the altar in search of it.
Serpent's Lair Temple
(AR6051). To bypass this entire segment, you can simply grab the broken religious stele, and leave. However, you will miss out on quest experience and wealth by doing so (but only 3,600 XP and no gear valuable to a Sorcerer). In addition, you want to keep your head down in here: don't be aggressive or announce your intent unless you want a large-scale battle. Again, you will miss out on quest experience by not acting like the initiate you are disguised as. Logcially, removal of the disguise in the temple results in immediate aggro from the yuan-ti.
Ojaiha of the Gleaming Scales, Yuan-ti High Priest of Sseth, currently presides over the ritual which is in session. You can interrupt but nothing is gained from it. Wait until the ritual is over and "the yuan-ti slither back to their posts, hissing to themselves". Ojaiha slithers to guard his treasury behind the ritual room. If you looted the treasury while waiting for the ritual, you will have blown your cover and will be hunted down by assassins and priests, post-ritual. So yeah, don't do that yet.
Note on exploration: I recommend exploring under the effects of Mirror Image (to protect against traps) and Invisibility (to avoid interrogation). If you are asked a question by the yuan-ti you must answer correctly or they will go hostile. This means you won't get quest experience or any experience (because you're over-leveled). The answers to the questions are recorded in your journal. However, there are other questions you may be asked the answers to which you can learn from yuan-ti. I didn't bother because it doesn't reward XP.
Speak to Ojaiha and he will deign to tell you a few things. One, that the Inner Coils are off-limits. This is where the Viper's Fangs (assassins) and Coiled Cabal (loremasters) hang out, led by Ashra and Inhatri, respectively. Two, he will tell you about the altar through which you entered: It is a holy ground where the guardian is summoned.
Back out in the ritual room, you can safely loot the dessicated hearts from the winged serpent statue. You can also raise and lower the bridge without repercussions. This can be used to your advantage later, but you won't need it.
What to do with the hearts? Head to the circular chamber in the south east. You will have to step into a trap and endure it for a time until it deactives (Mirror Image). Now, in the circular room is a pit holding four Heartless Dead that obviously correspond to the hearts you have in your possession. If you drop the hearts on the edge of the pit, in the doorway, and then flip the switch just outside the circlular chamber, the platform will be raised, the Heartless Dead will be free to roam around, and they will zero-in on their hearts and be destroyed. If you don't drop the hearts, the undead will follow you and can be lured to the yuan-ti to tank for you. But really, they are not much help at all. Thus, you don't even need to bother with this.
More importantly, and in fact crucially, raising the platform grants you access to the broken religious stele on the other side of the pit, which, as I said earlier, is all you need to do in the temple. However, we want to max XP.
Just south of the Heartless Dead is Jeszrael, Yuan-ti Half-Breed petitioner from Dragon's Eye. There is no XP to be gained here.
Make your way north, west and then south, exploring to the forbidden Inner Coil. Scout under the effects of Invisibility and Mirror Image.
You will reach the training room. Don't bother interrupting Ashra or Inhatri's teaching. In an adjoining chamber is a Viper's Fang Assassin whom you can trick into revealing info about the treasury. "Open the tenth plate, then the third, then the fifth". (1,200 XP).
Puzzle
The stones are labeled in the order in which they should be pressed. If you mess up, the reset stone resets the puzzle.
Slay the six hitachii within and loot the place of useless garbage.
Ok, you're done with exploration. It's time now to confront Ojaiha. Thing is, once he catches sight of you again, you will be called "a desecrator" for going to the inner coils. So, first, cast Invisibility and talk to him while he's non-hostile. Tell him you're seeking a way to close the portal, then try to reason with him and come to peaceful solution (2,400 XP).
Now, be ready for a big fight as your diplomacy fails!
Buffs: Mirror Image, Mind Blank, Eagle's Splendor
Animate Dead/Shades -> Haste, Stoneskin, Emotion: Hope.
Symbol of Hopelessness, Wail of the Banshee.
Make sure you slay Ojaiha, Ashra, Inhatri and Jeszrael. This will break the strength of the yuan-ti in Chult and save Kuldahar (1,600 XP). Just Killing the Guardian would do that, too, but we want XP.
Place the broken religion stele in position to summon forth the Guardian, Chahopek IWD2: the heart of the yuan-ti's corrupt religion. Prepare for battle (2,400 XP). Stand and deliver: slay the dragon with mordsword. What a joke. Reward is permanent Acid, Cold, Fire 5/- and HPs +12.
Guardian Slain, Portal Collapsing. Take the portal back to Kuldahar. Don't waste time or it will be game over.
Back in Kuldahar. Madae steps in, trash-talks and then teleports way. Help Iselore take out the waves and waves of invaders, led by Yuan-ti half-breed, Cedra.
You stopped the Chultan yuan-ti threat to Kuldahar by slaying the Guardian and sealing the crossroads (2,400 XP).
Head east to get to world map... and Dragon's Eye.
Part XI of the Icewind Dale 2 Walkthrough.
Dragon's Eye Icewind Dale 2
Dragon's Eye is a cRPG dungeon in Black Isle's cRPG of 2002, Icewind Dale 2. Dragon's Eye dungeon levels 1-3 are complex and non-linear. However, I have written this walkthrough linearly in order to show exactly how success is achieved, step by step.
"HELP. I just went through Dragon's Eye, but I'm missing hemp rope, wyvern stingers and fire agate gems!"
Item codes for hemp rope, wyvern stinger, fire agate:
- Hemp rope: ctrlaltdelete:CreateItem("50MISC38", 4)
- Wyvern stingers: ctrlaltdelete:CreateItem("61HFDGWS", 4)
- Fire agate gems: ctrlaltdelete:CreateItem("00GEM01", 5)
Dragon's Eye Approach. Slay the Frost Salamander welcoming committee. Do not underestimate them. High Sorceress Izbelah will flee after incurring damage. We'll catch up with her in the Magma Chamber later.
Dragon's Eye Level 1
Enter and slay everything in sight. You should be getting really good at that now. Loot the corpses because you need to find Agate x5 and Wyvern Stinger x4. Plus, Hemp Rope x4. Locations are annotated on the map for your convenience. Don't take retrieval of these items lightly: they are progression-critical.
Stay in the west and head south from your starting position. Cast Knock on the chests in the armory and loot your first coil of Hemp Rope. Note the weight. You have to carry four of these and they can't be dumped into your bags. This is one reason why we maxed the Strength score of our Sorcerer. Imagine having to cast a spell or quaff a potion just to carry stuff; it's so annoying! Slay the wyverns in their nest and loot them for their Stingers. You need FOUR. Note that wyverns may respawn on-rest.
Ancient Wyvern Lair. DO NOT ENTER ITS CAVE LET ALONE SLAY THE ANCIENT WYVERN YET — DOING SO WILL BREAK THE PLOT. YOU HAVE BEEN WARNED.
Return to your starting position and head east. Loot the rope bridge for your second Hemp Rope.
Nheero Fhutma
On the other side is a locked prison. Nheero Fhutma wants you to free the captives. Turn the handle on rack in the torture chamber just to the north of the prison in order to open the prison gate (1,200 XP).
In the prison, slay the guards, free the prisoners and talk to Nheero. He wants you to find Mandal. Note you may or may not have to deal with a wizard prisoner at that point. He is dead easy in v.2.01.
Head north through the swinging blades pendulum trap (Mirror Image) and take out High Commander Grishum. The switch on the wall disables the trap.
Place the five agates you have collected into the braziers in order to open the Statue of Sseth which grants you access to level 2.
Dragon's Eye Level 2
Beware of highly annoying Dispel Magic traps. Mandal Graye is found in the east, at a dead end (1,600 XP). Beware the Indiana Jones-style rolling boulder. Your third Hemp Rope is found in the nearby chest (Knock).
SORCERER 24: Charisma +1, Spell Focus: Enchantment. Took feat for Mass Dominate. If you take a level of monk, you can wear the Thunderclap bracers for +1 ApR. So that's 5 ApR mordswords under Mass Haste. I didn't do that because I wanted to remain pure Sorcerer.
Return to Nheero and tell him Mandal's dead. Next, you need to find Mandal's blade.
We're not done with the second level yet, but take the exit that leads down to Dragon's Eye Level 3. It's in the southeast, past the spider horde.
Dragon's Eye Level 3
For now, we're just here to find Mandal's blade. You will be in a circular chamber featuring sharp retractable fangs. Slay everything down here.
In the northeast you will find a fresh water pool into which you must place wyvern potions that you concoct in the lab on level 2 (don't worry about that now). Check the map for the locations of other pools, though you won't have access to them yet. Basically, ignore the pools for now and put the potions out of your mind. I will tell you when to concoct/contaminate.
Find Mandal's Blade. An obstinate Iron Golem is standing over the blade in the eastern section of the area. I.D the blade as The Sword of Myrloch Vale.
The large metal door on a timer only opens at a certain time of the day. All I can remember is that it was open for me on hour 22. Just rest until it opens for you.
Get the Engineering Manual in northeast. Keep it for later. That and the Hemp Rope x4 will enable you to fix a bridge in the Magma Chamber coming up. Take note of this study because we'll be telling Nheero about it.
Exploration is limited down here at the moment. You can't get past the raised drawbridge, there is also a locked treasury, and you can't get past the archway warded by the Eye of Sseth. However, it is vital that you try to enter the prayer room warded by the eye because we need to ask Nheero for a favor in regard to it.
Return to Level 2 and find Mandal in skeleton form (his soul). Note that he may have wandered around a bit. He will show you where he threw the Modified Mandrake Root: over the rock wall and into the Ancient Wyvern Lair on the other side. You probably slew a Feyr, too. As with Sseth's Eye, it is vital that you encounter it.
Modified Mandrake Root
Return to Level 1 and head down into the lair. Slay the ancient wyvern and loot the Modified Mandrake Root. This is critical.
Return to Nheero and tell him you found the root. He will tell you to go and concoct sabotaged histachii brew with it. We need to find a laboratory.
Ok, return to level 2 and head west this time. You will see a chamber with eggs in it. Remember this place. This is where we will meet up with Nheero after we have given him the sabotaged histachii brew.
Head south to find "Nathaniel", a merchant. Don't expose it as a rakshasa yet because the vendor is handy to have for now.
There is a huge battle in the Ziggurat Chamber to the south. You will be up against Yuan-ti Half-Blood Priestesses and Sorcerers. This is where we rescued Mother Egenia in IWD. There is a lab to the south. Clean out the crap lurking within.
Alchemist D'hey-jazerrion will be busily running back and forth, distilling his brew. He will panic and call the guards. Slay them.
Now, place the Modified Mandrake Root on the distilling table and remove the original Mandrake Root (switching one for the other). Also, place the four wyvern stingers on the venom extraction table. Wait until D'hey-jazerrion pulls the lever external to the lab. Magical effects will indicate that the brewing and extraction is in process.
Once done, you will receive a confirmation message in your feedback window. Now, loot the Modified Mandrake Root and Sabotaged Histachii Brew and replace the original Mandrake Root to maintain the deception (3,600 XP). Also, remove the four newly-concocted Wyvern Poison Potions from the extraction table.
Note: You can also loot D'hey-jazerrion's notes from one of the bookshelves and perform the alchemical duties yourself. However, this requires that you have 15 ranks in the Alchemy skill, and does not reward extra XP. Thus, why bother.
Return to Nheero and give him the Sabotaged Histachii Brew. He will agree to meet you in the egg chamber on level 2 before taking his leave. Now, at this point you might hear some spellcasting going on in the adjacent cell. It's a crazy prisoner mage. I just dropped Wail of the Banshee on him. This wizard casts Improved Invisibility but you can still see the hostile red circular indicator for targeting purposes (not that WoB requires targeting).
Rendezvous with Nheero in the egg chamber. Amusingly, he will be transformed into histachii. Rest and speak with him again. Ask him for some Sabotaged Histachii Brew. Also, ask about the Feyr and tell him about the library in the lab. He will go there to conduct research.
Rest, and speak with Nheero in the lab in the south. Ask him about Feyr again. He will ask you about the location of a study. Tell him about the one in the northwesten corner of level 3. Nheero takes off for level 3.
Follow. Rest a few times and you will have found out about the impending volcano eruption from Nheero.
Now, quaff the Sabotaged Histachii Brew to turn into an histachii, and enter the prayer room past Sseth's Eye. The drawbridge control is on the shelf. Once lowered, Efreeti will spawn on the other side of the drawbridge. End them.
Thorasskus
Now, talk with Thorasskus. He will cast Sanctuary, shift into a snake, and slither into a tunnel on the southern wall. Follow.
You are now in the treasury. Three important things to loot: Scroll of Protection From Magic (your second find of the campaign), Medallion of the Lost Followers and Hemp Rope (your fourth and final coil).
Exit the treasury to find that not one, not a few, but several Iron Golems have zeroed in on your position from the north. Turn them into scrap metal.
Head back to the central area, where the snake statue is, and take out Thorasskus (300 kXP @ 24th lvl).
Place a Wyvern Poison Potion into each of the four fresh water pools. As Nheero told you, this opens the hydraulic doors. There is one such door in the east that leads to the Magma Chamber. But before entering you might like to go back to Hrothgar's Glen in Kuldahar, now that you have the Medallion of the Lost Followers.
Hostiles: Yuan-ti Archer x8, Yuan-ti Priest x6, Yuan-ti Champion x6, Armored Skeleton x21, Histachii x12, Iron Golem x9, Monstrous Snake x29, Mustard Jelly x10, Olive Slime x10, Efreeti x10, Thorasskus.
At this point, with the Medallion of Lost Followers in your posession, you might like to head back to the Hrothgar's Glen in Kuldahar IWD2 in order to battle The Lost Followers IWD2.
Dragon's Eye: Magma Chamber
While interesting and fun on a first playthrough, this area, in subsequent runs, competes with the Fell Wood maze in regard to sheer boredom. As such, I'm going to cover the bear minimum in order to get myself through this tedious segment.
Anyway, it's Day 5. Slay the impudent Cornugon that gates up to your starting position (before it gates in something else). Then, make your way east, south and west along the perimeter of the area to arrive at the bridge. Repair the bridge with the Engineering Manual and Hemp Rope x4 (check the previous two maps for their locations).
Hemp rope: ctrlaltdelete:CreateItem("50MISC38") [x4]
You will see Inquisitor Venomin regretting that he killed Lord Pyros because that act started a war between the yuan-ti and Lords of Fire. He wishes he could return to yesterday to prevent the damage he has caused. Then, he immolates himself by jumping into the sea of magma.
Basically, in this sequence, we are going back in time to see how events unfolded to get to this point.
Talk with Archon and have him ferry you to the Guardpost. Bluff him that you paid in advance, otherwise, every ferrying costs 300 GP or an item from your inventory. At the Guardpost, you will see the remnants of a jewel-encrusted throne. Next, have Archon take you to Lord Pyros' domain. Slay the remorhaz and milk Ambassador Jasper for info.
Go to the Fields of Slaughter Exit. Zil-t'yor, a beholder, will not let you take the exit. Tell him you will stay, but don't leave. Instead, move back as far as you can go, buff up and summon three remorhazes. Now, have them force-attack one of the enemies. A massive mob will spawn and the remorhazes will tear them to pieces, with you hanging back, hacking with mordsword. Kill everything and leave.
Day 4. Make your way back to Archon: Embassy (exhaust dialogue with ambassador), Pyros' Domain (Venomin kills Pyros), Embassy (watch curtscene, walk north, watch another cutscene), upper levels (slay the stuff), Fields of Slaughter Exit.
Day 3: Pyros' Domain (ask questions, learn of play; then head north, Venomin/Pyros talk, optional talk Izbelah), go to Ampitheatre (talk to fire elemental, watch play), King Lothar's Citadel (slay Lothar), Fields of Slaughter Exit.
Day 2: Ampitheatre (watch cutscene), optional mephit pit (trial), Fields of Slaughter Exit.
Day 1: Prevent Izbelah from casting Temporal Stasis. Cast Mass Haste or wear the Boots of Speed. Cast Mirror Image to protect against falling rocks. Go straight to the embassy. Cast Finger of Death on Izbelah before she can cast Temporal Stasis. You can return to Nheero and tell him that the volcano is about to erupt, but you get no XP (grab the three human bodies from the table and put them in your bag of holding - we'll want 'em for Chapter Six). Either way, exit through the Fields of Slaughter exit.
Ice Temple
A cutscene will fire. Nickademus will summon you to take out the fiends. You will have to take out Gelugons x7, Glabrezu x5, Cornugon x5, Red Abashai x5, Lesser White Abishai x5, Lemure x4. How? Mordenkainen's Sword. Loot a crate in the southwest treasury for Potion of Magic Resistance (Permanent 1/- Spell Resistance). You will receive a message when they're all dead. Exit via staircase in the east.
Fields of Slaughter
You are starting in the southwest. You will be confronted by Saablic Tan, Red Wizard of Thay. You will remember him from IWD. Saablic will set his underlings upon you before leaving. Don't underestimate the Slayer Knight of Xvim (Skull Trap). After you're done, you will have to take on a mob of Fallen Bladesingers, too.
Next, Dread Orc Blahg'mah will stop you. Luckily you have pumped Bluff otherwise you would miss out on 6,500 XP here. Bluff Blahg'mah. He will escort you to Kratuuk. Now, bluff Kratuuk that Saablic sent you.
Kratuuk wants you to take out the lich, M'darfein. Head south and take out the undead on other side of the wall, including Festering Drowned Dead.
Help Gorg and the other Dread Orc Warriors take out the Elven Dread Warriors. Now, secure orc help in taking on M'darfein (2,600 XP).
M'darfein
There will be dialogue in the south between M'darfein and Saralon D'frayn. Before the Lich slays the cleric, you will overhear the latter's plan to use Holy Water to sanctify the Fields of Slaughter (1,950 XP).
Destroy M'darfein backed up by ten Elven Dread units. My remorhazes made short work of the lich despite its 25/- bludgeoning resistance. All he managed to cast was a single Horrid Wilting. Yep, a pretty pathetic showing for a lich. Doesn't even have a phylactery like Terikan in IWD. Loot Saralon's corpse for the Vial of Elven Holy Water. Note that Gorg and crew will happily follow you for the rest of the map, but you shouldn't need them. Don't purify the water in the northeast unless you don't want to fight the dread orcs led by Kratuuk (putrifying the water auto-kills undead, map-wide).
Inform Kratuuk of the lich's demise (3,900 XP). In the meantime, Saablic will have informed him of your deception so wipe out the dread orcs completely.
Loot Kratuuk's corpse for Staff of Greater Spell Resistance +5 (3/- MDR) along with the key to the prison. Now, free Tsol Silverblade and the other imprisoned elves (2,600 XP).
(I used the How to be an Adventurer Book for 10,000 XP.)
SORCERER 25: New Spells: Protection From Evil, Blink, Cloudkill, Summon Fiend. Protection From Evil is required for Summon Fiend and Gate. You can't directly control fiends but they are still pretty powerful.
Pour the Elven Holy Water into the waterfall to purify the Fields of Slaughter (3,900 XP).
Ok, next area. Saablic Tan again. He has a massive support crew. You know what to do.
Exit the area to Chapter Six - Severed Hand.
Part XII of the Icewind Dale 2 Walkthrough.
Severed Hand IWD2
Severed Hand is a cRPG dungeon in Black Isle's cRPG of 2002, Icewind Dale 2. Severed Hand aka Hand of Seldarine is a complex non-linear dungeon-hub in which multiple quests are interwoven. Feel free to drift from my rigid linear path, but note that, if you do so, you may get locked out of quests and that is disadvantageous at this point of the campaign, when you are no longer getting XP from kills.
Severed Hand Approach
(AR6300). You will be confronted by the Guard Commander flanked by Chimera and Apocalyptic Boneguards. Employ bluff to gain unhindered entry: tell her that you are a delegate from the east (1,500 XP).
Severed Hand First Floor
(AR6301). Bluff or no, Zigma will have been informed by Captain Pudu of your true identity. Slay Zigma along with the Apocalyptic Boneguards and Slayer Knight of Xvim backing her up. Don't worry: we'll get back at Pudu later.
Despite the setback to your infiltration, the Severed Hand will not go on high alert. However, you will need a delegate pass in order to avoid being escorted out by the guards (or forced to slay them). To that end, speak with the Minister of Foreign Affairs, Xavier Torsend. He is located in the north. Learn the names of the people responsible for the war (750 XP), learn of the imprisoned envoy (750 XP) and request and receive a delegate pass (750 XP).
Next, speak with Jerre Stoh, Ilmaterian and Slave Foreman. He is located in the west. Learn of the immortal demons (750 XP). Now, speak with the Glabrezu Guard at the entrance to confirm its immortality (750 XP), and learn that it was spawned by Iyachtu Xvim, Godson of Bane. Return to Xavier, inform him that the conscripted workers are actually slaves, and he will resign immediately (750 XP).
Next, speak with Ysha to the north of Jerre. She will give you the Severed Hand Plans and request that you alter them for her. Kav Lathram can alter them. You will find him in one of the north rooms on the second floor. Loot the pipe nearby for Ring of Nourishment and Virulent Agent (hold onto these two items for now). Now, deliver the altered plans to a grateful Ysha (1,000 XP).
Now, speak with Vashti Zerran, Jerre's assistant. She is located in the east. Someone is stealing the slaves' food. Vashti will request that you seek out the cook on the fourth floor. Go to the west of that floor. The cook is the conspicuous fatso named Miram. However, she won't listen. Probably because she's fat. Anyway, grab the Demon's Blood on the shelf, return to Vashti, and tell her that. A cutscene will fire showing a stealthy Lizardman named Zaem stealing the food. Follow it into the adjoining room and confront it. It is starving, too. Give it the Ring of Nourishment that you have already found (1,000 XP). Return to Vashti and tell her that the problem has been solved (1,000 XP).
Severed Hand Second Floor
(AR6302).
Roga Thulc is working away in the south. He wants someone to stop playing pranks. That someone is Vylu Prehv. She is found in the west, flanked by three earth elementals, but she won't talk any sense. Return to Roga and he will request that you seek out priests on the fourth floor. Head up. Ruinlord Eradru can be found in the east. He will give you the Potion of Mental Clarity for Vylu (1,000 XP). Take it to Vylu and have her quaff it (1,000 XP). Now, inform Roga of Vylu's recovery (1,500 XP).
Loot Zaem Astyr's Diary from the library and show it to the librarian, Cedrin Zil. You will want to investigate the death of Zaem Astyr. You will need to speak with Kav Lathram and Jaebrilla. Kav is in the north of this floor and Jaebrilla is in the north of the fourth floor, in the servant quarters. You will conclude from questioning them that Cedrin Zil is the murderer. Confront him and he will admit it (1,500 XP). You can dob him in to Vese Nejj, who will summarily execute Cedrin (750 XP). Loot the corpse. Also, tell Zaem what went down. He's on the first floor (750 XP).
In the north, Fynne and Tasha are battling demonic constructs. Slay the constructs and speak to the annoying Red Wizards. You will have been an unwitting pawn in a test (750 XP). Loot the construct remains for Tainted Demon's Blood. Loot Garuk's diary and the Master's Robe from this room.
SORCERER 26 (325,000): (no choices to make)
Next, speak to Red Wizard of Thay, Vese Nejj. Located in the east, he will request that you find a solution to a portal puzzle in the Wizard Tower.
Star Puzzle
Head to the fourth floor and take the west hall to reach the Wizard Tower aka Labelas Tower. Form a star by clicking on the portals in the correct order.
On the first floor of the Wizard Tower, grab Orrick the Grey's Spellbook. On the second floor, grab the Tome of Ilmater and Orrick's Book of the Mythal. On the third, grab Larrel's Bones. No need to engage with Orrick yet (we wait until we deal with Puddy).
Return to Vese, give him the portal solution (1,000 XP), and give him the bones, spellbook and mythal book (1,000 XP). As a reward, you can ask him for a tattoo (+2 Reflex). Do not slay him yet. Also, hold on to the plot-critical Tome of Ilmater.
Severed Hand Third Floor
Grab the Bonding Agent, the Iyachtu Xvim Holy Symbol and the plot-critical Imater Holy Symbol from the chamber in the west and the two chambers in the south.
You will find Yxbudur'zmutkimdu in the west. It is a gelugon. You will need Diplomacy 10 to impress it with your knowledge (1,500 XP). Regardless, slay them.
Ignore everything else on this floor for now.
Severed Hand Fourth Floor
Ok, slay the fiend Instructor in the west for shits n gigs.
Now, speak with the disillusioned Hatemaster, Drothan in the east. Show him Garuk's diary and then pump him for info. You will learn of the Holy Symbols required to enter the priest chambers (750 XP) and of the secret to the immortality of the three demons: the Globe of Essence (750 XP). The three immortal demons are the Glabrezu Guard on the first floor (the one guarding the slaves) and the two guarding the Twins' throne room on the third floor. You will also learn about an Ilmaterian priest, located in the war tower, who apparently knows how to destroy the globe (750 XP). Drothan will now leave the Severed Hand.
In one of the rooms you will find Chain of Drakkas IWD2.
Speak with Riki, a Drow merchant. She will tell you what you need for poisoning the guards in the barracks. You actually have what you need right now since you just got the Bonding Agent. Head back to floor 2 and the potion lab. Half-Dragon Dracein will give you a clear warning about trespassing. Cast Improved Invisibility on yourself and concoct the Lethal Virulent Poison by placing the Demon's Blood, Virulent Agent and Bonding Agent into the Potion Lab.
Now back on level 4, place the Lethal Virulent Poison into the sacks in the kitchen (where Miram is). This will eliminate the guards in the barracks (1,500 XP). Report back to Riki (1,500 XP).
Ok, time to find this imprisoned Ilmaterian priest. The War Tower, aka Sheverash Tower, is accessible via the northeast hall. You will arrive in the prison. Slay the elite guards and Greater Feyr before grabbing the War Tower Prison Key and cat from the table.
Now, speak with Toral Sorn in his cell. Toral is the High Priest of the Church of Ilmater. He will request that you perform the Ilmater Sanctification Ritual and purify the Radiant Pool.
Ok, so we have the Ilmater Holy Symbol and the Tome of Ilmater. All we need are the Bonds of the Faithful and the Tears of Suffering. We'll get those soon.
Next speak to Ormis Dohor, Archimandrite from the Black Raven Monastery. He is stuck in grotesque Lemure form. While it's funny, don't joke that you'll run him through.
While it's also funny, don't tell him you've decided he is lying and must die. Basically, we need to find an antidote for this unfortunate blob.
Next, speak with Puddy Talltale, a gnome diplomat from Bryn Shander. Freeing him is not enough; we will also need to find him safe passage home (3,300 XP).
Head upstairs to the second floor. Here are the charming torturers, Pustule the Sick and Harcourt Rustblade.
Slay them and loot the torture rack for the Bonds of the Faithful. Don't bother going upstairs from here because there is nothing you can do until post-Sanctification Ritual. (It's just neo-orog Obbak waiting for his chieftain, Stubnok.)
Ok, head back to floor 4 and go to the Cleric Tower aka Solonor Tower. Unless you slew him in the goblin warrens of Chapter One, here you will be reunited with Yquog IWD2. Fluster Yquog with your "dead things" collection (the three corpses you have carried from Dragon's Eye, along with the dead cat you just grabbed) (1,000 XP). Now, slay. Mind Blank, Skull Trap.
According to Near Infinity, you can get Yquog to leave the Hand if you also have 14 ranks in Intimidate (2,250 XP):
You... I... But... By Iyachtu Xvim, you're SICK! You hold no concept or understanding for things alive or dead! I want no part of you, not when I'm so close to maturity! Collect all the bodies you want, sick fleshy mortal, but you'll not have mine! I'll leave this place, and you, in peace and never return, of this I swear!
Head upstairs. Tyrannar Brutai Mar will command his troops to kill you as he runs into the portal that leads to his Sanctum. Slay the Ruinlords, Hatemasters and Slayer Knight of Xvim that seek to carry out his orders, and then head upstairs to face off against Ruinlord Mayzom Col and his crew consisting of Ruinlords, Hatemasters, Dread Elves and Half-Dragons.
Knock the altar and chests for basic treasures before heading upstairs to the lair of the Xvimian cleric, Tyrannar Brutai Mar. But of course, you can't get in.
Return to the portal room and step into the portal with the Iyachtu Xvim Holy Symbol in your inventory. You have found Tyrannar Brutai Mar (1,500 XP).
The Xvimian cleric is backed up by a crew consisting of Guthma, Sherincal, Beastlord Harshom and Gaernat Sharptooth shades; not to mention a trio of Ruinlords. You should prioritize the Xvimian cleric lest he unleash Miscast Magic, which is the only real danger. Being evil, you will be unaffected by the likes of Blasphemy and Unholy Blight. Of course, Mar is an incredibly strong self-healer and melee juggernaut; nevertheless, the sheer damage output dumped on him will win the day.
Loot the Monk's Antidote from Mar's corpse. I was lucky enough to find Tymora's Loop IWD2 in one of the chests. This is a random drop that I have never found before.
Ok, the other guy we agreed to help was Puddy. Head to the Wizard Tower and speak with Orrick the Grey in his astrolab. You will learn about the Radiant Pool (750 XP) and a way to send Puddy home (750 XP).
Ok, return to the War Tower and give Ormis the antidote (1,500 XP). He will now help you in the final battle (and he's no slouch either). Also, tell Puddy that Orrick can teleport him home (4,950 XP).
With those two loose ends cleaned up, return to the first floor and get the Tears of Suffering from Jerre Stoh (750 XP).
We now have all four components required for the Ilmater Sanctification Ritual:
- Ilmater Holy Symbol
- Tome of Ilmater
- Bonds of the Faithful
- Tears of Suffering
Return to the Cleric Tower and click on the statue of Ilmater to place the four ritual components on the pedestal (4,950 XP). As you begin the ritual incantation, Iyachtu Xvim will interject with a proposal.
What you choose here affects how the final battle plays out. If you ally with Iyachtu, Isair and Madae will be unable to summons demons, but they will be able to draw from the Radiant Pool.
OTOH, if you choose to perform the ritual, Isair and Madae will be able to summon demons but will not be able to draw from the Radiant Pool. Basically, demons are not the problem in the finale: Isair and Madae are.
Also, it is much more fun to fight Iyachtu Xvim than fireball a few lousy slaves (which is what Iyachtu requests of you in order to prove your allegiance to him). Thus, I choose to perform the ritual.
Pre-battle buffs: Animate Dead x5, Preset Skull Traps where demons spawn, Mind Blank, Mirror Image, Mordenkainen's Sword, Mass Haste. Note that Blink is actually very useful for tanking Iyachtu!
As soon as battle begins: Symbol of Hopelessness. Move away from Iyachtu and have the undead tank him while you hack n slash from distance with mordsword.
Inflict great damage. Ignore the demons and keep hacking at Iyachtu. Yes, he sports 15/- DR but you should get him down to Badly Wounded status before he turns his baleful gaze your way. Be wary of Great Shout's stun which bypasses free action and mindshield, like all stun effects do. If he unleashes Meteor Swarm to ruin the summons, you are in trouble, but keep hacking with mordsword, ensure that Mirror Image is fresh at all times, and stay mobile. He should drop under the DpR of the mordsword.
Holy Water of Corellon Larethian
Once he dies in disbelief, perform the Ilmater Sanctification Ritual to receive a vial of Holy Water of Corellon Larethian (7,425 XP).
SORCERER 27 (351,000): Greater Spell Focus: Enchantment, New Spells: Blur, Otiluke's Resilient Sphere, Globe of Invulnerability, Gate.
Gate or Summon Monster IX? It's Gelugon vs. random Frost Giants, Remorhazes and Greater Feyrs. While the DpR of the Frost Giants and Remorhazes are unmatched in the sphere of summons, and while they can be directly controlled unlike fiends, I went with the Gelugons for their fire resistance, innate immunities, and ability to randomly summon other fiends. Naturally, the choice is yours.
Radiant Pool
Head down to third floor and pour the Holy Water of Corellon Larethian into the Radiant Pool. This gives us an edge against Isair and Madae in the final battle.
Return to Toral Sorn in the War Tower and inform him of the completion of the ritual and purification of the Radiant Pool (750 XP).
Globe of Essence
Ok, performing the Ilmater Sanctification Ritual has also made the Globe of Essence vulnerable to destruction. Head down to the second floor and force-attack it to destroy it (1,500 XP). In addition, you will have to take out four Slayer Knight of Xvim and three Ruinlords headed up by Ruinlord Garuk Katah. Don't forget to loot Great Sword of the Soulless x2 from the corpses of the SKoX.
Now, this act has denied the glabrezu guards their immortality. Head down to the first floor and slay the now-hostile Glabrezu Guard that is overseeing the slaves. Then, inform Jerre that he and the slaves are now free (1,500 XP). If you go and check, you will notice that the pair of Glabrezu Guards in Isair and Madae's throne room on the third floor are now gone, too.
Lastly, you might like to clean out the Office Tower before proceeding. The reason being that you will miss out on battles and loot if you push Severed Hand into its new phase, covered in Part XIII. For example, neo-orog Sprawg, Xvimian Monk Morvyn and Custodian Bisbe will despawn. It's really not important, though.
Ok, we are now going to enter into a new phase of the Severed Hand...
.
Ok, we performed the Ilmater Sanctification Ritual, purified the Radiant Pool, and destroyed the Globe of Essence. Thus, the Severed Hand is changing for the better.
We have also got ourselves a valuable ally for the final battle with Isair and Madae: the Drow monk, Archimandrite Ormis Dohor.
Return to Riki and inform her of the ritual's completion (750 XP). She will warn you of an impending alliance between the Cabal of Dragonkin and the Twins. In order to prevent the alliance from going ahead, we need to intercept the envoy who will soon be arriving at the Hand.
Now, we need to get to the aerie atop the War Tower. Problem is, as the newly-arrived neo-orog chieftain Stubnok tells us, only the escort guard for the half-dragon delegation are permitted to enter.
With an intelligence score of 3, or perhaps only 2, Stubnok tells us who has the key and where he is: Captain Pudu in the Office Tower.
The Office Tower aka Corellon Tower is accessed from the south hall of level 4.
Climb to the top of the tower, where Bisbe was. You will find Half-goblin Captain Pudu chatting up Half-Dragon Vyxein.
Interrupt them. There are bluff checks in the dialogue but it doesn't look like you can get the key from Pudu without slaying him.
So yeah, loot the key from Pudu's corpse and make your way back to the War Tower and Stubnok.
Guess he's not that dumb after all... Oh well, slay Stubnok, Obbak, and two each of Slayer Knight of Xvim and Apocalyptic Boneguard.
Cabal of Dragonkin
Buff the hell out of yourself, climb to the aerie, and interrupt the negotiations between Nalakora of the Cabal of Dragonkin and T'rsosl Malign of the Legion of the Chimera. Kill or be killed.
Now, rest and then buff because once we descend the staircase, the final fight begins!
Pre-battle buffs: Mind Blank, Mordenkainen's Sword, Mirror Image, Protection From Evil, Mass Haste, Improved Invisibility, Luck.
Buvai de'Naly will intercept you below and whisk you away to the Twins' throne room on level three.
Part XIII of the Icewind Dale 2 Walkthrough.
Boss Fight Icewind Dale 2
The Icewind Dale 2 Boss Fight consists of a two-phase battle against the cambion twins, Isair and Madae.
You have found Isair and Madae (2,250 XP, Character Exported).
It doesn't matter what you say in response to Isair's question; the Icewind Dale 2 Boss Fight is on! You can see -- thanks to Spellcraft which shows the spells being cast over the head of the caster who is casting them -- that Isair opens proceedings by casting Aegis and Madae opens by casting Holy Aura, in addition to their pre-buffs (Isair is protected by Seven Eyes). You can also see that I am immediately casting Horrid Wilting...
You know, I would have liked to go into great detail about tactics, but there is not much to say at the end of the day. Basically, Horrid Wilting consistently damaged Isair and Madae enough to quickly trigger their fall-back dialogue (i.e, when either one of them reaches Badly Injured status).
I tried the tactic several times, thinking I was just getting lucky or something was glitching out, but no, it really is this easy. Their pre-buffs and openers don't protect them from Horrid Wilting; a single casting of which can inflict 134 magic damage on Isair (who sports 10/- magic). Now, being of Evil alignment, you are immune to Madae's devastating Blasphemy (an invaluable perk), so just keep your distance from Isair's on-hit Black Blade of Disaster stun (which goes through Mirror Image and can ruin you), and unleash several Horrid Wiltings in a row. It gets the job done, every time.
Why not DBFB? That works on Madae only. Mordenkainen's Sword? Both Isair and Madae sport 25/- DR, meaning each hit inflicts just two points of damage. IOW, useless.
In addition, the enemy that must die in order to trigger the fall back is the summon-spam wizard, Buvai de'Naly (Finger of Death). So yeah, the Twins fall back to the Radiant Pool in order to regain their power, but it does them no good because we purified the waters.
After which, one or two more castings of Horrid Wilting seems to trigger the defeat dialogue.
You have defeated Isair and Madae, the Legion of the Chimera, and saved the Ten Towns. Your names shall be legendary within all Icewind Dale (7,425 XP).
Quite an anti-climactic ending but it's the journey that counts and this series of posts is called "Best/Easy", right?
Suffocate seems to work on the Twins, too (at least, after the fall back when they no longer have SR or wards active), but there is no need to slow them or slowly damage them when you can just unleash Horrid Wilting and trigger their fallback and defeat.
I didn't mention Mourn T'orgh, Zilvar T'orgh, Serak, Tilzen Ghaun or Phaen Xyltin because they are of no concern. It's only Isair, Madae and Buvai de'Naly that you need to look out for.
Proof of damage:






































































































Not bad. Might have to give IWD a playthrough, it is the only infinity engine RPG I have not beaten.
ReplyDeleteI think the light story elements put me off. Can you recruit NPC's with backstory and banter?
There are no companions in IWD and IWD2. Thus, there is no banter. However, you can write a backstory for each character in the Biography panel. There is also no individual protagonist, like the Bhaalspawn in BG or The Nameless One in PS:T: the impersonal party of adventurers are the protagonists. The pros and cons of full party creation are cited in my IWD write-up.
DeleteYou're not alone in that, Smiter. I've owned IWDII in some capacity or other since around the time it came out. Still haven't beaten it. Either restartitis grabs me, or I end up going back to the BG series. That said, there is a mod that exists which adds NPCs to recruit: http://www.gibberlings3.net/iwd2npc/. As I haven't completed the game, I can't speak to the quality of the mod from a personal view, but the mod has existed for over a decade.
ReplyDeleteThe other disablity you need to watch out for is disease. You got a HP depleting very often and total disable your casting action. And disease is rare enough that you dont bother to memory a cure unless you got a Paladin (or that one get trapped in a melee and cant get to you in time). Thus a few potions of Mummy tea or Philter of Purification are well worth the space they occupy in the potion case.
ReplyDeleteYep, disease is nasty in IWD and IWD2. Unlike BG2, you can't just rest to cure it. If you don't do something about it, you're dead.
DeleteTymora's Loop is a bugged item. It suppose to grant +3 Luck, but it doesn't do anything, Luck was never properly included in the game.
ReplyDeleteI played IWD2 hundreds of times and even made some fixpacks and mods of restored content for it. Best solo I ever did was a Demarch on normal difficulty. Executioner Eyes is one of the best spells for a solo character.
Thanks for the info on TymL. And yeah, I don't doubt the benefits of ExEyes.
DeleteOTOH, Dreadmasters casting Symbol of Hopelesness are one of the most dreadful nightmares for enemies.
DeleteHowever, you should try solo-ing without min-maxing characters. Reduce a stat with no more than 2 points.
Yep, I mentioned SoH. Not really interested in doing another solo run, though.
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