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ICEWIND DALE II faq and wal through ================= by aichern tee tee c@mail.

com starts Oct 7 2002 finished Oct 19 2002 last update Nov 24 2002 version 1.4 actual version 1.4.1.031079-zdf-bs/99*25 --------------------------------------------------------------------------If you have interest in translating this faq and place it in other website, please contact me. We can wor together to ma e it better. If you have any question about this game, i suggest you go first to one of the following forums because i believe people there will be more informative while answering your question. GameFAQs at http://s1.cgi.gamefaqs.com/boards/gentopic.asp?board=15119 Blac Isle at http://feedbac .blac isle.com/forums/ Socerers net at http://www.sorcerers.net/cgi-bin/ultimatebb.cgi?ubb=forum;f=14 If you want to email me tee [email protected], you would need to specify "icewind dale 2" at your title since i receive a lot of jun mails. Be inform that my PC operating system can decode chinese (traditonal and simplified). So if you want to, you can email me in Chinese. Feel free to correct my mista e. Any help from anyone regarding this faq will be credited and none of the email address will be post unless requested. Note that your emails might be quoted in this faq. In the process, i might modify incorrect words. If you feel that i quoted wrongly please inform me. Also, if more then a person telling me the same thing, i will credit everyone but use the expression of my own. Please inform me if i said something wrong. This faq may be posted on any site so long as nothing is changed and you have my permission for doing so. You may not charge for, nor in any way profit from this faq. You will find the most updated version in, http://www.gamefaqs.com http://www.sorcerers.net http://www.neosee er.com This faq is also posted in the following websites, http://www.gamesover.com http://DLH.Net http://www.ggmania.com http://www.cheatcc.com

http://www.edbis.com ---------------------------------------------------------------------------

ICEWIND DALE II copyright 2002 by Interplay Entertainment Corp. All Rights Reserved. The BioWare Infinity Engine copyright by 1998-2002 BioWare Corp. All Rights Reserved. Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN REALMS, DUNGEONS & DRAGONS, Wizards of the Coast are trademar s of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used by Interplay under license from Infogrames Interactive, Inc. Blac Isle Studios are trademar s of Interplay Entertainment Corp. The BioWare Infinity Engine trademar s of BioWare Corp. All other copyrights are property of their respective owners. ----------------------------------------------------------------------------------------------------------------------------------------------------Table of Contents --------------------------------------------------------------------------I II Introduction ---------------------- ppgint **Please, read this first, it wouldn't be long** Character Creation ---------------II.1 Race II.2 Class II.2.1 Front-line Tan er II.2.2 Bac -row Caster II.3 Alignment II.4 Constructing a Band -----------------------------------------------------III.1 Weapon and Armor Feats III.2 Self-improving Feats III.3 Weapon Fighting Feats III.4 Spell casting Feats III.5 Class Feats ppgcre ppgcr1 ppgcr2 ppgcr3 ppgcr4 ppgcr5 ppgcr6 ppgs l ppgfet ppgfe1 ppgfe2 ppgfe3 ppgfe4 ppgfe4 ppgspe ppgsp1 ppgsp2 ppgsp3 ppgsp4

Useful Spells -------------------IV.1 Arcane Spells IV.2 Cleric Spells IV.3 Druid spells IV.4 Spells that Overlap

III S ills IV Feats

This Document is Copyright 2002 by

aichern tee

VI General Strategies -------------VII Known Bugs That Will Hurt You -----

ppgstg ppgbug

VIII Wal through --------------------- ppgwl Prologue ---------------------- ppg01 1.1 Targos Doc ppg02 1.2 Targos Town ppg03 1.3 Targos Palisade ppg04 Chapter 1 ----------------------------- ppg05 2.1 Shaegarne Fort ---------------- ppg06 2.1.1 Somewhere Before Village ppg07 2.1.2 Tora Base ppg08 2.1.3 Somewhere Before Dam ppg09 2.1.4 Dam ppg10 2.1.5 Shaegarne Bridge ppg11 2.2 Horde Fortress------------------- ppg12 2.2.1 Outside Fortress ppg13 2.2.2 Cave to Fortress 1 ppg14 2.2.3 Cave to Fortress 2 ppg15 2.2.4 Fortress ppg16 2.2.5 Inside Fortress ppg17 Chapter 2 -------------------- ppg18 3.1 Foothills ppg19 3.2 Glacier Crevice ppg20 3.3 Ice Temple Upper Level ppg21 3.4 Ice Temple Lower Level ppg22 3.4.1 Battle Square ppg23 3.5 Chapter Ends ppg24 Chapter 3 -------------------------------- ppg25 4.1 Wandering Village ---------------- ppg26 4.1.1 The Missing Children ppg27 4.1.2 The Returning Dead, or Undead ppg28 4.1.3 The Silent Ghost ppg29 4.2 Cold Marshes ppg30 4.3 River Caves ----------------------- ppg31 4.3.1 River Caves Entrance ppg32 4.3.2 River Caves ppg33 4.3.3 River Caves Exit ppg34 Chapter 4 -------------------------- ppg35 5.1 Blac Raven Monastery ------- ppg36 5.1.1 Monastery Entrance ppg37 5.1.2 Monastery ppg38 5.1.3 Eight Chambers ppg39 5.1.4 Blac Raven's Tomb ppg40 5.2 The Underdar --------------- ppg41 5.2.1 Driders Cave ppg42 5.2.2 Leaving the Underdar ppg43 5.2.3 Z'hinda Citadel ppg44 Chapter 5 ------------------------------- ppg45 6.1 Kuldahar ------------------------- ppg46 6.1.1 Kuldahar Pass ppg47 6.1.2 Kuldahar ppg48 6.1.3 Chult and Yuan-Ti Temple ppg49 6.1.4 Slaying the Guardian and Protecting Kuldahar ppg50 6.2 Dragon's Eye --------------------- ppg51 6.2.1 Dragon's Eye Entrance and Level 1 ppg52 6.2.2 Dragon's Eye Level 2 ppg53 6.2.3 Dragon's Eye Level 3 ppg54

6.2.4 Finishing Dragon's Eye 6.3 Holy Avenger --------------------6.4 Dragon's Eye Exit 6.5 Ice temple Revist 6.6 Fields of Slaughter 6.7 Saablic Tan ---------------------chapter 6 -------------------- ppg61 7.1 The Plam ppg62 7.2 The Fingers ppg63 7.3 Finishing the Game ---- ppg64

ppg55 ppg56 ppg57 ppg58 ppg59 ppg60

--------------------------------------------------------------------------I introduction ppgint --------------------------------------------------------------------------Well, This is the first faq i write. i am a bit old now, and most of the time, i'll wait for an faq to release to buy the game and play according to the faq. However this time, i amazingly played iwd2 without any faq. Sure, i do stuc in somewhere along the course, but i have help from the good and friendly people who visited www.gamefaqs.com IWD2 forum. As time went on, the itch of writting this faq enlarged and i cannot resist it. so there you have it. For your information, i am more a pc gamer then a pnp-er (pen and paper). So, my nowledge about 3ed is very limited. Basic stuff only i now, technical nowledge limited i am. You will notice that for important title in the table of contents, it will be follow by ppgXXX. i did this for the purpose of simple navigation. You can now just loo at the table, using "find" function in your wordpad to find ppgXXX and jump to the correspond content. For example, search for "ppgth ' will bring you to the <Credits and Ac nowlegment> section. In case, ppg means 'Powerpuff Girls'. Don't you just adore them? As you go through the wal through, you'll notice that my style and basis of writting change. There are two main reasons behind this. 1st, the game has developed into such a state that i cannot continue with my previous style. 2nd, my mood changed. Since you can use 'alt' ey to highlight interact-able containers, i guess there is no need for me to indicate each containers in the game. Just press the ey often to highlight containers and on ground items so you wouldn't miss a thing. Also, traps are expected everywhere. De-trap wouldn't yield xp li e in BG. Plus, i haven't enounter a deadly trap that cost my life, so i wouldn't mention every trap in the game. As the faq goes, i'll use more and more short form. I suppose it would be easy to understand but just in case, STR = strength DEX = dexterity CON = constitution INT = intelligence WIS = wisdom CHA = charisma BGx = Baldur's Gate 1 or 2 IWDX = icewind dale 1 or 2 3ed = 3rd edition rules pnp = pen and paper BIS = Blac Isle Studios hp = hit points

IX X XI

Frequently As ed Questions ----------Version History ---------------------Credits and Ac nowlegment ------------

ppgque ppgver ppgth

Enjoy the game, enjoy the faq. --------------------------------------------------------------------------II. character creation ppgcre --------------------------------------------------------------------------There are a lot of discussion going on in several iwd2 related forums, so i would not and could not cover them all. You can always pay a visit to these forums and post your suggestion there for analysis and criticism. What i will cover is very general. --------------------------------------------------------------------------II.1 race ppgcr1 --------------------------------------------------------------------------Race gives you an advantage at start and influence you far into the game. The more important aspect the a race would influence is the quests available in the game. Some quests will result in better rewards if you have a specific race to do the job. There will this never ending discussion about which race is best for which class going in every IWD2 forums. Don't be discourage by the level adjusment, it will not limit your level cap, which is 30. Level adjusment simply means that a character needs more experience to level into next. If a character has level adjusment of +x, that means at level 1, that character needs xp needed for level 1+x to level into level 2. As for the 'favored class', it doesn't nessasary means that the race excel in that class. It means that the culture of that race has influenced its people in such way that they will not receive an xp penalty while multiclass into the class. Before i go into it, one thing you have to remember, It is role-playing that counts. 1 >>> Human Humans are all around people. They don't have heredity bonuses but they have the finnest educational system to ma e them as competitive as other races. So they might not have + on any abilities, but they can be train into any class and do a good job on it. a. Human human is very flexable and general. You get an extra feat at start and extra s ill points per level. The best part of a human is the 'favored class: any' bonus that it offers. Thus, the higest class in multiclasses will the the favored class. If you have no idea which race you want to choose, human can't be wrong. b. Aasimar Aasimar has a +2 on WIS and CHA. cleric, paladin and druid will benefit from this stats. c. Tiefling Tiefling has +2 on INT and DEX. Rogue, wizard or even fighter+ wizard combination will benefit from the class bonus. 2 >>> Dwarf Dwarves are very hardcore people. They will slash rather then tal and thin . Dwarves give an impression of very hard to damage and ill Generally dwarf ma es good fighter for the +2 CON bonus. +2

saving throw against poison is not that crucial. However, +2 against spells is is a big plus. In addition, +2 search will also ma es them a good rogue. a. Shield Dwarf Just li e human (subrace) to human (race), shield dwarf is the general version of dwarf. The advantages are not to heavy and so is the disadvantage. b. Gold Dwarf It wouldn't be a good idea to ma e a rogue out of gold dwarf because of the -2 dex disadvantage. gold dwarf is more fighter then other dwarves. They have an +1 attac roll againist underdar creatures. But then, the underdar is just a part of the whole story. c. Gray Dwarf Gray dwarf is more rogue then other dwarves. They have +4 bonus on move silent to go with the default +2 search. So gray dwarf would serve best for a figher+rogue dwarf. 3 >>> Elf Elves are very magical and agile. They are easy to ill, physically, but they are hard to hit. Elves can be great spellcasters, especially using arcane magic (they are very arcane anyway). Elves can be excellent archers as well. you only heard the term 'elven archer' right? have you ever heard of 'orcish archer' or 'dwarven archer'? But, the game does not really promote you to be an archer. so, elves can only show their magical side but not the agile side. All elves will have a +2 DEX bonus. All elves are immune to sleep. All elves have +2 saving throw against enchantment magic (spells that screw up your mind li e charm, confusion, hold person, etc). All elves have +2 search chec . In addition, elves are proficient with large swords and bows (crossbows are not bows, they are simple missile weapons). Since elves are magical, their favored class will be towards spellcasters. a. Moon Elf general version of elves. receives -2 CON. b. Drow +2 DEX, +2 INT and +2 CHA, you want more? how about 11+lvl spell resistance? Drow does a great job in a lot of classes and multiclasses. To ma e the game interesting, mixing a rogue and wizard would certainly be fun. the downside is -2 CON so they can't be fighters that ta e a lot of damage. Also, whenever under bright light, a drow receives -1 on everything. c. Wild Elf just li e moon elf, but the penalty is -2 int. 4 >>> Gnome Gnomes are suppose to be very scientific and rational people (rational doesn't mean serious). Ironically, their favored class is illusionist. Generally gnomes are wea at physical fighting.

a. Roc

Gnome

Seriously, i don't now what to do with roc gnome. Because their bonus +2 CON conflicted with their penalty -2 STR. if -2 STR ma es you no good at melee, then what's the +2 CON for? b. Deep Gnome +2 DEX and WIS with 11+lvl spell resistance. It doesn't not end here. +2 to all saving throw, +2 to search and hide. Now this is much better then the roc gnome. Combination of fighter+illusionist or rogue+illusionist will wor fine. Don't worry about the -2 str penalty. Or if you want, For the fun of it, deep gnome can be good druid and cleric. Not many race has +2 WIS. 5 >>> Half-elf i wish i have better things to say about half-elf but there isn't much. Personally, i li e half-elf for the sa e of role playing. In 2e rules, half-elf offers the widest range of multiclassing. Now in 3e rules, since everyone can multiclass, half-elf loses its most important advantage. Furthermore, 'favored class: any' might seem useful, but human also offer this with 1 bonus feats and more bonus s ill points. so which would you rather choose? O , the limited advantages of a half-elf. Half-elves are immune to sleep and have a +2 save aganist enchantment magic. This bonus is best apply to a fighter since saving throw against enchantment magic is a fighter wea ness. So, to some extend, half-elf fighter is better than a human fighter. 6 >>> Half-orc Most people don't accept half-orc and treat them as babaric half-breed. Most half-orc are either abandoned children or raise by their human single mother without acceptance of the society. (Come to thin of it, have you ever come across a half-orc of orcish mother and human father?) Half-orc ma es the best hardcore fighter with their +2 STR, the only race with + STR. Who cares about int and cha when being a fighter? 7 >>> Halfling Halfling are, in simple term, snea y. They just li e to play around. The thought of heroic deeds will never come across their minds. Generally, halfling people are almost equal to rogues. Because of their snea iness nature, they have +2 DEX, +2 move silently and +1 to hit with thrown weapon. Because they are all small, they receive -2 str penalty. One special note is that these people are fearless, +2 morale saving throw against fear. They are not that easy to suffer a morale failure to fear. a. Lightfoot Halfling The ey of lightfoot halfling is the +1 to all saving throws. b. Strongheart Halfling The ey of strongheart halfling is the extra feat available at start. *p.s. So it's really up to you for choosing between a lightfoot or

strongheart. You want +1 saving throws or +1 feat? Personally, i prefer +1 saving throws because its benefit is more long term. c. Ghostwise Halfling Favored class is barbarian. Gains extra ability of setting natural snares. Natural snares wor just li e entangle, nothing fancy. ==CONCLUSION== Remember what i mention earlier? It is role-playing that counts. Of course, half-orc ma es the best fighter. But for the sa e of role-playing, pure fun and not following prototypes, why not try half-orc paladin, halfling druid, dwarf cleric? If you have a band of six, the 'not so wise choice' of race and class would not give you much trouble. In fact you can later tell everyone that you finished the game with some most frea ish combination. --------------------------------------------------------------------------II.2 class ppgcr2 --------------------------------------------------------------------------Because of the freedom that 3rd edition rule gives, most of the time, people would not stay in one class and become a fulltimer. So, as i discuss about each class, i will include a little conclusion at the end of each type of class. --------------------------------------------------------------------------II.2.1 front-line tan er ppgcr3 --------------------------------------------------------------------------As the name suggest, these people are there to ta e damage and protect your spellcaster. 1 >>> Fighter Fighter is all about feats. You'll get a lot of extra feats so you can pretty much learn every s ill that is available to you. The crucial thing is in the early of the game. You only have a few feats, so you'll need to plan well on what to learn first, and what's next. While deciding what should a fighter's abilities be, generally spea ing, minimize charisma, and wisdom. STR and CON are equally important. Of course, if you want to pull down DEX to push INT, you are welcome. Because most li ely a fighter will wear the heaviest armor in the game which might negates the benefits of having a high DEX. But beware, some feats require high dex, li e 'Dirty Fighting', so don't let your DEX drop below 13. You have feats, so use them well. At early of the game, you might want to choose 'Sna eblood' if you have a choice, Since this only available in first level. 'Dirty Fighting'is a must have feat later on. Distribute your weapon feats so that you can attac effectively with slashing damage as well as bludgeoning damage. Some monsters have high resistance to a damage type. However, those are open to piercing damage usually cannot resist slashing as well. p.s. Holy Avenger is a long sword. There is an axe that slay construct in HoF mode. 'Club of Disruption' is a club that destroy undead. 2 >>> Paladin In the name of law, you smite evil.

First, paladin will have divine spellcasting ability starting from 4th lvl, which are based on wisdom. so if you want to cast a x level spell, you'll need 10+x wisdom. Second, paladin has 'lay on hand' in 1st lvl. it's a healing spell which determine by charisma. Also, by default, you are immune to disease. At 2nd lvl, you gain 'smite evil' which is also charisma based. It gives you extra damage to evil foes. Also in 2nd lvl, you gain 'aura of courage'. It ma es you immune to fear and gives allies +4 saving throws aganist fear. In 3rd lvl, you'll get 'turn undead' which is charisma and lvl based. Also in 3rd lvl is 'remove disease' which can be useful. So basically, you are immune to disease and fear at lvl 3. Third, you have restriction on multiclassing. if you don't multiclass to your order's favored class, you cannot lvl up in your paladin class ever. So, if you want to play a full time paladin, you'll need to distribute your abilities wisely. Well, since i never play a full time paladin before, so i wouldn't give me unwise suggestion here. 3 >>> Barbarian Barbarian is strong but unpolished fighter. By default, a barbarian wal s faster then others. Barbarian gains most hit points per level. A barbarian has 'Rage' ability at start. Once cast, it grants you some useful bonuses for fighting. As it wears off, it ma es you fatigue and lower your abilities. As you lvl up, your 'Rage' becomes better and at lvl 20, it will become 'Tireless Rage'. At 2nd and 5th lvl, you'll gain 'uncanny dodge'. Respectively, while attac ed by invisible foe you apply your dex bonous to armor class, you cannot be snea attac by rogues unless the rouges is 4 lvl highier than you. At 11th lvl, you'll gain damage reduction and resistance to all sorts physical damage. STR, DEX, CON max them out. WIS, CHA minimize, whatever left is in INT. 4 >>> Rogue Rogue is about snea attac . A rogue damage may not be as high as others, but as soon as they are snea attac ing, They deal out extra damage according to 1d6 per 2 lvl. Rogue gains 'uncanny dodge' just li e barbarian but in lvl 3, 6. in lvl 2, rogue has 'Evasion' to evade area effetive spells. sucessful reflex save to evade all damage and uncessful reflex save to ta e half damage. The show starts at 10th lvl. Now the rogue will have access to some rogue-only s ills. Since these are strictly availavle to rouge, you might want to pic them as soon as possible, because

these s ills are very useful, li e 'Crippling Stri e', 'Improved Evasion', 'Slippery Mind'. Simply put, DEX max. CON, STR, INT are up to you. WIS and CHA, min. Your DEX is going to be highier than you STR, so it would be useful if you pic up 'Weapon Finesse'. Most people will dual wield a rogue so you might want to pic up 'Two-weapon Fighting' and 'Ambidexerity' as well. but there is a better solution to this. please see the conslusion of this part. p.s. 'Hamstring' is also a must pic feat. 5 >>> Ranger Ranger suc s. i now i'll get flamed about this comment. But sadly, it's true. i li e ranger also, i started my D&D adventure as an half-elf ranger. and now it turned out that half-elf is the most useless race and ranger is the most useless class. Note that 'most useless' doesn't not mean 'absolutely useless', just 'relatively useless', in this game. Bottom line is, rangers just cannot show their usefulness in the game people called Icewind Dale 2. Though it suc s, ranger has one minor advantage, automatically gain 'two-weapon fighting' and 'ambidexerity' while wearing light or no armor. Now eep this in mind. One important note is while choosing 'favored enemies' and 'weapon focus'. Both are deeply related. Don't do stupid thing li e Valygar did in BG2, racial enemy: golem, weapons: atana and spear, li e that is going to help? >>according to [Adam Frederic ] who built a solo ranger. STR- 16 DEX- 18 CON- 16 INT- 8 WIS- 10 CHA- 8 Every level I put my point into either hide or move silently and because of that I can scout out most maps without getting in a single fight. As for proficient points. I put 2 into martial weapon bow and if you want to get 4 lvls of fighter put 3 in (I did this it helps). After that I just put in Improved critical and improved initiative and after that I just put it into whatever is appealing. And once you get to around lvl 8 I find I can fell most opponents in 2-3 hits and I lure them to my tan so that by the time they get to him 3-4 of the enemies are dead. And this is the build I use for party and solo games.

If you want to be a mon , be a full time mon . Multiclass a mon will utterly spoil their unarmed damage ability. In simple words, a 20lvl mon s will have much much higher base attac then a 20mon /2fighter.Mon has a long list of bonuses while leveling, so i wouldn't list them here. The reason that they 'might be useful' is that, IWD2 don't count unarmed attac as a weapon which they should. Furthermore, in IWD2 unarmed attac will evo e 'Attac of Opportunity' which further de-grade the real power of a mon .

>>> Mon They might be useful

Conservatively building is to max out WIS because this is what gives a na ed mon Armor Class. CON should be maxed also for high hp. STR and DEX are equally important. INT and CHA can be neglected even if the modifiers go to negative. There is no use of CHA for a mon . INT for a mon will only affect the s ill points. Mon don't have any much needed s ill to invest so INT can be minimized. >>[Domen Gostincar] defending the usefulness of mon s (and nuns). I have made a human mon , with the following starting stats: STR- 16 DEX- 18 CON- 18 INT- 3 WIS- 18 CHA- 3 She gets 2 s ill points per level, which I put into hide and move silently, ma ing her an excellent scout. Also good for saving money, as she doesn't need any armor or weapon. For feats, I choose dirty fighting, dodge, great fortitude, iron will and lightning reflex (the last three because I ran out of other sensible feats, and the better ones were still beyond my reach, and because having high saves can't hurt. In the Clac Raven monastery, my mon was level 11, and I had no problem defeating the 8 rooms with her. The only damage she received was via lightning bolt, the spinning blades and the flame stri es those that were not avoided (high accuracy means a high reflex save). ==CONCLUSION== Except for mon , you might want to multiclass your tan er into at least one other class, simply because you don't really need a fulltimer in any of the above classes. By multiclassing, you'll have bonuses that other class provide which would be really useful. for example, A rogue are bounded to wear light armor. in addition, they are not proficient in shield. So what the hac , multiclass to a lvl 1 ranger to gain 'Two-weapon Fighting' and 'Ambidexerity' by default. In addition, you can further multiclass rogue into fighter for some extra feats. A fulltime paladin would not bring you far also. wWat people usually do is set a low WIS and CHA paladin and stop leveling up after 3rd level, after gaining all the bonuses. Continue to level up in fighter, rogue or barbarian. Doing so, the character not only has some nice bonuses but also the luxury to use 'Holy Avenger' one of the best weapon in the game, well almost every other game. Or you can go the other way around, by building a 4 lvl fighter and every lvl to paladin. Doing so, you'll get the much needed 'weapon specialization' and not letting go the spell casting ability of a paladin. Either way, it wor s. Further multiclassing rogue into fighter would benefit much also. A lvl 20rogue/10fighter is just slightly worse than a lvl 30 fighter in face-to-face fighting. By multiclassing into fighter, a rogue gain more feats to fully acquire all the needed abilities. Another popular multiclassing pattern is go into 4lvl fighter with any other tan er class. By do so, the character will have access to the ever useful 'weapon specialization'. All these are just multiclassing a tan er class to another tan er class. Because i see that unless you are not playing a band of 6,

there is not need to multiclass a tan er into a spellcaster simply because their abilities don't overlaps. If however, you are doing trio, duet or solo, you might need to do so and this would be above my limited nowledge. --------------------------------------------------------------------------II.2.2 bac -row caster ppgcr4 --------------------------------------------------------------------------They provide support to frontline as well as main fire power to damage monsters. In general, you would want to pic up 'Combat Casting', 'Sbuvocal casting, and max 'Spell Penetration' as soon as possible. Although i would not mention, but 'Dispel' is equally useful and important for all spellcaster and should pic up as soon as possible. Throughout the discussion, arcane refers to wizard, sorcerer, bard and it's spells; divine refers to druid, cleric and it's spells. 1 >>> Bard Jac of all, master of none. Bards do have something they are specialize in. A bard provides bard song that will boost everyone's ability, as they gain level, they gain new songs which have different uses according to different occassions. Note that a bard casting ability is based on CHA, so to cast lvl x arcane spell, you need 10+x CHA. The significant level for bard is lvl 11 as this level gives you the final song to sing. You can continue after to level up after this or choose to concentrate in other multiclass. If you are not planning to have highier bard level and cast highier level spells, don't invest too much in CHA then. The major selling point of a bard is bard only items you found along the way. You can get a horn in early Chapter 2 from an evil merchant. This horn will instantly summon some barbarian to fight for you. Handy meat shields instantly. 2 >>> Heal Cleric

Yes heal. Of all the spells that a cleric has, heal is the single most important spell you have. It provides instant and full hit point to any character and its casting duration is very short. Other seriously important cleric spell are 'Animated Undead' and 'Tremor'. 'Animated Undead' is the best and the only useful summoning spell. It upgrades as you lvl up. 'Tremor' will instantly damage all enemies and might noc them unconscious. Different domain affects cleric's domain spell. each lvl of domain spell has 1 additional spell over a choice of two. What god you want to worship is totally up to you. I li e Demarch of Mas just because of its invisibility spells and 'Executioner's Eyes'. Max WIS for cleric. Max CHA if you want but it is not that crucial. CHA controls your undead turning ability. Have some points in INT and that's it. One important note, you can ta e 1~2 points intended for WIS and put them to DEX, later into the game, you will encounter a potion that exchange 1 DEX for 2 WIS in Battle Square, not a bad deal. Simply put, cleric strength allies, wea en enemies.

>>> Druid Nature's servant awaits - Jaheira from Baldur's Gate A druid do not support that much as cleric, but heal is still available to druid at a highier level. Generally spea ing, druid has druid spells which deals some amount of damage and cannot be learn by cleric nor arcane spellcasters. Some might use druid as a support to main tan er(s) but i just use druid as pure spellcaster. Shapeshifting might wor but sadly, it looses its usefulness because enemies get stronger faster. >>[Jae Shin] wants to denfend for shapeshifters "It basically allows your druid to become a tan (which is why I use my druid for the Battle Square). The bear you get at 12th level combined with a 'champion's strength' spell is vicious and can easily do over 20 damage per attac . The only problem is that the game seems to have a minor bug in it which causes attac damages and bonuses to get a bit confused whenever you switch between forms. It's easily overcome by unequipping and reequipping weapons, but it can be a bit of a hassle. Then again, having a tan with healing spells is really, really useful. What's even better is that it changes your characters' stats. Bears have no problems with forcing loc s open."

>>> Sorcerer Keep'em coming The thing about socerer is that they have more ammo to dispose for a particular spell. Therefore, a sorcerer can cast a chain lightning, another chain lightning, another chain lightning and again and again. The hard part is, what spell should they learn, in what order? Different with Neverwinter Nights version, you cannot unlearn learnt spells. so you really need to consider which spells will benefit in a long run and which cannot. Beside casting spells, sorcerer can play an important part as diplomat/spea er of the party. You could give a sorcerer extra INT to gain extra s ill points in order to learn all the needed 'tal ing s ills'. Together with their high CHA and the fact that they don't refuse reward li e paladins, they are a good choice for spea ers. As you adventuring under HoF mode, you'll notice that it is your sorcerer and wizard who do the most damage. Your tan ers will be shouting for medic every few hits by enemies. But sorcerer and wizard, they never need to heal. If they die, you can bring them bac to life and they can jump into fight without pic bac their stuff. Considering a sorcerer abilities is an easy tas . First of all, max CHA. then, max INT. adjust other abilities as you li e, it is not that crucial. The reason you want a high INT is that it gives you extra s ill points to upgrade your s ills.

>>> Wizard Level 1 summon? Yes i can do that. Different to sorcerer, a wizard offers you versatility and

flexibility. You can almost learn any spell under the sun (specialized wizard has restrictions), and you are not afraid of doing so. You wouldn't give a sorcerer to learn 'Summon Creature lvl 1', but you can do that for a wizard. Summon Creature lvl x is always useful until you have animate undead. Furthermore, there are these i called 'one time spell', li e 'Mass Haste'. You only need it once (twice at most), before or during a fight. there is no need for you to eep casting mass haste right? so why let a sorcerer to learn 'Mass Haste' which she/he will only use it once before the next rest. For me there is no need to ta e specialization because my sorcerer is already specialized enough. i'll need a person who can cast every spells rather a person who can cast a ind of spell more times. Distributing a wizard abilities is even simpler. max INT, which is the prime abilities and gives you tons of extra s ill points. Then you can distribute other abilities points to anywhere you want. Generally, high CON and DEX. >>[Yorien Dragonard] has another view on sorcerer and wizard. "I usually play with rather specialised casters. Have a main wizard (pure), a main healer (usually pure) and then some support casters (for example a male Drow rogue-wiz with a lot of protection and enhancers learnt) and commonly some other chara with support spells . That's why I use more disablers than direct damage." "Well, the main idea here is to have a rather specialised spellcaster, whose main role is to cast some party enhacers pre-combat and ma e a quic first move just before combat by casting one or two area disables before party rushes. As caster is specialised, he'd have s ills/feats conveniently arranged so his spell's DC is sufficiently high to connect on many creatures. So, caster's job is to disable lower menaces while party can focus in the big foes (and commonly, you'll find that some big foes also fall to the disabler). Since it uses only a little variety of spells, sorcerers are pretty capable of being disablers." ==CONCLUSION== Keeping a fulltime spellcaster might just be a good idea simply because the highier the level, the more spell slots available. But remember, the game sets the level cap at 30 (which is a lot). By the time a spellcaster reaches level 20 ~ 25, there will be enough spell ammo for any fight. So, starting from level 20 ~ 25, a spellcaster can multiclass to another class for example fighter (for feats), barbarian (for hp), rogue (for evasion). a special case is, mon benefits their armor class from their WIS. You can start your cleric/druid as a mon , then multiclass to cleric/druid after level 1 mon . Ta e note on the alignment restriction, if you want to do so. Also, similar to this is to start a sorcerer as paladin. Paladin uses CHA modifier in saving throw, so your sorcerer who are wea at saving throws (due to low CON, DEX, WILL) can benefits from this. A druid and a cleric will have similiar ablilities. As i played the

game, i found out that during many fights, my cleric was just standing and waiting for anyone who call for medic. By multiclassing and druid to a cleric or vice versa according to 20major/10minor, you'll have a druid that can bring bac your fallen members into life and a cleric that can call down lightning to stri e enemies. Another lame way to exploit the game mista e would be ta ing a specialist wizard and ta e a level in sorcerer. That way, the wizard will have access to all schools of spell. Of course there is this ever popular fighter and wizard combination. Fighter+wizard don't have to worry about armor since a lot of spell will balance off the disadvantage. Useful spells for a fighter+wizard would be 'Mirror Image', 'Blin ', 'Fire Shield', 'Tenser's Transformation', 'Antimagic Field', 'Trollish Fortitude', 'Seven Eyes', 'Aegis' and 'Blac Blade of Disaster'. Abilities for this multiclass would be max STR or DEx and INT, min WIS and CHA, what is left distribute to CON and DEX or STR. --------------------------------------------------------------------------II.3 alignment ppgcr5 --------------------------------------------------------------------------Surprise to see alignment in here? Usually alignment isn't that important because ultimately, alignment is a role-playing thing. But alignment in this game has a very significant effect in a matter of life and death. Spoilers-At the end of the game when you finally meet the bosses, one of them is able to cast 'Blasphemy', this area effective spell will instantly stuns anyone that is non-evil alignment for 1 turn, which is very long. So, you must have some members as evil alignment, if not all. i would suggest that at least your spellcasters be evil alignment. --------------------------------------------------------------------------II.4 constructing a band ppgcr6 --------------------------------------------------------------------------Solo would be challenging but i thin IWD2 was initially designed as an adventure for a band. You can have maximum six people in a team, so you can really specialize them. Ultimately, it all falls down to 2 things, a) Playing style Some would find that a certain combination is very strong and they can just 'wal ' through the game. But when that combination falls into others hand, it will not wor at all. That is why whenever my friends as me about what is the best character in Diablo, what is the best combination in Final Fantasy N, i would always give them the same answer 'there is no best sword in the world, only best swordman'. Any combination would wor . How would the combination wor s is totally dependent on how you control its members. b) Role playing Some classes are not that usefull in the game. It does not really matter if you have them in your band or not, li e bard, druid and ranger. However, there are people out there, insist certain class be included in the band. For me, it is druid. Partly because i am an environmentalist and partly i just don't now how a band without a druid can adventure

A simple combination for newbie, 1 - fighter with paladin 2 - rogue with fighter 3 - wizard 4 - sorcerer 5 - cleric 6 - cleric With a combination li e this, you'll have two person for each category of class. Fighter/paladin will be the main tan er and rogue/fighter will be the support tan er. It seems that 2 tan ers is rather wea but don't forget that you have 4 summoners which means 4 summons in a time. So most of the time the two tan ers would carry the tas of protecting the spellcasters rather then dealing damage and ta e the pain. Rogue is a must because you need someone to detrap, and only rogue can do that. There are traps in the game that will not go away even you triggered it. Paladin is an 'almost must' because the Holy Avenger you get under HoF mode offers +10 enchantment, you don't want to miss that, do you? On top of that, how about the idea of dual-wielding Holy Avengers? A +5 and +10. Sorcerer is the main arcane spellcaster. Sorcerer learns all the main damage spells, all spells that is going to be used again and again. Wizard on the other hand provides the 'clean out' job. Whatever usefull spells that the sorcerer don't or haven't learn, the wizard can help out. Two cleric can carry out two different inds of job, to ma e the band loo s pretty and to ma e the enemies loo ugly. Above all, you have two people that cast provide quic 'Heal' and crucial 'Resurrection'. Accident happens, if one cleric dies, another can bring her/him bac . [Arachree Mae] has a suggestion of a band consisting of all classes, Paladin(mystra)/wizard (8/22) aasimar 8 lvl paladin to get their cavalier (i forget their name) feat (author: the feat is called 'Fiendslayer'), 22 lvl wizard didn't hurt their spell to level 9. Ranger/rogue/fighter (5/21/4) tiefling 5 lvl ranger to get 2 racial enemy, 4 lvl fighter to get weapon specialization, 21 lvl rogue to detrap of course. Barbarian/fighter (20/10) dwarf 20 lvl barbarian to get tireless rage. Mon (30) human They just roc with high wisdom (you could stun 30 wizard a day if you could find that many) just hide them and snea attac the wizard (throw in some rogue would help (to snea attac ). (author: not too much rogue as it will destroy the basic attac bonus of armed attac , 3 lvl is enough) Bard/sorcerer (11/19) wood elf

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

into that when li e

the wild. Yes, sure, a durid isn't that useful. There wasn't a time i am than ful for having to bring a druid along, but there was time i curse myself for not bringing an extra cleric. But then, i still druid. at the

On my exp with IWD 1 you just need bard that's why i'm putting in a bard, 11 lvl to get their best song. If you thin the song didn't that great (on IWD 1 that song could regenerate hp all the time i hardly need a cleric to heal, but IWD 2 ruin it by only activate this regeneration in combat), still you get 2nd healer (from bardic spell). Druid/cleric ((?/?) depends on defensive or offensive playing) female drow this one li e i said depends on playing style. i really wish i could split the cleric in to some one else (li e mon ) but i really li e high level mon . and that ruins clerics ability. --------------------------------------------------------------------------III s ills ppgs l --------------------------------------------------------------------------This section is about s ills. If feats give you the extra edge fighting enemies, then s ills give you an upper hand interact with the NPCs and surrounding. As you level up, you'll gain s ill points, how many s ill points you gain is dependent on your class and INT. Class provides you the basic s ill points each level, INT modifier gives you the bonus s ill points. That's why in 3ed rules, INT is generally important. If you really don't want to invest heavily on INT, at least don't let your INT modifier becomes negative value. It will hurts. Beside class and INT, human also gains extra s ill point per level. Rule number one in distributing s ill points, give them to class s ills first. When you distributing your s ill points you will notice that some s ills require 2 points to move up a level but some only need 1 point. Those that need 1 point would be the class s ill for the class that you level up now. Rule number two, give some points to tal ing s ills (bluff, diplomacy and intiminate). You cannot always select who to initiate a conversation. So, you would want all of your members to have some points in major tal ing s ills just in case. And lastly, every s ill has association with your abilities. The Ability modifier will affect if you ma e a successful s ill chec aganist a situation. The ability followed every s ill title incidates that the ability modifier will be applied while throwing a chec . Related ability will be indicated after each s ill title. 1 >>> Alchemy (INT) You'll encounter a lot of unidentified potions in the game. Alchemy is the s ill used to identify these potions. Beside that, Alchemy has a very important role in progressing the story. Whenever the story requires you to perform potion mixing or creation, an alchemist will be required. 2 >>> Animal Empathy (CHA) This s ill has potential, but not in this game. You don't need any aid from animals to finish any quest. Also, there will not be a time when you curse yourself for not charming an enemy animal to help you. Animals fighting is very very rare in IWD2. 3 >>> Bluff (CHA) One of the 3 tal ing s ills. Bluff is the cunning way of conversation. 4 >>> Concentration (CON) This one of the best part about 3ed rules. Once upon a time, whenever a spellcaster (especially arcane spellcaster) is being hit, she/he will lose the spell currently casting. Concentration gives you a chance to continue

with the spell casting progress when being hit. 5 >>> Diplomacy (CHA) One of the 3 tal ing s ills. Diplomacy is the polite way of conversation. 6 >>> Disable Device (INT) This s ill is used whenever a character is required to disable, mostly, trap. Of course whenever you encouter any mechanical device that need to disable, this will be the s ill applied. 7 >>> Hide (DEX) This is the s ill that ma es your character 'poof' into thin air. Hiding in day time is harder then hiding in night. Of course, wearing heavier armor will affect your hiding s ill. 8 >>> Intiminate (CHA) One of the 3 tal ing s ills. Intiminate is the violence way of conversation. 9 >>> Knowledge (Arcana) (INT) This stat determines if your character can successfully identify a magical item or scroll. 10 >>> Move Silently (DEX) This s ill determines if you can move while maintaining hidden. Heavier armors and some noisy weapons (li e fails) will penalize this sill.

12 >>> Pic Poc et (DEX) Determines if you can steal something from an NPC. While being pic poc eted, the NPC's level and INT modifier act as the saving throw against. So you can see that adventuring under HoF mode, pic poc et is a totally useless s ill. There is no way that you can beat the 'saving throw' against pic poc et of an NPC. 13 >>> Search (INT) Determines if your character can spot hidden traps. 14 >>> Spellcraft (INT) When someone not from your band casts a spell, this s ill ic s in to see if you can identify that spell. It will show in the conversation box as 'Someone casting -spell-'. It ma es life easier if you can identify the spell can counter it. 15 >>> Use Magic Device (CHA) It allows your chatacter to use wands and such that usually can only be used by wizard and sorcerer. 16 >>> Wilderness Lore (WIS) When using this s ill (select under 's ills' menu), it will tell you the general information about an area. Information li e what ind of monsters are li ely to linger around or is there a friendly settlement nearby is always useful if you are adventuring into an unfamiliar area. Ultimately, this s ill helps you to get through the Fell Wood maze. --------------------------------------------------------------------------IV feats ppgfet --------------------------------------------------------------------------Feat is what ma es your character different from my character. Ultimately,

11 >>> Open Loc (DEX) As of the name suggest, it determines how good you are at loc

pic ing.

Note that some feats will automatically put in use once you have ta en the feat. However some feats don't. This ind of feats give you an extra s ill that you have to select it under 'Special abilities' menu to use it. An 'auto' or 'select' will indicates the difference. --------------------------------------------------------------------------IV.1 Weapons and Armors Feats ppgfe1 --------------------------------------------------------------------------Some classes automatically gain proficiency in certain feats fall under this category. Classes noted after every feats indicate that these classes automatically gain this feat. One exception is that elves gain longsword and bow feats regardless of classes. 1 >>> Armor Proficiency (auto) Depend on how many ran you choose/have, you can wear certain ind of armor without suffering heavy penalties. Effect: When you wear a type of armor with which you are proficient at, the armor chec penalty applies only to 'Hide', 'Move Silently' and Pic Poc et. If a character who is wearing armor with which she/he is not proficient at, she/he suffers its armor chec penalty on attac rolls and on all s ill chec s that involve moving. Proficiency Types: 1 ran - Light - leather armor, studded leather (babarian, bard, cleric, druid, fighter, paladin, ranger, rogue) 2 ran s - Medium - chainmail, splint mail (babarian, bard, cleric, druid, fighter, paladin, ranger) 3 ran s - Heavy - half-plate, full plate (cleric, fighter, paladin) 2 >>> Shield Proficiency (auto) Effect: You can use a shield and suffer only the standard penalties. (babarian, bard, cleric, druid, fighter, paladin, ranger) 3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto) You are proficient with using all the weapons from the listed category. Effect: One ran s in this feat, you ma e attac rolls with the weapon normally. Two ran s in this feat is Weapon Focus, which grants +1 to hit. Three ran s in the feat is Weapon Specialization, which grants +2 to damage. Only characters with four or more levels of fighter may ta e Weapon Specialization. A character who uses a weapon without being proficient with it suffers a -4 penalty on attac rolls. Simple Weapons: Simple Weapon: Crossbow - light crossbow, heavy crossbow (babarian, bard, cleric, fighter, mon , paladin, ranger, rogue, sorcerer, wizard) Simple Weapon: Mace - heavy mace, morningstar

especially for spellcasters, feat is all about preference. Some might thin this combination will wor but some don't. This part of the faq will provide with a general reference on what is good and what is not so good. As you play the game, you'll discover your style, and now what feat you want to choose next.

(babarian, bard, cleric, fighter, paladin, ranger, rogue, sorcerer) Simple Weapon: Missile - dart, sling (babarian, bard, cleric, druid, fighter, mon , paladin, ranger, rogue, sorcerer) Simple Weapon: Quarterstaff - quarterstaff (babarian, bard, cleric, druid, fighter, mon , paladin, ranger, rogue, sorcerer, wizard Simple Weapon: Small Blade - dagger, short sword (babarian, bard, cleric, druid, figher, mon , paladin, ranger, rogue, sorcerer, wizard) Martial weapons: Martial Weapon: Axe Martial Martial Martial Martial Martial Martial

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

Exotic weapon: Exotic Weapon: Bastard Sword (Bastard) (Actually, no one automatically gains this feat. Keep in mind also that, some bastard swords are two-handed and some are one-handed) --------------------------------------------------------------------------IV.2 self-improving feats ppgfe2 --------------------------------------------------------------------------Self-improving feats are mostly feats that increase your various saving throws. These +bonus to saving throws are not that crucial and big deal. Because later into the game, you have all inds of spells that can counter all the bad effects if fail a saving throw. Pic only when there is extra feat and you don't now where to put it. DEX affect reflex saving, CON affect fortitude saving and WIS affect affect will saving. There are also feats that enchance your s ill chec s and overall performance. 1 >>> Bullheaded (auto) Effect: +1 bonus on Will saves and a +2 bonus on Intimidate chec s. Prerequisite: Human or dwarf 2 >>> Courteous Magocracy (auto) Effect: +2 on all Diplomacy and Spellcraft chec s. 3 >>> Dash (auto) Effect: Character moves about 15% faster than normal.

4 >>> Discipline (auto) Effect: +1 bonus on Will saves and a +2 bonus on Concentration chec s. 5 >>> Forester (auto) Effect: You receive a +2 bonus on all Wilderness Lore chec s. 6 >>> Great Fortitude (auto) Effect: +2 bonus to all Fortitude saving throws. 7 >>> Iron Will (auto) Effect: +2 bonus to all Will saving throws. 8 >>> Improved Initiative (auto) Effect: The weapon speed and casting time for all spells is reduced by 1 to a minimum of 1. Note: All of the feats listed under this category, this feat is equally important and useful to everyone IF BIS could fix the fact that this feat isn't wor ing at all. 9 >>> Lightning Reflexes (auto) Effect: +2 bonus to all Reflex saving throws. 10>>> Luc of Heroes (auto) Effect: a +1 luc bonus on all saving throws. Prerequisite: Human Note: If you cannot decide which saving throw you want to enchance, pic this one. Luc will provide an minor extra edge to all your saving throw. 11>>> Mercantile Bac ground (auto) Effect: 5% discount on buying items and a 5% mar up on selling items at stores. Prerequisite: Human, deep gnome, or gray dwarf Note: To maximize the benefit, give this feat to the person with higest CHA. But then, money isn't any real problem in the game. 12>>> Resist Poison (auto) Effect: +4 bonus on Fortitude saving throws against poison. Prerequisite: Gray dwarf, half-orc Note: You may only ta e this feat as a 1st level character. 13>>> Sna e Blood (auto) Effect: +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws. Prerequisite: Human Note: You may only ta e this feat as a 1st level character. 14>>> Strong Bac (auto) Effect: Carry weight increased by 50%. Note: If your cleric has problem wearing heavy armor, you might want to sacrifice a feat for this. 15>>> Toughness (auto) Effect: You gain +3 hp each time you pic this feat. Note: A total of +15 hp at the end isn't that big deal. --------------------------------------------------------------------------IV.3 weapon fighting feats ppgfe3

--------------------------------------------------------------------------Do you want to fight li e the people in <Crouching tiger, hidden dargon>? The following feats will ma e your at least close to them. 1 >>> Ambidexterity (auto) Effect: You ignore all penalites for using an off hand. Without this feat, a character suffers a -4 penalty to her/his off hand attac while using two weapons. Prerequisite: Dex 15+ 2 >>> Two-Weapon Fighting (auto) Effect: Your penalties for fighting with two weapons are reduced by 2. Note: The standard dual-wield penalty is -6 mainhand and -10 offhand without any feat. 'Ambidexterity' reduce 4 to both hands and 'Two Weapon Fighting' reduce 2 to both. With both feats pic ed, you get -4main/-4off at the end. In addition, if you use a small blade in your offhand, the resultant would be -2main/-2off. 3 >>> Blind-Fight (auto) Effect: In laymen language, this feat protects you and helps you while melee fighting an invisible enemy or you are blined. 4 >>> Cleave and Great Cleave (auto) Effect: After you ill your target in melee, you get an addition attac next immediate round. If you do not attac or simply moved, then that extra attac expires. 'Great Cleave' gives you 2 extra attac in total. Prerequisite: Strength 13+, Power Attac feat 5 >>> Deflect Arrows (semi auto, only applies when one hand is free) Effect: First, you must have at least one hand free to use this feat. Once per round when you would normally be hit with a ranged weapon, you may ma e a Reflex saving throw against a DC of 20 (ranged weapon's bonus to attac increases the DC). If succeed, you deflect the weapon. Spell arrows (li e 'Melf's acid arrows') cannot be deflected. Prerequisite: Dex 13+ 6 >>> Dirty Fighting (auto) Effect: On a critical hit, the character causes Blindness (50% chance) or Slow (50% chance) for five rounds unless a Fortitude save is made. Undead, golems, and elementals are immune to these effects. Prequisite: Dex 13+, base attac bonus +2 or greater Note: Must pic . 7 >>> Dodge (auto) Effect: +1 dodge bonus to armor class against attac s from an opponent. Prerequisite: Dex 13+ 8 >>> Expertise (select) Effect: When attac in melee, you can ta e a penalty of as much as -5 on your attac and add the same number (up to +5) to your Armor Class. This number may not exceed your base attac bonus. The changes to attac rolls and armor bonus last until your next

action. The bonus to your Armor Class is a dodge bonus. Prerequisite: Int 13+ 9 >>> Power Attac (select) Effect: Before ma ing attac rolls for a round, you may choose to subtract a number from all melee attac rolls and add the same number to all melee damage rolls. This number may not exceed your base attac bonus. The penalty on attac s and bonus on damage apply until your next action. Prerequisite: Str 13+ 10>>> Improved Critical (auto) Effect: The threat range of the weapon being wielded is increased by 1. Prerequisite: Base attac bonus +8 or higher. Note: Must pic . 11>>> Maximized Attac s (select) Effect: All attac s do maximum damage for 10 seconds. Usable 1/day. Prerequisites: 4 ran s in Concentration and Weapon Specialization in 2 weapons. 12>>> Stunning Attac (semi auto, only applies in unarmed attac ) Effect: When attac ing with Stunning Attac , it forces a foe damaged by your unarmed attac to ma e a Fortitude saving throw (DC 10 + one-half your level + WIS modifier), in addition to dealing damage normally. If the defender fails his saving throw, he is stunned for 1 round. A stunned character can't act and loses any Dexterity bonus to Armor Class. Attac ers get a +2 bonus on attac rolls against a stunned opponent. You may attempt a stunning attac once per day for every four levels you have attained. Prerequisites: Dex 13+, Wis 13+, base attac bonus +8 or higher Note: Essentially this is a mon feat, but then it opens to everyone. 13>>> Weapon Finesse (semi auto, only applies when using small baldes) Effect: You may use your DEX modifier instead of your STR modifier on attac rolls while using small blades. Since you need your second hand for balance, if you carry a shield, apply the shield's armor chec penalty to your attac rolls. Prerequisite: Proficient with small blade, base attac bonus +1. 14>>> Precise Shot (select) Effect: Reduces the to hit penalty for firing in close quarters from -8 to -4. 15>>> Rapid Shot (select) Effect: You can get one extra attac per round with a ranged weapon. The attac is at your highest base attac bonus, but each attac (the extra one and the normal ones) suffers -2 penalty. Prerequisite: Dex 13+ --------------------------------------------------------------------------IV.4 spell casting feats ppgfe4 --------------------------------------------------------------------------The following feats are what seperate a polished spellcaster from ordinary,

untrained spellcasters. Depends on how you want your spellcaster be, you have a wide variety of feats to choose from. Of course there is always this ind "must choose" that you don't want to miss.

2 >>> Combat Casting (auto) Effect: You get a +4 bonus to Concentration chec s made to cast a spell while being injured. 3 >>> Spell Penetration (auto) Effect: You get a +2 bonus to caster level chec s to beat a creature's spell resistance for each pic . Note: Must pic . It ma es all your spells harder to resist initially by enemies. 4 >>> Subvocal Casting (auto) Effect: This feat conveys the ability to cast spells while silenced. Prerequisite: Ability to cast Arcane or Divine spells. Note: Although enemies rarely cast 'silence' and 'deaf' but still this is a feat worth investing. 5 6 7 8 >>> >>> >>> >>> Aegis of Rime (Cold) Aqua Mortis (Acid) Scion of Storms (Electical) Spirit of Flame (Fire) (all auto) Effect: Permanently gives 5 [elemental] resistance and a +20% to all [elemental] damage Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher. Note: It all falls down to you, what spell you want your character to cast? For example, my druid constantly casts 'Flame stri e', 'Sol's searing orb', 'Call lightning' and 'Static charge' so it would be benefitcial if she pic s 'Scion of Storms' and 'Spirit and Flame'. Spell Focus, Greater Spell Focus: Enchantment Spell Focus, Greater Spell Focus: Evocation Spell Focus, Greater Spell Focus: Necromancy Spell Focus, Greater Spell Focus: Transmutation (all auto) Effect: +2 to the Difficulty Class (DC) for all saving throws against spells from this school of magic. Note: Again this is a very personal thing. My arcane spellcasters max-ed 'Evocation' and 'Necromancy' because they cast these spells more often. My divine spellcasters max-ed transmutation because they use 'tremor' often.

9 >>> 10>>> 11>>> 12>>>

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

1 >>> Armored Arcana (auto) Effect: Ta ing this feat reduces the chances of casting failure by 5%. This feat may be ta en up to three times. Prerequisite: The ability to cast arcane spells.

Babarian 1 >>> Extra Rage (select) Effect: Allows a barbarian an extra use of their rage ability one time per day. This feat may be ta en up to three times. Barbarian, bard, paladin 1 >>> Heroic Inspiration (auto) Effect: When the character drops below 50% hit points, he or she gains a +1 bonus to hit, damage, and saving throws. Bard 1 >>> Lingering Song (auto) Effect: When a bard stops playing, the effects of his or her song last an additional 2 rounds. Cleric, paladin 1 >>> Extra Turning (select) Effect: An extra 'Turn undead' per day for each pic . Prerequisite: 1 level of cleric or 3 levels of Paladin 2 >>> Improved Turning (auto) Effect: After a successful turning, the character is able to rebu e or destroy 2 extra Hit Dice of undead. Prerequisite: 1 level of cleric or 3 levels of paladin Cleric, druid, paladin, ranger 1 >>> Heretic's Bane (auto) Effect: The character gains a +1 bonus to hit and damage against clerics and druids. Prerequisite: The ability to cast divine spells, base attac bonus +4 or greater Druid 1 >>> Extra Wild Shape (select) Effect: Allows a druid with wild shape to gain an additional use per day. This feat may be ta en up to three times. Prerequisite: 3 levels of druid 2 >>> Wild Shape: Boring Beetle (available after 5 Levels of druid) 3 >>> Wild Shape: Panther (available after 5 levels of druid) 4 >>> Wild Shape: Shambling Mound (available after 8 Levels of druid) (all select) Effect: Allows a druid to shapeshift to [animal]. Note: The only time i used a druid's shapeshifting ability is in BG because i need Jaheira to carry some extra things. However, there are people in gamefaqs.com IWD2 forum that claimed 'Shambling Mound' wor s. Fighter 1 >>> Weapon Specialization (auto) Effect: Gives +2 damage while use selected weapon(s). Prerequisite: 4 levels of fighter Note: This feat is available under every weapon feats. Upon pic ing the third ran in a certain weapon feat, Weapon Specialization is granted while using that weapon. Paladin 1 >>> Extra Smiting (select) Effect: Allows a paladin to gain an additional smite evil use per day. This feat may be ta en up to three times.

2 >>> Fiendslayer (auto) Effect: Allows a paladin to gain a +2 bonus to hit and damage against chimeras, fiends, dragons, and half-dragons. Prerequisite: 8th level Paladin, Weapon Focus in Large Swords or Greatswords Note: Must pic . Rogue 1 >>> Arterial Stri e (select) Effect: Allows the rogue to sacrifice 1d6 points of snea attac damage to inflict a bleeding wound that causes damage over many rounds. Prerequisite: At least one level of rogue, base attac bonus +4 or higher. Note: Must pic . 2 >>> Envenom Weapon (select) Effect: The first successful attac with the weapon forces a Fortitude save (20 DC) or the target temporarily loses 1d6 points of Constitution. One round later, the target must ma e a second Fortitude save (20 DC) or lose an additional 1d6 points of Constitution. The Constitution loss lasts for 10 rounds. This ability can be used once per day. Prerequisite: 1 level of rogue, Alchemy 8 or greater 3 >>> Hamstring (select) Effect: Allows a rogue character to sacrifice 2d6 points of snea attac damage to reduce the target's movement by 50% for ten rounds. Prerequisite: At least three levels of rogue. Note: Must pic . If your delicate spellcaster is being chased by an enemy, this will definately be a life-saver. 4 >>> Crippling Stri e (auto) Effect: Any time the character ma es a successful snea attac , the attac does its normal damage and also causes 1 point of temporary strength damage. Use Prerequisite: 10th level rogue Note: Must pic . 5 >>> Improved Evasion (auto) Effect: This ability wor s li e evasion, except that while the rogue still ta es no damage on a successful Reflex save and half damage on a failed save. Prerequisite: 10 Levels of Rogue 6 >>> Slippery Mind (auto) Effect: If you are affected by either Charm or Command enchantments and fails your saving throw, 1 round later you can attempt your saving throw again. You only get this one extra chance to succeed at your saving throw. Prerequisite: 10 Levels of Rogue --------------------------------------------------------------------------V useful spells ppgspe --------------------------------------------------------------------------Some spells overlap, meaning both a wizard and cleric cast it. These spells

will be place under <spells that overlap> section. i will not list every spells since you can get this from other faq available in www.gamefaqs.com. Spells covered here will be the spells that i and others used frequently and have success with. --------------------------------------------------------------------------V.1 arcane spells ppgsp1 --------------------------------------------------------------------------1 == Magic missile (lvl 1, evocation) This is a very all around spell. First of all it gets better as you lvl up. Furthermore it is magic based damage. So at the end, you can do some damage (5 x 1d4+1) on every enemies you encounter. 2 == Choromatic orb (lvl 1, evocation) It does do a some damage but this is not what it is used for. The ey is its effect. The effect of the orb changes as you lvl up. At the end, this little orb can paralyzes an enemy for 13 rounds if the reflex saving throw is failed. 3 == Mage armor (lvl 1, conjuration) It gives +4 to your armor bonus. Might be useful in the early of the game. Of course there are other type of magical armor but they come later and the usefulness is not there since monster are getting stronger faster. 4 == Charm person (lvl 1, enchantment) If your fighter being charmed, this will be the spell that gets her/him bac . 5 == Melf's acid arrow (lvl 2, conjuration) If you intended to use this spell to do damage then you are wrong. Although it does damage to an enemy from time to time but time is what you don't have. Don't you want to ill an enemy in shortest time possible? So the use of this spell? To finish off trolls. 6 == Mirror image (lvl 2, illusion) It creates x (x = 2~8) mirror images. Which means, for the first x times you are being attac ed, either physical or magical, it will not cause damage. Useful isn't it? One way to quic ly counter this spell is magic missile. 7 == See invisibility (lvl 2, divination) Just as its name suggest. however there are only a few invisible enemies in the game and they come very late. 8 == Flame arrow (lvl 3, conjuration) Each arrow deals 4~24 fire damage with reflex save for half. It adds an arrow every 4 lvl till lvl 30. solid. 9 == Ice lance (lvl 3, evocation) It deals 5~30 frost damage. If fortitude save fail, it stun the target for 1~4 rounds. *p.s. Both flame arrow and ice lance are useful because they offer different base of damage. Some might resist to fire, some might resist to ice, so you need both. 10== Invisibility sphere (lvl 3, illusion) it invisible everyone near by, giving you time to regroup. for more use of invisiblity spells, please refer to <general strategies>

section, ppgstg. 11== Morden aien's force missiles (lvl 4, evocation) It acts li e magic missile with splash damage. And i have a feeling that it is harder to resist then magic missile, because most of the high lvl i encountered resist magic missile but not force missile. 12== Stones in (lvl 4, abjuration) It absorbes 10/+5 of melee damage until a total of 10 per caster level to a maximum of 150. 13== Malision (lvl 4, enchantment) -2 saving throws of all inds to all enemies of an area. 14== Improved invisibility (lvl 4, illusion) Evil, this spell is pure evil, more evil than the evilest evil demon being appoint as professor of evil in oxford university. After patched in game version 2.01 this spell is not evil anymore. 15== Emotion: hope (lvl 4, enchantment) All living creatures gain +2 on saving throws, attac bonus and damage. It effects enemies as well, so use it with care. 16== Lower resistance (lvl 5, transmution) Spell resistance of the target reduce by 1 per lvl of caster. 17== Dominate person (lvl 5, enchantment) A dominated person is totally under the spellcaster's control and acts just li e her/his minions. The receiver is allowed a will save at -2. i am a 'evocative' and 'necromancive' person. i rarely use any enchantment spell. >>However [Yorien Dragonard] has another view. "A mass Dominate (or Dominate) is real useful since if you (in the middle of a battle) ta e control of around 30% - 40% of enemies then the battle suddenly turns tides" 18== Improved haste (lvl 6, transmution) Area effective. Eoubles the attac and movement rate of allies. Negates slow. On the other hand slow negates haste, if cast later. 19== Chain lightning (lvl 6, evocation) It deals xd6 (x = caster lvl) of damage to its target and half of it (x/2)d6 to other enemies near by. It is the best area effective damaging spell, since it will not damage friendlies and not many enemies are resistant to lightning damage. 20== Disintegrate (lvl 6, transmution) Target to be vanish unless sucessful fortitude saving throw and ta e 5d6 damage. This spell will wor on undead creatures. One side note, disintegrate will disintegrate items of the target, but IWD2, at this moment seems doesn't apply this. 21== Morden ainen's sword (lvl 7, evocation) It creates a sword that has attac bonus of caster lvl + 4 and deals 4d6+3 slashing damage. It is considered +3 to hit. the great thing about this sword is that it is ranged. so your caster can step afar to do the damage. sure, who needs a caster to deals melee damage, but if you are out of spells that can do damage to your enemy, you still have this. my wizard used this to ill the guardian outside yuan-ti

temple first time through the game. 22== Suffocate (lvl 7, transmution) Creatures that breathe ta e panalties of -4 armor bonus, -4 attac bonus and -6 DEX, half movement rate. In addition, they ta e 4d8 damage per round if they remain in the area of effect. Wor s best if combined with undead summons. 23== Mass invisibility (lvl 7, illusion) Please refer to <general strategies> section, ppgstg, for more information. 24== Horrid Wilting (lvl 8, necromancy) It suc s out water from creatures dealing 1d8 magic damage per level caster to a total of 25d8. Fortitude save for half. Imagine this, you summon undead, send them to fight, everyone steps bac , eep throwing horrid wilting, fun? Undead, construct and any creature that don't have water in them are not effected. Water based creatures has a -2 saving throw aganist it. 25== Executioner's Eyes (lvl 9, divination) +4 attac bonus and +4 critical hits on all allies. +4 critical hits means that if you have critical on roll 20, now you'll have critical on roll 16~20. 26== Wail of Banshee (lvl 9, necromancy) Centered around the caster, anyone who hears the cry will die. Number of dying creatures is equal to caster lvl. Friendlies are suppose to be effect by this but so far, none of my members die under this spell, strange. Needless to say, construct, undead and deafed creatures are immune to this. 27== Mass Dominate (lvl 9, Enchantment) Wor s just li e lvl 5 dominate person except it is area effective. --------------------------------------------------------------------------V.2 cleric spells ppgsp2 --------------------------------------------------------------------------1 == Bless (lvl 1, conjuration) +1 attac bonus to allies, counter bane. 2 == Bane (lvl 1, enchantment) -1 attac to enemies, conter bless. p.s. Bless and bane are very useful at the start, at least before cleric learns 'prayer'. 3 == Remove fear (lvl 1, abjuration) Area effective. It removes fear, panic and allies are immune to fear for the duration. The ey of it is the casting duration is so short, it is almost instant. 4 == Invisibility purge (lvl 3, divination) Dispel invisibility. 7 == Prayer (lvl 3, conjuration) It has a large radius and it moves with the caster. Under the area of effect, allies receive +1 to attac , damage and saving throws while enemies get -1.

8 == Recitation (lvl 4, conjuration) Allies gain +2 on attac and saving throws while eneimes ta e -2 penalty. 9 == Restoration (lvl The main fuction drained cause by 10== Chaotic commands The constitution dominate, sleep, 4, conjuration) of this spell in the game is to restore energy certain undead. (lvl 5, enchantment) of enchantment spells. Target is immune to charm, confusion, and symbol of anything.

11== Raise dead (lvl 5, necromancy) It raise a dead member with only 1 hp. 12== Resurrection (lvl 7, conjuration) To raise a dead member. This is the ultimate reason why a team should have a cleric with them. Only cleric offers resurrection. Resurrection offers a second chance with full hp. The strange thing is, it says the raised character will lose one lvl but this never happens to me. Believe me, my members die on a regular basis. If this penalty applies, then raise dead will replace the usefulness of this spell. 13== Greater shield of Lathander (lvl 7, conjuration) It gives the receiver +40 spell resistance and 30/- damage reduction. The downside are, long casting duration, short lasting duration. 14== Holy Aura (lvl 8, abjuration) It has 4 effect on receivers on the area a. Receiver gains +4 deflection bonus to armor class and +4 saving throws b. Receiver gains +25 spell resistance c. Receiver immune to charm and domination d. Evil creatures who stri e the receiver must ma e fortitude save or to be blinded for 3 rounds. --------------------------------------------------------------------------V.3 druid spells ppgsp3 --------------------------------------------------------------------------1 == Rainstorm (lvl 2, evocation) Can be cast only outdoor. Deals 2d3 magic damage per round in addition with 50% chance per round to be struc by lightning damage of 2d6. 2 == Charm person or animal (lvl 2, enchantment) Its main use is to counter your charmed party members. 3 == Call lightning (lvl 3, transmution) Cast only outdoor. It calls down a lightning every 10 rounds and deals damage to a random enemy of 1d10 per caster lvl to a maximum of 10d10. 4 == Tortoise shell (lvl 3, abjuration) Before you have heal, this spell grants you additional 100 hit points. It also ma es the receiver uninteractable. 5 == Static charge (lvl 5, transmution) Cast indoor or outdoor. It deals 1d8 electrical damage per caster lvl (max 16d8) to a random enemies every turn for max 10 turns.

6 == Smashing Wave (lvl 5, evocation) The wave travels from caster to its destination. Any creature in the path ta es 1d8 bludgeoning damage per caster lvl (max 15d8). In addition, 25% to stun for 2 rounds and 5% chance to noc unconscious. Reflex save negates the side effect and halve the damage. 7 == Aura of vitality (lvl 7, transmution) Allies in the area gains +4 str, dex and con for 1 turn per caster level. 8 == Shambler (lvl 9, conjuration) Summons a 11 hit dice shambling mount that deals bludgeoning damage and might entangle enemy it is attac ing. --------------------------------------------------------------------------V.4 spells that overlap ppgsp4 -------------------------------------------------------------------------->>> Spells that both clerics and druids can cast, only 1 == Flame Stri e (cleric lvl 5, druid lvl 4, evocation) small area effective, fire damge of 1d6 per caster lvl unless a reflex saving throw for half. Cleric don't have many damaging spells, this is one the few, the very few. 2 == Heal (cleric lvl 6, druid lvl 7, conjuration) This spell is extremely important. It restore the receiver to max hp. the casting duration is instant, ma es it a real life saver. 3 == Sol's searing orb (cleric lvl 6, druid lvl It deals 6d12 damage and blinds the target throw for half the damage and no blind. It undead. For a cleric, lvl 6 is dedicated to 'Heal' to cast searing orb. But a druid has lvl 6

6, evocation) unless a fortitute saving deals double damage to so a cleric might not want all open to this spell.

4 == Harm (cleric lvl 6, druid lvl 7, Necromancy) It deals magic damage to the target so that target left only 1d4 hp. Fortitude to save totally from the spell. To use this spell, you have to first cast the spell. You'll notice that your character weapon changed to a hand, melee attac with this 'hand' as you would normally do to cast off the spell. >>Fran ly, i don't use harm at all ever since Anomen made a critical miss with this spell bac in BG2. This spell is suppose to be able to hit enemy easily as it is a 'touch attac ' but i just don't have the luc to do so. [Yorien Dragonard], on the other hand, has better luc then me and reminded me about this spell. 5 == Tremor (cleric lvl 8, druid lvl 9, transmution) Enemies within sight of caster ta es 4d10+2 of buldgeoning damage and must ma e a reflex saving throw or to be noc unconscious for 3 rounds. Don't loo down on the 3 rounds duration, It is very long. The casting duration is also very long. Usually, i will start casting it when i see enemies rushing towards my fighters. 6 == Mass heal (cleric lvl 8, druid lvl 9, conjuration) It wor s just li e heal but area effective to several allies. Sometimes your fighter is surrounded by several enemies and cannot be reach, this spell can do some help.

---------------------------------------------------------------->>> Spells that arcane spellcasters and divine spellcasters can cast 1 == Bull's strength (lvl 2, transmution) =cleric lvl 2= Your spellcaster will have low str right? So this spell can help them to carry extra things and wear heavy armor. 2 == Magic circle aganist evil (arcane lvl 3, cleric lvl 3, abjuration) Instantly gives everyone protection from evil. 99% enemies you encountered will be evil. This spell gives immunity to all control based spells by evil creatures, tell me that this is not soild gold? On top of all, how about saving throws against attac from evil enemies. The initial use of this spell is as a preparation before summoning demons and elementals. Without protection from evil, demons and elementals you summoned will attac you. However there is no need for summon demons and elementals right now, because we have undead. 3 == Dispel magic (arcane lvl 3, cleric lvl 3, druid lvl 4, abjuration) It removes every magical effects (good or bad) on everyone (enemy or ally) in an area. This spell is the counter of all spells. It is li e the constitution of spells, every other spells that are inconsistent with dispel magic shall be void. It even dispel 'protection from magic'. Beware however, it dispel the good magic on your allies. Generally, to counter spells, dispel wor s.My suggestion of counter spell is under the premise not to dispel the protective spells on allies. 4 == Animate undead (arcane lvl 5, cleric lvl 3, necromancy) This spell WAS solid gold, until IWD2 version 2.01. Still it is a summon spell worth investing. These summons are undead, therefore they are immune to several spells li e enchantment spells and 'Horrid wilting'. 5 == Dismissal (arcane lvl 6, cleric lvl 4, abjuration) Dismiss a summoned creature. Creature hit dice adds to the saving throw while caster lvl minus the saving throw. Remember, it only effect one summon. So it wouldn't vanish your summons in the process. 6 == Finger of death (arcane lvl 7, druid lvl 8, necromancy) Fortitude save to ta e 3d6 + caster lvl of damage or die, die, die. So you see, wizards, sorcerers, pure cleric are particularly wea aganist this spell since their constitution are so low. To ill izbelah in time, this is the spell. 7 == Banishment (arcane lvl 7, cleric lvl 6, abjuration) Just li e dismissal it is area effective. Use this to banish a horde of summons including your own summons. 8 == Elemental Barrier (arcane lvl 7, divine lvl 7, abjuration) Gives the receiver a 15/- to fire, cold, acid and electrical damage for as long as the spell last. --------------------------------------------------------------------------VI general strategies ppgstg --------------------------------------------------------------------------This section is dedicated to all battling strategies involved in the game, i sincerely hope that people will contribute their sucess here and help

this part of the faq grows, especially alternatives to beat certain boss or scence. The use of invisibility ----------------------Throughout the game, you'll find out that invisibility is ever useful. Now, i wouldn't touch on improve invisibility here since it ma es the game ridiculously unbalance. However i thin that 'invisibility sphere' and 'mass invisibility' doesn't unbalance the game but still provide some battle an easy way out. For example, you go into an area and everyone attac s you scenario. Have one of your caster casts area effective invisibility. Meanwhile have other casters cast summoning spells. As for your tan ers, just stand still. When the invisibility ic s in, no one will sees you and will turn their attac onto your summons. Even if your summoning spells do not finish before your invisibility ic s in, you still remains invisible after summon completes. resting strategy ---------------Before resting, cast animate undead or shambler. Summons of these spells will last long enough to protect the party while resting. Before you sleep, invisivle everyone. As a plus, have druid cast 'Call lightning' or 'Static charge'. When interrupted during resting, just stand still and just your summons do the job. controlling summons ------------------Controlling summons plays a big part in my game since they are the ones who ta e the pain. Furthermore, under HoF mode, they are as strong as enemies i encoutered, so they deals a lot of damage at the same time. A nice tric for your summons to stay in formation, attac nearest enemy and don't go wondering around chasing enemies would be select all summons and issue 'stop'. early into the game ------------------At the start of the game, prologue and chapter 1 are often regarded as the hardest chapter because you'll encouter hordes of enemies in a single battle. To worsen the situation, your levels are very low and you don't have much spell variation. During this period, micro-management is very important. Keeping the band in organized formation would save a lot of reloads. Also, don't loo don't on low level spells li e 'entangle', 'web', and 'sleep'. 'Entangle' helps you to eep the melee enemies a far. 'Web' will disrupt enemies spall casting. 'Sleep' greatly reduce the number of enemies attac ing you. --------------------------------------------------------------------------VII nown bugs that will hurt you ppgbug --------------------------------------------------------------------------This section is to point out some bugs that will hurt the enjoyment of this game and to avoid these bugs. 1. Improve invisivility (FIXED in version 2.01) The ma ers of the game somehow forget to do two things. a. They forget to put 'True Seeing', the ultimate dis-illusion spell. b. They forget that 'Improve Invisiblity' doesn't give you 100% invisiblity after the character do something. It gives 50% concealment after action. Which means anyone can still attac an

improved invisible but actioned unit, but cannot target the unit with spell until invisible dispelled. Therefore, until a patch is due, improve invisibility will remain evil, and ridculously unbalance the game. 2. Summons let's ta e an example. i summon 2 undead in area A. Then i leave for area B and rest at there. After i wa e up, i can only summon 4 creatures and the box will say that i have reach the summon limit when i summon the 5th creature. But then when i get bac to area A to chec out, my previous summons weren't there. To get around this, ill all the summons before leaving an area, or, quit game, restart the game 3. Horde Fortress When inside the Horde Fortress, after the conversation between Sherincal and Guthma, the game crashes. Well, i saw this in iwd2 forum and i didn't chec bac so i don't now the solution. 4. River Caves (FIXED in version 2.01) Inside river caves, Barud Barzam will as you to clear out the area from monsters. However, sometimes, even after you've cleared everything, really everything, you still cannot finish the quest. To get around this, patch the game at least to verson 2.01. 5. Yuan-Ti temple and Chult This only happened in the first time i played the game. In Kuldahar, whenever i am in the Chult jungle and yuan-ti temple, my save files in this area will be un-useable. it loads until near the end of the bar then jumps bac to the middle and stops there. To get around this, save outside the temple and Chult, in another words, save in Kuldahar. 6. Dragon's Eye prisoner (FIXED in version 2.01) In Dragon's Eye first level, one prisoner in the prison will cast 'Non-detection' and 'Improve invisibility' then starts hurting you. No matter what counter spell i casted, 'Dispel', 'See invisibility' or 'Invisibility purge' i still cannot get him to visible. Even area effective spells don't damage him. To get around this, rush into the prison, find him and ill him, on the spot, right away, on the double, fast, quic . 7. Dragon's Eye modified Mandra e root In dragon's eye, you are to find the modified Mandra e root. Mandal's spirit shows you that it is inside the ancient wyvern cave. If you enter the cave before this and illed tha wyvern inisde, you will not get this modified Mandra e root thus, not able to finish the game. To get around this, don't enter the cave in Dragon's Eye level 1 at (1712, 1950) before resting Mandal's spirit. Or, go to iwd2 configuration and enable cheat console under game settings. Restart the game, press ctrl + tab and type in the following ctrlaltdelete:createitem("61genmm") then press enter. Modified root should be on first character. 8. Blac Raven Monastery (special than s to [Howard Stump]) Happens inside the tight monastery. Sometimes your character cannot get into an area even if the door is opened. The character acts if there is a closed door there and searching for an alternative.

To get around this, rest. If you still have the problem after rest, try resting again ousite the monastery. 9. Improved Initiative is not wor ing at all (special than s to [Earl Grey]) Even if you have choosen the feat, it wouldn't apply at all. So you are actually wasting a feat choosing it. To get around this, wait for a patch. 10.Repared Bridge in Dragon's Eye Exit The Bridge at south of Dragon's Eye exit is initially bro en but repaired when the band arrive in day 5. In day 4 when the yuan-tis attac ing this area, an iron golem will be destrying the bridge. The bridge remain destroyed and un-cross-able later when the band travel to days earlier then the event although it shows that it is completely repaired. To get around this, run along in the inner rim. 11.Identify using Bag of Holding. (special than s to [xenogriff]) Right clic and open the Bag of Holding. Select any unidentified items and move them into the bag. Once inside the bag, items will be identified. To get around this, wait for a patch. (Seriously, you want to get around this?) 12.Bard's Regeneration A 11 level bard gets a song which regenerates hp of allies. Pause the game, turn on the song, turn off the song and allies get 3 hp. Repeat this under pause and all members can be healed. To get around this, wait for a patch. 13.Extra Spell (special than s to [Heidern98]) This wor s for spells that can target an area or a character. When you have only the very last of a particular spell, pause the game, select the spell and clic on the target you want. While still pausing, select the spell again, and the cursor will change into 'targeting with spell casting' icon, leave it that way and unpause the game. When the spell is casted, the cursor will still in that icon just waiting for another target to cast. To get around this, wait for a patch. --------------------------------------------------------------------------VIII wal through ppgwl --------------------------------------------------------------------------ummm....this part is the wal through. i thin this is the main reason you are loo ing at my faq for, yes? i write this druing the time i play the game under Heart of Fury mode with the previous band that finished normal mode. Therefore sometime my suggestion and analysis might not be accurate. Worse of all, you might find that i mixed up normal mode with HoF mode. The suggestions and analysis made will mostly base on normal mode. So, yeah, most of them are from my memeories not current experience. In case you are concern, my party is --tee c paladin 3 / fighter x --raven barbarian x / rogue x --viconia cleric, demarch of mas --edwin sorcerer --bob wizard --joan druid half-elf ghostwise halfling drow aasimar roc gnome half-orc

Obviously you can see that i am not good at all in ma ing names. tee c is my own name, raven is my other 'internet' name. viconia and edwin are from bg2. bob is just bob. joan is from Joan of Arc.

--------------------------------------------------------------------------1. prologue ppg01 --------------------------------------------------------------------------==OVERVIEW== You arrive at Targos and discovered that the city is under seige. Obviously, you'll be the company that save the city. --------------------------------------------------------------------------1.1 targos doc ppg02 --------------------------------------------------------------------------This is your first location arrived. Hedron Kerdos is the s ipper that ta es you with his ship, Wic ed Wench, to here. Through conversation you found our that Wic ed Wench refers to his mother who still lives in Targos. Overall, you'll need to report to the lord of the city, Ulbrec Dinnsmore. However there are much to do here in the town. Goblins will be running wild in the town so beware. Also, there are tons of items laying everywhere, so be sure to pic them up and if you have no need of them, sell them. You cannot just rest on the street as goblins are attac ing the city. However, as long as you are inside a building, you can rest, except salty dog tarven. House at (855,939) can provide you an early resting place, after you dealt with 2 goblins inside. At southeastern tip of the map, near the lighthouse is a small boat with treasure, don't miss it. quest - helping reig -------------------As soon as you arrive in doc , you'll meet with two soilders Reig and Jon. you can as for equipment from them and their dead partner. Reig is injured, you can use your healer to heal him for some xp. But this will not do, you'll need to find healing potion for him from doc master Magdar who is in a warehouse not far north (974,580). The door is lo ced, pic it or bash it as you li e. To pic it, send someone with 'thieving' s ill. To bash it, simply pic your strongest one, clic on the her/his weapon, so that the cursor become a sword, then apply it onto the door. As soon as you are in the warehouse, you'll be approach by Magdar. After conversation, the warehouse is yours. When dealing with egs, simply attac them to reveal any treasure in it. To easier uncover egs, press pause, that those with yellow circle are ' illable'. Beware that goblins will rush in through the entrance, so be prepare and move your delicate members away from it. i wouldn't go into detail as you can just use 'alt' ey to uncover anything that are 'open-able' and 'pic up-able'. Healing potions should be at (1172,460). Rest if you need, then return healing potion to Reig for xp. quest - looting journ's treasure -------------------------------You'll meet Jorun Tamewater at (643,1439). When as ing about a place to rest, he will suggest his house at (271,1732) which is a stone throw away to southwest. To search for traps, use the 'search' s ill to uncover any traps. Any trap will be reveal in red, use 'thieving' to detrap. quest - s.d.t.

-------------The Salty Dog Tarven is at (910,1835) with some not so friendly fol s inside. Guthewulfe is a trader who you can trade with everything you pic ed up earlier nearby. You might notice that Guthewulfe has a siver charm which you can win from him after you clear all the goblins in the town. Just send someone with high constitution to drin with him. Do not forget also to buy a flas of Braehg from him as it has use later. There is a band of mercenary called Iron Collar. Tal to them with any possible way to uncover their origins and their previous mates, Koluhm and Phean. quest - wic ed wench -------------------As soon as you learn that the doc is attac ed by goblins, you can return to Hedron to inform him the news. He will then as you to chec if his mother is o ey. You can of course s ip this part and directly goto her house at (793,2262), just south of Salty Dog Tarven. Just be good to her altough she is not that nice to you. When you clear everything in the doc , you can comebac to hear and listen to her stories. Of course, report bac to Hedron when you now that his mother is alright. quest - downunder ----------------North-east (1859,473) is Brogan who are waiting for the help of Iron Collar. You can play a runner and as the band to report to Brogan which you now they wouldn't, then you ta e the tas instead. Or you can just convince Brogan that there is no time to lose and you can do the job equally good. Go inside and be welcome by goblins. loot everything. Note that there is a dead cat at (793,403). Keep that, because it is consider good luc to eep a dead cat in the north. No, seriously, eep the cat, we have use later. Proceed through the door at (611,226). Once you are down, go slowly towards west as you'll be greeted by more and more goblins. Just ill everything you can inside. At the middle of the tunnel, you will discover a collapsed tunnel. At the end of the tunnel, western tip, you will confront with more goblins and their head. You'll get a scroll from his dead body. Identify the scroll and eep it, you'll need it later. If somehow you cannot identify the scroll for free now, you can eep it until your wizard (not sorcerer) learn identify. It is an 'expended teleport scroll' which you can later present it to Ulbrec's wife. When you get the scroll, main things here in targos doc is done. Return to Salty Dog Tarven to win the silver charm from Guthewulf, with someone that has high CON. Listen to and copy down Hedron's mother's story about Icewind Dale, just don't mention the dead cat thing to her yet. When you are done proceed to northwestern tip (186,59) to enter Targos town. >>According to [Arachree Mae] "Siver Charm contest needs at least 16 CON (i've reform my parties twice to get it don't now about 15 but just don't ris it o ?)" "you can't win it with a dwarf, because they're legendary high CON of course." >>[Jae Shin] send a special one to meet Guthewulf's challenge "when you're challenging Guthewulf for his wolf-medallion... let me just say that a boar (from a druid's shapeshifting) has no problems drin ing him under the table."

--------------------------------------------------------------------------1.2 targos town ppg03 --------------------------------------------------------------------------The town is still safe. When you arrive, loot the whole place first. Tal to anyone you can. At the north-western part, there is a torn down building with minor treasure in it (745,347). Use 'alt' to help you highlight. At (1226,1654) is Lumbar Grundwall who seem to have problem with his crane. Tal to him to find out more and we can deal this later. At (2046,668) is Oswald Fiddlebender (appeared in iwd1 at uldahar) and his ariship. You can 'bluff' him for potions. Tal to him to now that his niece is maralie, who is the person telling the story at the start of the game. Inside house (415,931) is a frea named Koluhm. You can get the Weeping Widow quest from him as well as getting some information about Phean, who you'll deal later. The second time you tal to him, you can as him about the body of a townsman. He will tell you everything, and as a payment of silencing your mouth, he tells you a minor treasure can be found in a ruined building in targos, which, i thin , is at (745,347) (1256,566) is the temple pavillion. You might want to ta e a loo at what the priest inside sells. 'Ring of Wise' might be useful at this point. (1549,1764) is the Gallaway Trade depot. It has some nice item. One of which is a long sword with your name on it. It might not be that useful in normal mode, but in HoF mode, it provides some really excellent properties li e 'haste' once equiped. There is another axe which slays eg in normal mode and slays construct in HoF mode. If your have fighter using great sword, the great sword here is the only magical greatsword until chapter 2. (HoF mode refers to the heart of fury, insane diffuclty) Overall, you'll need reach Ulbrec and he will assign you to Shawford Crale for further instruction. By the way, Ulbrec's wife sells a dagger that slay goblins. Since you will encounter a lot of goblins until the end of chapter one, you might want to invest on it. quest - weeping widow --------------------You learn about this quest from Koluhm if you visit him at house (415,931). Or else, you can get it directly from the boss of Weeping Widow inside building (819,1674), i suppose. Also, don't forget to mention about Koluhm's payment made to the boss. You'll get a potion from him, identify it with an 'alchemist', it has use later. You can only see the weeping widow at night. Veira, second in the so off weeping widow, is a ghost. So you can only find her at night in floor. Learn that she is actually waiting for her husband, Donovan, inn. The inn boss reveals that Gohar can help you with her husband. we go to Salty Dog Tarven.

At the mean time, you can present the identified potion, Ghost-touched bottle, to Ulbrec's wife, Elytharra, to learn that this potion has potential when it contains a ghost tear. Also, you can go bac to oluhm and 'bluff' him to reveal the potential of he potion and some xp. From the boss of Salty Dog, you get a ship prow. Present it to Veira and as her to shed a tear into the ghost-touched bottle, then she rests.

Report bac to inn boss for award. Also, you can informed him about the identified ghost-touched bottle and further squeeze him for more reward. With the tear contained in bottle, go bac to Elytharra, she'll offer you a choice between a enchanted dagger or money. You can bargain for more money. The dagger isn't any good. for normal level, ta e the money, for insane level, ta e to dagger instead. quest - phean ------------Present the 'Expended teleport scroll' to Elytharra in Ulbrec's house to learn more about the scroll. The traitor is actually Phean inside building (2276,995). Confront him with your scroll. He will summon goblins and cast sleep on you. Kill him, Loot his treasure and report bac to Elytharra. >>According to [Arachree Mae] "Tal to Phaen (Targos city) using high diplomacy will easily get him to say about who his higher ups is. First off tal about you don't have to fight or some such thing and something li e you could help him doing the evil deeds (therefore don't use paladin, they won't offer the helping part) he'll slip saying his boss. Of course for this info you get XP." quest - diviner --------------When as about the troubles that Elytharra has, she'll as you to help her illed diviner Valin inside temper pavillion (1237,577). Valin is the green dress guy at north. when tal to him, he will say 'braehg'. You can also pic poc et him to get a note he ept for pic -poc eter. Don't worry about it, a failed pic poc et would not turn anyone hostile, so just pic and pic until he is empty. You can buy braehg from Guthewulfe in Salty Dog Tarven. When you cured him, he tells you your fortune and you report bac to Elytharra for real fortune. quest - doppleganger -------------------Inside the temper pavillion, resting in south is grey dressed Garradun. he will as you to deliver a love letter to captain Mariner. Present the letter to Denham inside the pavillion. Denham will tell you the secret behind Garradun and replace the letter. you now can go bac to Garradun to expose him as well as ill him. As for the letter, you need to eep it until chapter 2. When everything is done, off to palisade to find your mission. Remember to bring with you a warhammer, you'll need it later. Magical hammer wouldn't wor , you'll need an ordinary hammer. --------------------------------------------------------------------------1.3 targos palisade ppg04 --------------------------------------------------------------------------Your are to report to Shawford who is inside (2712, 2509) and to aid him whatever you can. Four boring fetch quests will be given. As soon as the forth one finishes the first major battle comes in, so be prepare. But first we have things do to. quest - got hammer? ------------------South-weatern part of palisade, stood Caulder who has problem with his catapult. Lend him a hammer to help him finish the job.

quest - training the troops --------------------------You'll come across two teams of soilders headed by a sergeant. Pic either team and tal to the sergeant to help him train the troop. i would suggest you to use a cleric to do so. Different cleric of different domain will result in different conversation. Once you entered palisade, move a bit north, you'll come across some guys attac ing a eg. Destroy the eg and teach those people a thing or two. quest - got wine? ----------------South-eastern part (3274, 2293) stood Niles. He needs some wine. you can of course give him. However, if you clear his mind that this is a war that Targos is fighting, you'll gain more xp and his valuable help later. quest - what are you loo ing at? -------------------------------Eastern part (3285, 1667) stood Tabard who bloc s the path to ta e a useful shield. 'Bluff' him that he is needed somewhere and he'll just go away. quest - good luc cat --------------------No far north from Tabard (3213, 1337) is a band of 3, Tarran, Anson and Illigmar. Tal with them to get some stories about them. Before you leave, you can as about how they clear all the rats in the warehouse in targos doc . you can show the cat which you ept from targos doc to them. After this, return to targos doc and inform Hedron's mother about her missing cat. quest - shoot it ---------------Further north from Tarran band are Gable and Kadance (3126, 976) who are having a competition of shooting a eg. You can bet with Gable. simply ill the eg and you win it. You have a choice to as for a normal bow, 50gp or nothing. You must use a character equipped with bow, crossbow or sling to initiate the bet. main quest - fetch -----------------The three assignments that Shawford gives you are boring and simple. While running bac and forth, you can as the help of Swift Thomas for quic navigation. First - Report to Olap at (2573, 526) to find out that the wood he demanded haven't arrive. Lumbar Grundwall at targos town (1226,1654) is having trouble with his crane. Olap's father at targos doc can fix the problem. Bring the part to place in crane, report to Olap then Shawford. Second - Isherwood (646,2093) need arrows. Go to Gallaway Trade Depot in Targos town, convince that boss that if targos lost, everything is lost, so that she will deliver that arrows with haste. Report bac to isherwood and shawford. Third - Shawford needs information from Koluhm in targos town (421, 939). Send the highest ' nowledge (arcana)' to tal with Koluhm so that the goblins tongue can be translated.

>>[Daniel Johansson] is proud with his multi-linguistic drow "you could aswell use a drow... My drow wizard said something li e "my race nows something of the goblin tounge"... So it wasnt probably based on arcana in that case." Forth - The Iron Collar band are needed in palisade. You are to convince them. Since you already found out about phean, who travelled together with them to Targos, you can use this to ma e them report bac to palisade. Note that once you report the forth fetch to shawford, you'll engage with 3 waves of goblins fight. So be prepare. main quest - saving targos -------------------------Once 4th fetch quest is done and reported to Shawford. Goblins will attac palisade in 3 waves. Anything from this point untill you finish the whole thing, you cannot rest. So conserve your spells. You can heal for free inside Shawford building with the help of the cleric. For first wave, you can use your spellcasters wtih range attac . Second wave is harder, you can choose to use 1 summon spell there. 3rd wave is the hardest. Leads by Caballus, a sorcerer. Dish out everything you can, summon anything you can. ==CONCLUSION== When all these finishes, you emerged as goblins slayer and saved the town from the attac . Report to Ulbrec for xp, new mission, gp. Once you exit through north-western tip of palisade and enter the world map, you'll be able to choose Shaengarne Ford, that starts chapter 1. --------------------------------------------------------------------------2. chapter 1 ppg05 --------------------------------------------------------------------------==OVERVIEW== It's time to stri e bac . There are two main missions in this chapter. Once complete, threat to Targos will temporaily slove. The first mission is to save Shaegarne Bridge. the second one is to stri e at Horde Fortress so that the main threat could be eliminate.

--------------------------------------------------------------------------2.1 shaegarne fort ppg06 --------------------------------------------------------------------------Simply save Shaegarne Bridge. Of course, along the way, you would meet with some troubles. --------------------------------------------------------------------------2.1.1 somewhere before village ppg07 --------------------------------------------------------------------------As soon as you arrive at the first area, you'll be greet by Tora . Beyond the egs wall are several orcs. All the orc band will be accompanied by at least one shamamn which wor s as a cleric but more agressive. You throw some summons inside the wall and let those orcs get busy with them first. Wor your way till a junction where you meet Tora for the second time. To north is the main path, to east is a house. Clear the orc near the house first then north. Now here is a new toy called ' eg of blasting'. It will brust into area effective fire whenever it is attac ed by fire damage.

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

eep your

Orcs use these to piss you off, so beware and be prepare to bac off when you see any eg starts to count down. Usually there will be a runner who place the eg where he sees fit, Then a firestarter will shoot a fire arrow at it. Killing orcs along the way untill you reach a campside up north where you meet with Dereth Springsong. He needs you to clear the orcs outside his house, which you did just now. Then he wants you to save his wife. He will open a bloc ed path to you and then teleport away. You can always goto his house (2371, 1625) and as him to let you rest there. Also near the campside are woods that bloc your exit. You'll need to destroy both side so that you can get through. The first side would be here. the second side would be later. Return bac to where you started this area at (870, 2503). Run along the forest path till an opening and a junction. To north is the main path, to west which bloc ed by a blasting eg is Dereth's wife, Sabrina. Wor your way to save her. She will mention an ambush, and open another bloc ed path for you at northeast. Be sure to propose escort which yields extra xp. Now that Sabrina is saved, she can offer some spell scrolls for you wizard's need. Of course report bac to Dereth for reward. Off to the ambush we go. Keep on going till the end. Off the edge you can see a line of blasting eg. Ignite one to set off a chain reaction. Ta e a long run bac to the juntion where you saved Sabrina. Continue north and meet Tora for the 3rd time. Destory the second side of the roadjam. Move north and meet with Tora the 4th time and watch him run away. Of course ill everyone and then follow his path and leave the place.

--------------------------------------------------------------------------2.1.2 tora base ppg08 --------------------------------------------------------------------------As soon as you enter, you meet Tora again and a big fight also. The situation is, Emma Moonblade joins in, troll steal her moonblade. She helps you during the big fight and as for your help to recover the moonblade. If unfortunately you damaged her during the fight. she still fights with you. but when the fight is over and you tal to her, she will teleport away. Later in other area, she will ambush you with her gang. I would suggest not to damage her anyhow since this is not healthy for your xp. Plus, moonblade is not an excellent weapon to eep for yourself. sometimes, you damaged her and she will still offer the quest but after the conversation she teleports away. That would not do, as long as she teleports away, you'll have to reload from autosave and start from previous area. Move east and Kaitlin Silvertongue will cut in to as for help. The situation is, villagers are being held as hostage inside town, door to town is loc ed, a device to open door is in Tora base, once you enter his base his gang will ill all hostage far away. During the conversation, you can also as about a dam that she mentioned to gather some information. So you need a rogue to do the job. If your rogue is very bad at hiding, wait until night to try again. If you don't have a rogue, there is an invisible potion at (2196, 1414) a ruin north of where Kaitlin stands. Move your invisible member along the ruins and enter the base. Turn immediate west to uncover a roller (2203, 1109) which once used will open the door to village. Bac trac , move into the village at (1920, 1200) and save the village people. Once the villager are saved, report bac to Kaitlin for reward. A new guy, Arte, appeared to offer trading service. He sells a 'sure stri ing short sword' which would be useful later on. Besides, you can also buy gem bag, potion bag and scroll case which can

collect all your miscellaneous stuff. Since the village crisis is sloved, feel free to move into the base and finish Tora for good. Together with tora is a ey which opens the gate out of the village up northwest. Moving up to the ramp inside Tora base, you arrive at a cave entrance. This would be the place where you recover the moonblade. Inside the cave you will encounter slime and slime zombie. i believe that slime is resistance to slashing damage and slime zombie is resistance to bludgeoning damage. Eventually you'll run into not-hostile orcs guarding sort of an entrance (3120, 1600). Vrel Vileclaw is inside at the end. it would be best if you just send a tan er inside to initiate the conversation. After which a fight will brea out and the guards will turn hostile. A troll would not die just by any type of damage. When it is almost die, it will lay down, at this point it is immune to every damage. You'll need to use a fire or acid damage for the finishing touch, through spell, melee or range. Emma did give you a flaming oil when she offer this quest didn't she? Return the moonblade to Emma and you can leave this area to the next area via the ramp beyond village gate up north. --------------------------------------------------------------------------2.1.3 somewhere before dam ppg09 --------------------------------------------------------------------------Nothing here, just beat everyone and go through. Straight north to where you started is a house guarded by gaints, the house has some minor treasure. As you turn at the junction at (1852, 948) you'll encounter Gaernat Sharptooth. He is the one who runs this pass. Just proceed where ever you can and ill everyone along the way. If you don't get along well with Emma in previous area and she teleports away. She will be waiting you here at south-western tip with her gang. --------------------------------------------------------------------------2.1.4 dam ppg10 --------------------------------------------------------------------------As soon as you enter the area you'll be attac by priests (they all loo ed and functioned li e driuds to me). They are accompanied by their pets and they cast 'entangle' to annoy you. Just at the entrance (2453, 497) is first of three 'support beams'. You'll have to destroy them all in order to destroy the dam. Pass through the camp you'll reach a bro en bridge which need repair. go the other way and you'll reach a small bridge beyond it is a ramp and the 2nd 'support beam' at (1127, 369) which can be only reach by range attac or magic attac . Pass the ramp to the west end is the 3rd 'support beam' (130, 580) which you don't need to destroy but rather just 'ta e it' and leave. You get xp for destroying the dam. ta e the 3rd 'support beam' and place it one the bro en bridge to get pass this area into your final destination. Remember to cast every protective spell before you enter the next area. --------------------------------------------------------------------------2.1.5 shaengarne bridge ppg11 --------------------------------------------------------------------------This is why you are being sent for, to recover the bridge.

The situation is, Xu i is defending the bridge along with tons of minions, Two ogre are destroying the bridge at the far end, you want to save the bridge. i failed once to prevent the bridge from being destroy but that does not end the game. i suppose that just yields less xp. Simple stuff, just join in the party and ill everyone you meet. You can save and rest anytime you want, and i don't thin that resting would jeopardize your mission as while you rest, orge rest also. Do not wor towards the western part yet, you should instead move towards the bridge at east. As you draws near the end of the bridge you'll meet Xu i. She'll tal with you and offer you something. DO NOT bargain with her, directly end the conversation and ill everyone. If you go into that conversation, you are falling into Xu i's trap as she is just only trying to buy some time for the orge. As soon as the conversation ends, the bridge is destroy. so don't ever go into that. >>According to [Arachree Mae] "Tal to Xu i using a high wisdom (16-17 WIS) paladin or cleric (or just high wisdom, haven't try that one) first consider to tal peace out of it and then when she said this is a good offer, the wisdom will detects that it is too good an offer. Yields better xp than just tal hurriedly (1050)" >>Author's note High WIS will do, as you go further into the conversation, 'wisdom dictates that the offer is far too good'. Over Xu i's body you'll find 'bag of holding' which can carry everything. i place it under my sorcerer so that everytime he identifies an item, i can just place it into the bag. --------------------------------------------------------------------------2.2 horde fortress ppg12 --------------------------------------------------------------------------==GENERAL== This time we stri e at the Horde Fortress. Ulbrec has sent two scouts to uncover the fortress. You'll need to meet with them and and aid them to destroy the fortress or rather, destroy the fortress yourself. --------------------------------------------------------------------------2.2.1 outside fortress ppg13 --------------------------------------------------------------------------You meet Ennelia at the entrance, get every piece of information available from her. Remember to offer help to find her partner Braston as well. at the end of conversation remember to offer her healing potion for some xp. The fortress entrance is top north and it is heavily guarded. Once you touch the gate, worg raiders will teleport out of nowhere beside your wea est members. We don't want to ris for that. There is an alternative. A cave entrance at east will lead you inside the fortress as well but you'll need a ey to open the gate bloc ing the cave entrance. Throughout the area are 3 major outpost with war drum. Once any of these outpost discover you, someone, usually a shaman, will beat the war drum and worg raiders will eep on teleporting beside you. If you rest anywhere, you'll li ely be interrupt by half-goblins, goblins archers or ice trolls. Half-goblins and ice trolls are hard to beat but yield some amount of xp. If you want to avoid the trouble, consider tal ing to Ennelia to rest there.

Now to deal with the 3 war drums first. First is to the west of your starting position beyond a bridge. The bridge is trapped. and a shamann stands at the end of the bridge. As soon as he sees you, He will move north to beat the drum. So you need to ill him first. What i did under normal mode is just rush in with tan er infront of course, ignore the traps because it wouldn't ill me. So soon as i see the shaman tal ing something about beating the drum, i send my spellcasters (sorcerer, wizard and druid) casting 2 magic missile and sunscroch on him. Then continue casting another 2 magic missile and sunscroch again. Before the shaman is out of sight, he should be ta en care off. If so unfortunate that he is out of your sight. i suggest you reload. Second outpost is at (1173, 631). Beyond a camp guarded by winter wolves and a trapped bridge. Start from the main path where you started the area and follow it north till the end. The third outpost is a bit tric y. There are two ways to approach it. Beyond first outpost, follow the path to the north, pass the trapped bridge. Alternatively, from second outpost, go east, pass the fortress front gate. i thin that while passing the the front gate you might trigger teleported worg raiders. Furthermore, going this way you will encounter large amount of worg raiders and the drum beater is way bac and out of your sight. Tal ing the bridge path, you'll have a better sight of the drum beater, a witch doctor. While clearing the third outpost, careful not to go too east into an encampment. If so, you'll have a difficult battle. The camp east to the third war drum lives Trugnu . He is the one who is holding the ey to the alternative path inside fortress. He is accompanied by ice trolls, shaman, and orc archers. The most annoying thing about him is he will cast 'entangle' and 'call lightning'. 'entangle' will limit your members' movement. 'call lightning' will still stri e you from time to time even after he dies and you linger around his body. Over his dead body you could find the ey to the cave entrance. Now you get the ey, follow the path beyond second outpost to south then east, pass loc ed gate, into the cave. --------------------------------------------------------------------------2.2.2 cave to fortress 1 ppg14 --------------------------------------------------------------------------Special than s to [Aveh] and [Arachree Mae] for contributing greatly to this part of wal through. To gain extra xp in this, you'll need some stealth s ill (for low level) or invisibility spells (for high level). If you are short in this department, you'll have to ta e the slice and chop way. If you are hungry for some extra xp, don't not alert any enemy of campA, campB and campC before you entered the second floor. To the north is a loc ed door that needs password and we are going to get it. Move at least two invisible members to the south and through the goblins camp (campA), follow the road westward to a junction. Turn south will encounter a orc camp (campB), we don't want to go into that for now. So turn north a bit further from here into a small cave(?) where you meet Pondmu . Pondmu eats spiders and will trade the password with spiders if you got any. Bac trac to the junction and move stealthly further west. At the end, to south is another camp of goblins (campC), to north is a door which leads to a vast area with 4 spiders and 1 spider queen. Kill all the spiders and move stealthly bac to Pondmu . After you gave him the spiders, Pondmu will tell you the password, which is 'chimera'.

>>According to [Arachree Mae] "....give him the spider in this order: 3 regular, 1 queen, 1 regular (you'll have to drop 1 before) yields the highest xp. 1050+1575+545 if i didn't wrong. " Now, you'll need to move your band together and go to the password door. As soon as you are in, aim your attac s at the nearest blue orc as he is the drum beater. Move around to discover an orc chief in north, and trolls in northwest, and the war drum is to the west. Of course you can ill them all and loot their items.

From war drum move south to spea with Vunarg. You can convince him to bring his people bac home for 700xp by selecting second conversation option all the way or just ill him and his horde for more xp. i thin you need 'diplomacy' to convince him. Further east from Vunarg you'll meet a troll called Yquog. He needs you to fetch a message from Kruntur and he gives you a password 'xvim'. Now, before you are totally done with this quest, you cannot ill anyone, not Yquog, not his minions bloc ing Kruntur and not Kruntur. Any of these dies, the quest cannot be complete. When you are done with this level without alerting enemies in campA/B/C, detrap the exit at top north wall and move to the next level. Upon arriving the next level, you'll be given some xp for not alerting the enemies in previous level. Of course, from this point onward you are welcome bac to finish off everything in campA/B/C. Among the loots in campA, you'll find, one of many to come, dart that return to user. --------------------------------------------------------------------------2.2.3 cave to fortress 2 ppg15 --------------------------------------------------------------------------Deal with the welcome party. Move north is a band of sleeping orc. One of them is a drumer. If your rogue uses 'hamstring' you can slow him down from running to the drum at west. The drum is guarded by 2 trolls. Ignore the bug prison first, go through the door, near the drum. To west is a band of mixed enemies, to the east is another war drum. After ta ing care of the enemies and war drum, you'll have plenty time to deal with the bugs inside prison. From the second war drum, follow the path to a farm(?) and a band of orcs. Among the their dead bodies, you'll find a 'Iron Ward Stone' eep it for later use. Move futher west and you'll meet Yquog's minions as ing for password, 'xvim'. Move into the camp to find Kruntur (739, 1017). He will as for you to fetch for him his brother's bracer from Yquog. Move west from here and ta e a turn south to meet Yquog's minions again. No password needed. Follow the path to find companies of orcs. Li e the previous one, you'll find 'Blac Ward Stone' for later use. Right now you have should have ta en a big turn bac to the entrance. Now you can perform the usual fetch stuff. After all is done, ill everyone for extra xp and treasure. If you don't ill Yquog, you'll meet him again in the last chapter. Of course this opens up another mini quest then. Xp-wise, illing him now is better, but the mini quest is a bit weird so you might enjoy that. Exit to this area is at the north east tip. In ward stones that you ept are to enable you to and also the big door in the next area. If you passing the stair, you don't have the two ward case you are wondering, The exit this area here safely encouter fire blast while stones. By the way, the

fortress will have a lot of items to loot, so you might want to go all the way bac to targos empty your load at this point. --------------------------------------------------------------------------2.2.4 fortress ppg16 --------------------------------------------------------------------------Not much story here, just hordes of orcs and goblins. Kill and loot everything you can, if you need to rest, it is safer to rest inside cave. Obviously, door at (825, 1071) is the one that leads into the fortress and gate at (869, 1613) is that one that leads bac to outside fortress. If you have problem opening door (825, 1071), you would want to double chec if you have to two ward stones with you from the previous area. --------------------------------------------------------------------------2.2.5 inside fortress ppg17 --------------------------------------------------------------------------*please have a loo at < nown bugs> section (ppgbug) i start to wonder why does Blac Isle design so many 'as soon as you enter, you will be attac by xxx' scenario. So, as soon as you enter, bugbears attac you. When bugbears die, the entrance will pop out an old orc who holds the ey to the loc ed door. Note that you cannot rest inside fortress. open the door to find Sherincal and Guthma. After the conversation, proceed to ill everything inside. After a big tough fight, remember to save. Guthma's position is from entrance wal straight, first junction turn right, first room to the north. They have a lot of sorcerer and shaman and they are not shy to use 'web' which limits your movement and disrupts your spell casting. Don't stic your caster too close to your tan er. After all is clear, Braston is at the south-eastern tip which setting loo s li e prision or some sort. After conversation, he will follow the tal er. Through the entrance, through the fortress gate and bring Braston to Ennelia. There was once that i lost Braston when entering the 'outside fortress area'. Loading the autosave will slove the problem. ==CONCLUSION== Simply put, you saved Targos. You have also discovered that behind the goblins attac is Guthma, behind Guthma is Sherincal. The next thing you need to do is to find Sherincal. Report bac to Shawford and Ulbrec for reward and next mission. Now that targos is saved, Ulbrec wants you to meet with the reinforcement from Neverwinter which is long overdue. He wants to tell inform them of Targos situation and aid the other ten-towns (or nine towns). To do so, you'll need to travel in Oswald's airship. Shop for whatever needed as you will not come bac to targos anymore. --------------------------------------------------------------------------3. chapter 2 ppg18 --------------------------------------------------------------------------==OVERVIEW== You travel in Oswald's airship and the ship crashed due to some unnatural ice storm. In here you will discover the real boss (or bosses) behind everything. But first you'll need to repair the crashed ship and investigate what's going on here. --------------------------------------------------------------------------3.1 foothills ppg19

--------------------------------------------------------------------------Everyone is unconscious and boring beetles comes to attac you. actually, it is not unconscious, everyone is sleeping. so if you have half-elf or elf, they wouldn't be sleeping and can react fast to the threat. When this ta en care of, shout at Oswald to wa e him up. Now that the airship is bro en, you'll need to help Oswald to repair it and find out what's behind the glacier that caused the crash. Recipe for repairing airship is in the table. As for the boring beetles shell, Oswald can ma e it into light weight heavy armor. Go for the fullplate, forget the other two. This could prove useful for your fighter, cleric and druid. You can only ma e one item at a time, so you'll need to come bac several times to get more fullplates . Beside that, later when you encounter yeti or winter wolf, Oswald can ma e their pelts into several items. Go for the winter wolf item instead. A winter wolf item will provide the same cold resistance as yeti item in addition with +1 CHA. Now bac to the recipe, you'll need spider sli , Thrym extract, belladonna, iron, 2 diamonds and woods, all 7 items. Inside oswald ship, you should able to find Thrym extract and 1 diamonds (2/7). Put them into the table and go to search for more. You cannot rest in here until the elimination of the boring beetles threat. The foothills area is heavily trapped, so plan your footsteps carefully. There are woods laying in the middle of the road which are trapped. These woods would be what oswald need (3/7). Sometimes, you'll see cultists running around. They are actually werewolves and some might suddenly attac you. The boring beetles nest is to the north (507, 1870). You'll need to ill the pool li e nest. After destroying it, you can loot it for tons of potions.

We will follow the path north beyond the beetles nest. Keep stic ing to the side and head north. Till you arrive at a junction where a damage wagon is visible. To the east is a yeti band, to the north is werewolves base. Finsih off the yeti first. The loc ed box at (925, 1035) among the yetis has a quest item called 'Periapt of wound closure'. You can equip it if you want. In fact, i used it till the very end of normal mode on my fighter. Now head to the werewolves base and you'll meet Beodaewn, the werewolves head. He sells stuff so you might want to loo at it first before illling him. There are at least 2 ways to expose him. open the trapped den behind him or use a paladin to sense his evilness. Beodaewn is not alone. He has followers. First time through the game i saw his gang of followers with him. Second time, he this alone. Third time, he is alone but after i rested near by, his followers re-appeared. >>[Arachree Mae] had ta en further advantage on Beodaewn "You could get some discount from Beodaewn the werewolf (for those spells in normal mode or bardic horn in HoF). first you have to now about the cult from Odea (the panther) then confront Beodaewn with a paladin (or cleric, i dual class it so i could't be sure but paladin seem right) he could then threaten to reveal him to the mayor of Ten-Towns. Don't now if you need high intimidate but i got better intimidate person that didn't wor . Beodawn then would as your cooperation by lowering his price. There you go, buy (and then ill him of course)." As you approach the middle of the map, you'll encounter captain Yurst (1929, 1908). First you'll need to eliminate his attac ers at south-eastern tip. Spiders should be coming out of no where while you approach the direct

south juntion where yurst lies and is turing to east. Killing these spiders yields spider sli s (4/7). Move east and you'll meet gaints that throw roc s(?) at you. These are the one that you need to ill. When this is done, return to Yurst and provide further aid. Give him the periapt to cure his wounds, then squeeze every bit of information outta him before he dies. Over his dead body, you'll get bac the periapt as well as some bro en armor which serves as iron (5/7). From the gaints ambush to the north is a druids village. You will not be welcomed. Sent someone with high 'intimidate' over to initate the tal , detrap along the way. Odea, a panther, will tal with you. As about her, about Illium, as her to show you to him. Then you'll be brought to meet Illium Ar'ghrenoir. As who gives him the right to deny passage, then further intimidate him and he will let you through. As a result, Sherincal jumps in, ills Odea and ic s you off hill. Anyway, you still granted passage. Follow the village path till the end, enter the stairs at (3440, 531) to go to a upper level. You don't want to miss the items that the panther dropped, don't you? After you enter, to west is the loot, to east is more loot. Detrap the bridge first or else the druid people will attac you. Inside the house with several holes you'll find another diamond (6/7). Alternatively, you can 'pic poc et' Illium for belladonna. Exit to the next area through north-east. --------------------------------------------------------------------------3.2 glacier crevice ppg20 --------------------------------------------------------------------------Remember that this is still outdoor so your druid can use 'Call lightning'. All the doors here are loc ed, you'll need to find a symbol some sort to be able to open all doors. All the small pots here are actually shrine to Auril. If you want to ta e the items inside, you'll have to suffer some little damage. Go north, you'll see a note at the junction which left by Zac as ing for help. Further north will have another note, left by Oria which pointed out that crystal golems are wea against bludgeoning weapons. Continue the path north as it leads, you'll meet the first crystal golem on the way. At the end of the path as it turns south, you'll see several pristress guarding 3 roc s(?). Activate the roc s and it will brea the opposite ice, which gives you a medallion that enables you to open door. Now wor your way to get the medallion. As you ta e the medallion 'Aurilite Holy Symbol', constructs in this area which used to be neutral will start to attac the symbol holder. Every door that you open, you will be attac by unavoidable 'ice lance'. The room at (563, 1268) has a spider with several deer. They are all friendly so don't attac them. The spider is Zac 's pet. The door which Master of Loc s escaped leads to a dead end, and you can hear Zac shouting for help at the other side. ta e the door above this one, at the end you'll meet the Remorhaz queen with priestresses. As the queen dies, the snow bloc behind will brust into fire and damage everything in a large area so beware. Beyond the snow bloc is lord Rengar. this guy can cast 'fire ball' and 'ice storm'. Beyond the snow bloc , to north is entrance to ice temple and a big fight. To east we go first. You'll see some necromancers here. Once you tal with them, they will attac you, at the same time, crystal golem will run from the door further east to aid them, so plan your position before engaging them. The door which golem rushed in leads to a hole. You'll need a small member (gnome, dwarf, halfling) to go inside and enlarge the hole for all members. It doesn't really matter if you don't have small one to perform

the tas . This hole leads inside a den in ice temple. There is a quest there which i'll cover it in 'ice temple upper level' since you can enter this place through ice temple. To the south are trolls and at the end you'll meet Zac , inside of a Remorhaz. Zac will as for his pet spider which you already found. Then he will as for any information abou this ice palace which you'll get later. While playing inside the ice temple, you'll gather some information from time to time but you have only one shot for sharing information with Zac . To play safe, return to Zac only after you found Nic ademus, the architect of the ice temple. Don't forget to as for belladonna from him as this will complete our ship repair recipe (7/7). In addition, Zac sell stuff. Bac to Oswald ship, place the last piece into table and report to Oswald. As you are leaving the ship, Oswald will suggest you to investigate the western pass. Bac trac all the way to where met lord Rengar. Summon and prepare everything. As you move to north, you will finally meet Sherincal. Keep as ing her questions to discover who is the boss behind her. Depends on situation, Sherincal sometime retreats to the ice temple entrance. To climb the stairs you'll need to activate a device at the other end of the stairs. The device will be highlight in yellow circle if you pause the game. Hit it with arrow once and the stair will open. Shoot it again and it will close. Sometimes, the priestresses will counter you and close the stairs. Enter the ice temple when everything is done. --------------------------------------------------------------------------3.3 ice temple upper level ppg21 --------------------------------------------------------------------------Left and right of the hallway are two rooms with treasure. The right room will have a secret door that you need to uncover. We can deal with these later as there are prisoners dying and you need to rescue them. Proceed into next hallway, we will mar this as room A. You'll find two closed doors, between them is an opened door. Go to the northwest. You will need to loc pic the door. If you have problem loc pic ing the door, then you'll have to go to the opened door and ill the high priestress inside to get a ey. Now, the door leads to another door which leads to a prison. you'll meet Nathaniel (i thin he is the little boy who stood at the entrance of Kuldahar bac in IWD1). You'll need to free him first. Simply loc pic the prison door. Next cell will have prisoners for you to rescue for some xp per prisoner (that's why i suggested to come here first) and a table with an unimportant note in it. Once you freed Nathaniel, as for more information about this place and the glacier. For now, you cannot use magic in this area. Since you cannot use magic, you might want to lure enemies to areas where magic is useable. Go north, pass the prison to another small room. Eliminate every enemy nearby to have an easier fight later. The southeast wall is pass-through -able, roughly (1262, 1280). Killing enemies here will give you a better chance against Lysara later. Go into the north door of the room and you'll encounter high priestress Lysara (1/3), one the three high priestresses in ice temple. Remember to squeeze every information before engage into battle. She mentioned about Lysan. Lysan is the priest that was ill in IWD1. There is a dais in this room which control several things. stand on the left side to turn the dais rotating left, stand on right side for right. -to disable the antimagic field, right east, left west. -to open a loc ed study room in this level, left southwest, right

northwest. -to open the three loc ed door here, left north, right north. The three loc ed door leads you to an Abishai den. You can only enter it will full health member since blood smell will trigger the Abishais inside berser . one of them, Xhaan, will approach you and offer you a quest. Remember to send a high INT and as about the voice he heard so that he mention the name 'Aiej- llenzr't'. Your high INT member will deliberate 'The Caged Fury', which is the real name of it, from 'Aiej- llenzr't'. Bac trac to room A, and enter the opened door in the middle. inside is a church li e area with high priestress Cathin (2/3). As you are fighting, Reinforcement will come from behind so beware. Proceed north to a hallway with three rooms. The first one will need to use the dais to unloc . The thrid one will have the information about how to defeat Aiej from Ondabo, a djinni or genie li e npc. The room north to this hallway is the entrance to lower level, guarded by a horde of trolls. Bac trac again to room A. Enter the southwest door, which should be open then during your fight with Cathin. Not much story here, just search and ill along the way. At the north end of this area (2962, 1300) is a magic staircase. There is a painting at its north wall which you can tal to, with different passward it will lead you to different area. you will need to use this later. Lastly, there is a long secret hallway with its ends at (250, 2771) the room south of prison and (2372, 2009) the hallway east of church. Nothing is here, just eneimes to ill. When everything is done, proceed to the lower level through the door at (2618, 775) top north. At this point you have several things at hand, gather temple information for Zac , find Nathaniel's equipment, free Abishai and find the last high priestress. --------------------------------------------------------------------------3.4 ice temple lower level ppg22 --------------------------------------------------------------------------Level two is beyond by descrpitive ability, so i'll draw you a map. ----------------------------------------------------| | | IN | | | | N.T | N.T | | ORIA | N.T | | | | | | | |--M----------M-------------- ------X1-------M-----| | * | | --------------X3------- ------------------ | | | | | | | | | | AEIJ | TRE2 | X4 N.T | | | | | | | | | | |---X8---| --------------------- | | | | | | | | X7 SHA | PRISM | | | | | | | | | |--------|--------| |----| | | | REST | EGR | | N.T | | | | | X5 | | | | ----------------------- ------------------ | | P |-----------------------------M-------------M-------| | MIR | | | | |

| M | | | | |-------X6-------| | COF | M B.S | | TRE1 | | | | | | | | | | | ----------------------------------------------------IN is the place that you arrived in. P is the exit to upper level that will ends up in the tal ing-painting-staircase. X are doors that need to use special method to open. M are just ordinary doors, either loc ed or not. Room N.T means rooms that has no story, you can just go in and loot everything. * is an adjustable mirror. We will play with the PRISM in the middle first. To adjust the prism, pull the lower trigger (2029, 1183); to shoot the prism, pull the upper trigger (2068, 1131). If you by chance bro en it, you can repair it using switches in room B.S. Adjust PRISM to face northeast to open X4. The room contains some spell scrolls. Adjust PRISM to southwest to open X5. you will find Nic ademus sleeping. Touching, and JUST touching the closet beside him will wa e him up. When you as for his help, he will as you to do a future favor for him, of course you'll have to agree. Now you have a choice: 1-As ing help for defeating Aiej- llenzr't, he will give you some magical protections/enhancements. 2-As ing about sharing wisdom, he will give you xp worth of 5000+. 3-As ing for sharing treasure, he will give you some stuff. Now, i suggest you ta e the xp because Aiej is simple to defeat; the stuff he gives is actually stuff that are in his closet. DON'T not try to unloc his closet at this point. Doing so will ma e him hostile. If you ill him, the game ends. You can ta e the stuff when you are about the leave the temple for good. Apart from this, you can squeeze a lot of information from him since he is the architect of this ice temple. Room COF is a room filled with coffins and shadows. One of the coffin at northwest tip is open-able. You'll have to open it of course. Room MIR is a room with two mirrors in northeast wall containing Talisman henchmen. When you touch the other two mirrors in northwest and brea them, these people will be released and attac you. Now adjust the prism facing south, the light will shoot to room COF, ta es a few bounce, passes opened coffin, hit mirror in room MIR and brea door X6. Room TRE1 is where you find one of two nathaniel's stuff, a bag with his name. Don't return to him yet, you might miss a sub-quest. Now we will play with the tal ing-painting-staircase, access via stair P. Tal to the painting as tal ing to normal npc, you'll be given choice. Different answer will change the destination the staircase leads, below are the choices and their respective destinations. 1 - Death to Kuldahar = exit P 2 - Lysan = room SHA 3 - Auril shower me with strength = room B.S 4 - In Auril's name bla bla bla = TRE2 (You can only get this after defeating Oria) 5 - Bedroom = Nic ademus's bedroom 6 - From the sea of moving ice bla bla bla

= Abishai den 7 - Hmmmmm....interesting = random area In room SHA via the tal ing-painting-staircase, send someone near door X8 to ta e damage so that you can open door X7. Adjust the mirror * far away near the entrance facing left. Adjust prism facing north and shoot it. The lightning will ta e a few bounces eventually ends up hitting X8 thus open it. Send a high DEX to enter the room, the altar will tal to you, choose the answer with the name 'The Caged Fury'. The door X8 will close and the altar will attac you with 'Whirlwind' which your high DEX will have no problem evading. When the door opens, enemies will come from north and south of X7 to attac you. When everything is done, report bac to Xhaan for reward. Inside room B.S you will find a lot of triggers. The three at the southwest are, from bottom, activator, selector 1 and selector 2. Flip it stands up as on, flip it lies down as off. - 1 off, 2 off for battle square - 1 on, 2 off for matainance, repairing prism - 1 on, 2 on for nothing - 1 off, 2 on for inner sanctum, we have use later Play the Battle Square and win a line of 3 squares to obtain ey to Oria's room which opens X1. She is accompained with tons of winter wolves. When she was damaged enough, she will threaten to brea her staff and disappear. Moments later she will come out of no where and attac you. At this point you cannot hurt her whatsoever. Rush over to Nic ademus and as to him advice. Now you now that you have to do, rush to room B.S and turn on the inner sanctum mode. when she dies, remember to deactivate it. After defeated Oria, you can now goto room TRE2 via the tal ing-paintingstaircase. In room TRE2 you will find another Nathaniel's stuff, 'Ring of Ram'. You have a choice of returning this ring to him or not. To me, the ring isn't any wonderful so i rather ta e the xp. When you return both items to him, he will leave. When he leaves, so is Oswald, so you'll need to plan this carefully. --------------------------------------------------------------------------3.4.1 battle square ppg23 --------------------------------------------------------------------------Special than s to [fire mage] from gamefaqs.com IWD2 forum for contributing greatly in this section. Many of the ideas of defeating the battle square below originated from him. 1 off, 2 off and we can play the famous battle square. The game is li e this, you select a RANK via other triggers in this room. The crystal golem will inform you which ran selected. After selected the ran , you activate to play. Everyone but the activator will remain here. others will be teleported to room REST and cannot come out. See the nine squares on the floor? Clic on it to call forth a monster, you defeat it in 60 seconds, you ta e the square. Whenever you lin three squares, you win the LEVEL. Win LEVEL 1 to 5 in order to win the RANK totally. The screen will sha e when you achieve RANK mastery everytime. Below are the suggested patterns of selecting square to win LEVEL 1 to 5 of any given RANK. ---------------------------------------------| Level1 | Level2 | Level3 | level4 | level5 |

---------------------------------------------| x - - | x - - | x - - | - x - | - x x | | x - - | x - - | x - x | x - x | x o x | | o - - | o - x | o - x | x o x | x x - | ---------------------------------------------- are the one that you ignore, x are the one you select, o are the one you select last. Anytime during the game when you feel that things are getting out of hand, pull the activator to deactivate the game. The reason you want to play the squares is to get the ey for high priestess Oria's room and to get some excellent stuff. If this is the first time you encounter the battle square, you might not have the level to play highier ran s (ran 5 and up). You can always return later to finish it after you gained some level. The furthest you can get if you still want to return to battle square is the end of chapter four before you ta e Oswald's ship. i'll place a reminder later in the wal through. If you are impatient, you can export a current member, create a new one and adjust it's level. Later after you've completed the square, you can delete that member and import bac your previous one. For more information about adjusting a character's level, please refer to Dan Simpson's faq at http://db.gamefaqs.com/computer/doswin/file/icewind_dale_ii_items.txt Because all i now about this part is from him and i don't want to plagiarize his wor . If you are so desperate, two items for you to create '00ARMBL2' and '00ARMCH'. This two totally destroy the fun of playing the game, not just battle square, use it at your own ris . (Special than s to [ejsmith] from Sorcerer's Palace sharing his discovery about the two with the public) You should have no problem finishing the first 3 ran s using normal tan er character. Mon isn't really useful in battle square as mon offers only one damage type, bludgeoning. If you encounter zombie lord for example, your mon can do nothing but pull the trigger to end battle square. Fighter type is the best because they have a wide range of damage types to choose from, depending on what weapon they use. The best candidate to enter the battle square in my opinion is paladin 3 or 7 / fighter x. Paladin for the immue to fear at level 2, immue to disease at level 3, fiendslayer feat at level 7. Fighter for the weapon sepcialization in several inds. Before you start the battle square, rearrange your equipments so that your fighter has every of the best that the band can offer. When playing under HoF mode, choose equipments that reduce damage and increase saving throws. Monsters will hit you on regular basis even if you can push your Armor Class to as high as 40. When choosing your weapons, ma e sure you can do slashing and bludgeoning damage, melee and range damage. Give the fighter all the healing potions you have. If you have problem getting more healing potions. Venla in the Wondering Village (the next area) sells extra healing potions as much as you can buy. The last thing to do would be, of course, polish your fighter. Cast spells li e 'stones s in', 'chaotic command', 'remove fear', 'bars in', 'emotion: hope', 'resist elements', 'improved invisible' (if not playing V2.00), 'cat's grace', 'bull's strenght', etc, depends on what spells you have. Of all the doors in IWD2, this one is the most famous and important. There are two doors in the battle square, the one at the north wall is the 'north door'. This door offers you strategic advantage as huge enemis cannot pass through this door. That's why range damage is also important playing battle square.

>>[Rob Valentine] has another idea for those who don't fancy arrows "... just lure them to the door and clobber them with a 2 handed weapon (Ice Lance wor s well). None of the creatures seem to be able to reach you and you can dispatch them in a couple of hits" >>Author's note Some weapons, two handed weapons li e staff, spear, etc, has a longer range then one handed weapons but still consider melee weapons. The 'Club of Disruption', as battle square ran 6 prize, really helps a lot . High ran battle square will always give you demons and elementals type enemies which you can destroy them by using 'Club of Disruption' if they fail their fortitude saving throw. Open your 'Attac Rolls' feedbac via option --> game play --> feedbac to see if the enemy you are currently hitting is subject to disruption process. If they are, it will show their fortitude saving throw aganist 'Club of Disruption'. When playing high ran battle square under hof, it is just a fight to see if monsters throw 1 in their fortitude saving. If you want to use range attac with your fighter, ta e throwing weapons over missile weapons because throwing weapons (li e throwing dagger/axe/hammer) use STR modifier in attac roll not DEX in missile weapons. A returning throwing hammer +2 that i've gotten in Wondering village/Underdar (i forgot which) is also a helpful weapon as my fighter already specialized in war hammer. Apart from bludgeoning damage, it deals electrical damage as well. 'Throwing Axe of Shoc ing Burst', ran 5 prize of battle square, is also useful if you are better with axes then hammers. Weapon choice for [fire mage] are Warhammer +2 with shoc , Flaming Star +1, Morning Star of Thorns, Greataxe +4, Club of Disruption (prize), Ice Spear (prize). Now save every single time you completed a single square. If you are not satisfy with the monster that the next square gives you, you can always load the game. Well, this is a computer game after all and the designers don't limit our saves, so however 'cheesy' it is, it is still valid. Sometime those teleport-able monster will teleport to where the rest of your members are. This isn't a bad thing as now you can outnumber the monster. However, ta e extra care to ma e double sure that the ice golem champion is somewhere near this room the moment you ill the monster. If not, you ill wouldn't count. You can also choose the teleportion on purpose if you feel that the monster is to hard to handle single handedly. Summons several minions in the battle square room before you start and place them at a corner where they cannot see the coming monster. When you encounter a teleportable monster, send one summon to attac it. Upon ma ing a sucessful hit, the summon will be teleported to the resting room with the others and so as the monster who choose to chase this summon. Enemies and wea ness Elemetals:Fire/water/earth/wind elementals fall under this group. They generally have high hp. Club of Disruption wor s on them but some have pretty high fortitude saving throw bonus (li e +19). Some even resistance to bludgeoning damage, ma ing the attempt to disrupt process harder. Demons :Gelugon, Cornugon and Glabrezu. All demons can be dispruted and are vulernable to bludgeoning damage, ma ing them wea against Club of Disruption. Keep in mind that all demon nows how to teleport. Also, they will 'panic' those unprotected. Undead :These undead are very strange. They are subject to disruption under HoF mode, but not under normal mode. Boneguard type is resistance to slashing damage and zombie type (including the fat

one) is resistance to bludgeoning damage. To me, these are the hardest foes in battle square. i often reload encountering them. shadow :Those blac monsters are shadows, not some bad animations or your graphic card's fault. Shadows come in different forms and each form charateristic is just li e their real bodies. So, for example, if you encounter Glabrezu in shadow form, use your against demons tactic on it. big ones :These are the ultra big enemies that have problem passing the north door. When you encouter these, rush pass the north door and use range weapons to deal damage without ta ing any pain. They are the easiest foes in battle square. others :These include small s eletons, small shadows, animals and any other type that doesn't fall into the previous categories. They are not that strong and you can just melee them to death. None of these is subject to disruption. There is a ind of enemy called Fyer variations (the big floating balloon ind). They now how to teleport and can 'hopeless' your member. >>Words of wisdom from [fire mage] "Because the game often uses the same monsters repeatedly, it didn't ta e long for me to figure out which type of weapon wor ed best with which monster" Below are the items for completing a ran (under HoF mode). If i am not mista en, only the prizes of first and third ran s change in HoF mode, others stay the same. - ran 1 = Warded Dragon's Belt - +3 reflex saves - 6/- cold resistance - ran 2 = Potion of Holy Transference - permanantly +2 wis, -1 dex - ran 3 = Cornugan Hide Armor - damage reduction 10/+2 - regenerate 1 hp per 10 rounds - ran 4 = Boots of Grounding - 6/- electrical resistance - ran 5 = Throwing Axe of Shoc ing Burst - return to user - 1d6 electrical damage, 10% chance of extra 1d10 electrical damage - +5 for hitting - ran 6 = Club of Disuption (** MUST GET **) - undead and outsiders must ma e fortitude save or destroy - +5 for hitting - ran 7 = Ice Spear +4 - cast ice lance 1/day - ran 8 = Composite Longbow of Empowerment - random +4 on str, dex, con, int, wis, cha for 5 rounds when damage by melee - ran 9 = Wand of dead (** MUST GET **) - cast animate undead - ran 10 = Brilliant short sword +5 - attac ignore shield or armor bonous - upon completion of all ran s = Bracers of Icelandic Pearl - cast lesser planar binding : water element 1/day - cast cone of cold 1/day - cast horrid wilting 1/day

--------------------------------------------------------------------------3.5 chapter ends ppg24 --------------------------------------------------------------------------When everything is ta en care of, return 2 of Nathaniel's stuff bac to him and report that you have illed the 3 priestresses. He will now leaves the ice temple to the glacier crevice, follow him. Once out, you'll be ta en to middle north of the map, Nathaniel will 'melt' the glacier and the remains of Neverwinter force will arrive leading by Ingrath Mariner and Rahm Dammel . As the conversation ends, you'll present both with letters that you ept so long ago from Targos by Denham. after you exposed Ingrath, he and his goons will change to dopplegangers and attac you. Rahm and his men will help out. Return to Oswald crash site to find that he has already left. pic up his note and potion. you can wipe out the druid village if you want, they have some nice stuff. When you are done, exit via the melted glacier, north of glacier crevice to the next chapter. If you are that hungry, remember to loot the stuff in Nic ademus' closet but don't hurt him even if he attac ed you. If you don't have the letter, you would not expose Ingrath here. He will as you to meet in outside a dragon's lair entrance. When dragon attac s, he and his gang will run away. When you defeated the dragon, he will come bac and attac you. ==CONCLUSION== Oswald left, and you are to pass the western pass by foot. now you have names, the organization is the Legion of Chimera, the leaders are Isair and Madae, the place is Severed Hand. As the story goes on, you'll now what they want. --------------------------------------------------------------------------chapter 3 ppg25 --------------------------------------------------------------------------==OVERVIEW== Fran ly, i am a bit confuse about the story and the realistic purpose of chapter 3 and 4. Originally, the band was assigned to find the Neverwinter reinforcement, and the band did, at the end of chapter 2. So there is no purpose for the band to travel any more right? But, instead, they continue to travel with a clear destination, which is the Severed Hand. So my best guess would be, as the band was fighting with Sherincal in chapter 2, they already made up their mind of going to Severed Hand to end the madness (without letting me now). That's why they eep on travelling, through western pass and eastern pass. So now you are, passed the western pass, and going to pass eastern pass. But then you discovered that eastern pass is bloc ed by Legion of Chimera. So you have to shift to the Underdar . Also, in the middle of chapter 3, you will meet your final bosses, Isair and Madae. --------------------------------------------------------------------------4.1 wandering village ppg26 --------------------------------------------------------------------------You want to get pass this area, the villagers here see this as an oppoturnity to as for your service to clear the evil in this area. Due to the fact that you need to run bac and forth to do all the main quests, so wal through in this part will be written as quest based instead of area based. Note that you cannot rest in this area unless as ing a priest. As you move, you'll meet Thvara Baelm and his babaric gang as a junction. When the conversation draws to an end, you can tell the gaint that you are going

to ill everyone so he better run away if he wants to live. North to the junction is a dire wolf den, we can ta e care of that later. South is a grave guarded by an undead named Sordirsin, this one is quest related. Don't touch his grave at the moment. East is the wandering village. Move there and you'll be approach by villager who instruct you to meet their elder, Souma. As you move into village, you'll meet the infamous Nym. bac in IWD1, he single handedly caused the destruction of elves and dwarves. He will as for your destination and suggest an alternative through the Underdar . If you have the bonus cd installed, Nym's merchant inventory has something called 'Avarine Decanter'. Use it to summon a djinni merchant. The merchant don't have any woo-ahhh things to offer. Instead you free him on the spot, you'll get real woo-ahhh items, including a +5 to armor bonus non-magical bracers. Or you can summon him 3 times and at the end of third times you'll be attac ed by his band, that's gives you little amount of xp and some mostly masterwor grade stuff. Souma is at the northwest in the village, you get quests from her and she sells magic scrolls also. Right to souma is Jari who needs a wolf pelt, if you don't have it now, we can get it later. Right to jari is Tahvo who sells and buys weapons and armor. South to Tahvo are Carita and Leevi. South to the couple Venla who is li e the priest who sells and buys potions. There is a blondie running around the village by the name Pairi, a sorcerer can give her guidance to become a sorcerer and gain some xp. --------------------------------------------------------------------------4.1.1 the missing children ppg27 --------------------------------------------------------------------------First quest that Souma gives is to aid Venla. There has been quite an amount of missing children lately and Venla wants you to investigate. Off to the Fell Wood via the exit at east of village. At this point you can approach Tahvo and Venla as ing them to spare some weapons and potions to you. Into the area before Fell Wood, move east and you'll encounter a horde of trolls at a junction. The road to north turn west and leads to a iced dead body, we have use of that later. The road to east leads to a band of babarians who are searching for Thvara you previously ill. You can rest in this area but 80% of the time you'll be interrupted by snow trolls or dire wolves. When the area is cleared, you can now go into the spoo y tent in (2404, 629). Inside the tent you'll meet Limha and Agog. You can buy some stuff from Limha but don't buy any spell scroll from her even if you needed. We can get all the scrolls she posses later. Obviously you cannot get any information out of her. You can rest here if you want. So leave the tent, into Fell Wood we go, via exit at east. >>[Alicia Shieh] put her paladin into wor this time "you can expose Limha by having a paladin tal to her. He'll detect that she's evil. You don't have to go to the Fell Wood this way." This Fell Wood is a maze. You ta e a wrong turn, you end up running circle. You can always bac out by selecting the west exit and restart the maze. If you have a druid or ranger, you can use their 'wilderness lore' to find you way through the maze. Sometime you might get caught by roots that damage you. These are actually traps that you can detrap. The enemies in this area are smart, they will go to your wea er members, so beware. Most of the undead here will attac my cleric first. Attac from undead might drain your energy noted by a horizontal red line in your potrait. You'll need restoration spells to cure it. as you enter Fell Wood, a ghost greets you,

telling you some general information. Ta e the northwest exit into a winter wolves den area. The pelts you collected, you can spare one to Jari for some xp. He doesn't have anything good in return so don't push him. From here go north to encounter some snow trolls for xp. Below is the path you ta e to see out a dryad that will help you with the mission. From the ghost ta e exit northwest (180, 292) --> wolf den, east (900, 433) --> container in middle trun , north (489, 214) --> tree trun in middle, east (836, 280) --> tree trun in the middle, east (841, 264) You reach a small opening guarded by some undead. Kill them all to release Carynara the dryad. She'll point out that there is something fishy about Limha. As for the question about passing the wood, you'll need a high charisma person to charm her for pointing out. The route she pointed will be used later. Now bac to Limha to expose her. She will run away and Agog will attac you. Don't waste much spell on Agog. As Agog dies, you rush outside only to find out that Limha had placed a small band waiting for you. Usually, she will then retreats bac to the north of the junction where she can continuingly summon minions to deal with you. When these are ta en care of, loot her body to find a scroll case that holds every single spells that she sells. report bac to Venla and Souma for reward and next quest. --------------------------------------------------------------------------4.1.2 the returning dead, or undead ppg28 --------------------------------------------------------------------------Second quest is to aid Tahvo. West of the village is a grave guarded by an undead called Sordirsin. Someone stole his drin ing horn, and you need to retrieve it. Once again to the fell wood. Alternatively, if you have a high level bard, you can ma e a song for Sordirsin and put his soul to rest. routes for recovering drin ing horn, - longer route to cover every enemy from the dryad area ta e west exit (187, 363) --> spiders, southeast (866, 567) --> trolls, item in middle trun , northeast (826, 317) --> zigzag area with undead, northeast (616, 231) --> zigzag area, southeast (849, 910) --> zigzag area, northwest (247, 310) --> zigzag area, southeast (864, 881) - shoter route from dryad area ta e west exit (187, 363) --> spiders, northwest (208, 347) --> zigzag area with undead, northeast (616, 231) --> zigzag area, southeast (849, 910) --> zigzag area, northwest (247, 310) --> zigzag area, southeast (864, 881) The undead in the 'undead area' will regenerate, giving you some xp to earn if you want. Ta e the loop from zigzag area with undead, northeast(614, 266) --> zigzag area, northeast (599, 298) --> bac to undead. Eventually you'll arrive to an area with standing stones and a dead body

among them. Loot that body for drin ing horn. Ta e the west exit, return the horn to Sordirsin, loot his grave for treasure, report bac to Tahvo and Souma. As you report bac to Souma, Nym will leave. Remember to shop him for items before this. If there is one thing you cannot miss, that is the 'Antimagic scroll' that he sells, you MUST buy this. Beside that, he has a mace that deals fire damage, this could be useful aganist trolls later. Also, a mace (Everlasting torch) he sells that deals fire damage is very important later with dealing with trolls and slimes. --------------------------------------------------------------------------4.1.3 the silent ghost ppg29 --------------------------------------------------------------------------You are to aid Kurttu as the third quest. She is at south of Souma (1897, 674). Kurttu has a stepdaughter named Carita (2402, 570) who is married to Kyosti. Kyosti is dead and his soul can't spea . Beside that, Carita seems to have something going on with Leevi (2431, 581) both Kyosti's friend and enemy. Spea with Carita and Leevi to squeeze some information then off the Fell Wood again. As the ghost in Fell Wood about Kyosti and he will as you to free them by destroying the ghost lights. From the standing stones where you found drin ing horn ta e the east exit (857, 578) --> undead with frozen pool in the middle, southeast (705, 569) --> frozen pool, northeast (672, 217) --> frozen pool, northwest (249, 228) --> undead with 2 tree bridges, northwest (329, 241) --> 3 tree bridges, northeast (843, 264) --> 3 tree bridges, fully prepare before entering southeast (824, 717) This will lead you to one of the hardest fight in the game, especially if this is the first time your band into the game. These so called Will O'Wisps deal electrical damage. On top of that, they teleport around, ma ing you chasing them wildly. Now, range and magic might wor well. But then they seem to have very high resistance to magical damage, i thin they are immune to magic. So your casters will be busying running around to avoid them and your fighters will be busying running around to damage them. >>[Jae Shin] and [jerrod] used bow and arrows in this situation Equip everyone with ranged weapons and eep on attac ing one Will O'Wisp at a time. When this is done, ta e west exit and return to the ghost. Unfortunately, among the ghosts you freed, you can't find Kyosti. But the ghost points out that you might find Kyosti in the area before Fell Wood. At the mean time, you gain 'Fell Wood remains' which you can present it to Souma for reward. Kyosti's ghost is lingering around northwest (640, 563). As you approach the junction, you'll be ambush by dire wolves from both sides, so be prepare. Approach Kyosti to hear his story. Report bac to Kurttu and Souma for reward. As you are spea ing with Souma, something happens. Go through the story and fight whatever enemies come to you. Before you leave the place, remember to present 'Fell Wood remains' to Souma and ma e sure you buy at at least 2 ropes from Tahvo. As you enter the Fell Wood, you'll see a tree pops up, ill it for xp. Exit through northwest then north. You'll encounter more of these tree monster called Dar Treants. Finish them all and the north woods will open you an exit.

>>[Koh Zi Han] found the exit with a shorter route "When you enter the Fell Woods to eliminate the Dar Treants, a faster way would be to be West from the starting location, In fact, if what you do when you meet the sole dar treant is to cast summoning spell and blesses, chances are, it will flee to the West." --------------------------------------------------------------------------4.2 cold marshes ppg30 --------------------------------------------------------------------------Spiders, trolls and babarians ma e up this area. If you rest in this area, chances are you'll be attac you trolls and babarians. So, if you have sleeping problem, you can always go bac to fell woods. Wor your way uneasily to the east and meet Hadbru i and his gang who are guarding the Gate-of-Stone. from left to right is 1 to 3, from bottom to top is A to D. my fastest way to open the gate would be, move A2 to left, B3 right, A2 right , B2 right, C1 left , A2 left, B2 left , C2 left, D3 right. Depends on how well you mess up this gate, babarians will pop up from the south of the gate to attac your band. at the south of the gate, moving across the frozen river, you will find frostrose at (3279, 2173). >>According to [scyther36] from gamefaqs.com IWD2 forum, "The healer lady, Venla?, from the wandering village is loo ing for one to create some potions so it's worth some EXP and a couple of potions that she gives to you for finding it." Get a full rest before you proceed to next area. --------------------------------------------------------------------------4.3 river caves ppg31 --------------------------------------------------------------------------River caves have an outpost of a Duergar (grey dwarf) company. Duergar to dwarf is li e drow to elf. These dwarves are do not getting along well with the Blac Raven mon s live on top. They will see this as an opportunity as ing you to clear out the monastery. --------------------------------------------------------------------------4.3.1 river caves entrance ppg32 --------------------------------------------------------------------------Prepare everything as you will be facing white dragon. If you did not expose Ingrath in the glacier crevice at the end of chapter 2, this is where you'll meet him and end his life as he tried to end yours, after you illed the dragon. As you approach the east near the entrance, white dragon will come out and some wyrms will pop up around you. It would be best if you just send a decoy there and bloc the junction near where you come in with summons. Get a good rest and enter the lair.

As soon as you enter the cave, wyrms and dragon attac you. When this is done, search the area for treasure. Clic on the big hole to lower down ropes and exit. --------------------------------------------------------------------------4.3.2 river caves ppg33 --------------------------------------------------------------------------*please have a loo at < nown bugs> section (ppgbug) (patched in v2.01) There is a horde of hoo horros not far along the path. When they see you, their friends will pop up from behind. So you might want to prepare for this first. At (798, 1558) is the path leads to dwarves base. If you ill all the monster inside this cave before you enter the dwarves base, there is a possiblity that you cannot finish a quest and s ip another one. so ma e sure you don't finish every enemy here. also, you cannot rest here, so feel free to go bac to the dragon lair. We'll first find the ey that open the dwarves base gate. Turn east as the path goes and arrive at a junction. Ta e the south path and go through the hole at (1744, 1719). You'll meet ice troll and later jelly. These jellies have high resistance against all types of physical and magic damage except fire. Cleric, druid should have 'Flame stri e' and wizard, sorcerer have more fire based magic. 'Horrid Wilting' wor s wonder, if you have it. The worst part of these jellies is they split and multiply. At the east end of the path is the ey. Bac trac to (798, 1558) and follow the west path to reach the dwarves outpost front gate. The slave master will instruct you to spea with their leader. Just don't say any unpleasant thing about them. Their leader, Barud Barzam is running bac and forth in the hallway beyond the door. Listen to his story and as about your quest. In exchange of providing you mining tools to pass this area, they'll need you to clear out the area. furthermore, you can sleep here if you as him. As you enter the door, turn northwest, first room is the store room. You can ta e away anything expect the one that is loc ed. Mining tools are located at (750, 401). Second room is the temple which offers you basic temple service. You can send someone to 'bluff' for some healing potion from Zama, the priest in the middle. Don't touch anything here. Turn southeast, s ip the first room, wal towards the end to meet Dragu. He is wor ing on a crossbow. Anyone with high INT could help him on that, in return you'll get a copy of that crossbow. Furthermore, you can trade equipment with him. Wal pass the slaves quarter till the end to reach the torture chamber. A ghost will appear and attac you. When you are done here , go bac out to clear the cave. >>[chalcedony] has a better idea dealing with the ghost "you should use your cleric to tal to the ghost, and then when he attac s you, TURN him. He will cease to attac you and start tal ing; most importantly you will gain xp (3000 if I recall correctly)." Pretty routine stuff, just ill anything that wal s. Ambush is everywhere. When you finish all the monster in this area, it will show in your journal. report bac to Barud for reward and next mission. He wants you to clean out the Balc Raven Monastery. i would suggest agree. You see, when you are done with Blac Ravens, there is no more story there. You can just ill everyone, loot their stuff and come bac here to claim the reward. In addition, after claiming the reward, you can finish off this base and loot the dwarves' treasure too. Now with Blac Ravens cleared, the duergar outpost finished, no one is fighting nobody no more, peace. Near the end of the game, you'll save some Blac Raven mon s and these mon s will give you

When you are done here, exit via the northeast exit, which you need mining tools to clear the bloc ing roc s. --------------------------------------------------------------------------4.3.3 river caves exit ppg34 --------------------------------------------------------------------------This area is both tric y and dangerous. There is a story scence here where your band will be brought to a place and as the conversation ends, you'll be attac ed. You don't want to trigger this unprepared, don't you? Beside this, you'll meet some umber hul s here. They will confuse people that are close to them, ma ing your party member running stupidly and might trigger the story. 'Chaotic command' by cleric can prevent this to happen. Also, when you rest in this area, you'll be interrupt by yeti or umber hul . yeti pelts could bring you some fortune. The dawrves wouldn't buy it, but the Blac Raven mon s will. As you enter, ta e the east path. Umber hul s will pop up from wall to attac you. Past the first junction, contiune the path, you'll be attac by second umber hul s from wall. Then you are done here. Return to entrance, go north, you'll go into a small area will a pool. Umber hul s pop up from northwest wall. Return bac to entrance, ta e the northwest path. As you reach the corner, umber hul s pop up. So now, you are done with all the umber hul s here, all 4 groups of them. What i'll do at this moment is to summon 6 undead, have them wait in a place. Then cast spells on my members. Invisivility of any ind will not wor here. Somehow, enemies we later encounter can see through invisibility. Send a decoy towards the northeast part of the map and the story begins. When the fight begins, all my members will start running bac to where the undead was. You'll meet Harshom at the exit. He was sent by the Arcane Brotherhood of Lus an. (If you play 'Neverwinter Nights', you'll be raiding this tower of Arcane Brotherhood.) Turns out that Phaen that you ill long ago in targos town is one of them. Even worse, remember Carita and Leevi? As revenge, they told Harshom your whereabout and destination. This band, they have everything. Tan ers, archers, spellcasters and everyone is sharp. Don't worry if your spellcasters die. Because your cleric can bring them bac and join the fight immediately without claiming bac their equipment. Also, don't over concentrate on one end, if you are fighting in a tight junction. These people will travel far and reach you from behind.

==CONCLUSION== i suppose you have met Isair and Madae, yes? You will be fighting them at the very end of the game. As for now, you continue to travel towards their lair, or rather, the headquarter of the Legion of Chimera, or even rather, Severed Hand. You have passed the western pass from chapter 2 to chapter 3. Now you want to pass the eastern pass. Also, remember that you might carry a quest over to the next chapter, massacre the Blac Raven monastery. --------------------------------------------------------------------------chapter 4 ppg35 ---------------------------------------------------------------------------

When this ends, pic

up the ey, open the gate, into next chapter we go.

help. Clearing blac don't worry.

raven here will not affect these mon s decision, so

==OVERVIEW== From Nym, you now that the estern pass was bloc by Legion of Chimera forces. Nym also provide you an alternative by going through the underdar . So, your purpose is to go to and through the Underdar . --------------------------------------------------------------------------5.1 blac raven monastery ppg36 --------------------------------------------------------------------------The passage to Underdar is guarded by the Blac Raven monastery and its mon s. Currently, the mon s have some problem inside. The Legion of Chimera invited the mon s leader to their place to discuss about alliance. But the leader thin s the other way. So the Legion ept the leader as hostage. Meanwhile, the Legion send a pretty-face-envoy to the monastery intended to corrupt them from the inside. You are now here to ma e everything bac into order. --------------------------------------------------------------------------5.1.1 monastery entrance ppg37 --------------------------------------------------------------------------Follow the path, detrap the torn bridge as you go. You'll see some neutral wyrms. There is a wyrm nest at (1187, 1207) which you can ta e its egg and ruby ring, ma ing all wyrms turn hostile. We have use of the egg later. The ruby ring that comes with it, we have use later also. As you cross the second bridge, you'll meet yeti and more yeti will pop up from cave behind as their friends die. If you need money, you can always come to rest in area. Yeti will attac you, and you can pic up their pelts. Enter the cave, and you will see the entrance to monastery. --------------------------------------------------------------------------5.1.2 monastery ppg38 --------------------------------------------------------------------------(Seriously spea ing, i don't now why it/he is called Blac Raven. My English may be not good, but at least i wouldn't say 'loo it's a white polar bear'.) *please have a loo at < nown bugs> section (ppgbug) You'll meet Salisam. He wants you to spea with Aruma Blane who currently runs the monastery. Regardless of what would Aruma say, you are to spea with Salisam again. The monastery is very tight, running inside will give you headache. You can of course raid the whole place as the duergars as in earlier chapter, but let's play the story and we will do the massacre later. Before you spea with Aruma and continue the main quest, let's play the sub-quests first. ------------------------------------------------------| | | | | | TRAINING | | LIBRARY | *SALISAM | | ROOM |DOWN | | ENTER | | | | | | | |------ --| | | | *SAVALTID | ------------------------------------- ----------X----| | | | | *NONIN | | STORE |

| DINING ROOM | ROOM | | | | | | | | | --------------------------- -------------------------| *SERSA | | | | *ARUMA | | SLEEPING |-----------X-----| | | ROOM | DOLON'S | | | | ROOM | | ------------------------------------------------------* represent important NPC and X represent loc ed door that are related to quest. Inside library, you'll find Bered. He will tell you general things and stories about Blac Raven (the person and the monastery). There are two things that he sells would interest you. "Masterwor tome of glorious exaltation", once held in hand you are under the spell of 'Exaltation'. Of course, this would be excellent for mon s. "How to be an advanturer", it gives you a good laugh as you read through the boo , more importantly, it gives 20000 xp to the reader. You can just loc pic the door and help yourself in the store room. Inside the room, you'll meet Ven. There are several ways to finish this side quest. Plan A, agree to side with him and later report him to the authority (either Aruma or Salisam). You'll then have the Blac Raven's Tomb for yourself to loot. Plan B, side with him and don't mention this to the authority. You'll find him later in the Blac Raven's Tomb, he loots all the treasure, you fight the tough iron golems. If you want the loots, you'll have to search big tomb for invisibled Ven and ill him. Plan C, don't side with him and as for something to silence your mouth. He will give you a ring with 'NN' initials. Report him to the autority any way to get rid of trouble later. Inside the store room you will find Nonin. He offers priest service and trade. For all the yeti pelts you collected, Nonin will ta e them. As the conversation ends, Nonin will as for a ruby ring. You can give him the one that you found in the wyrm nest earlier. For this he gives you the ey to the store room. If you just enter the store room after this, Ven will just leave the place and you cannot get the quest. Give him the 'NN' ring you found earlier, you'll get some xp and extra healing potions. Sersa is the one who offers you a place to sleep here. She has a small problem as Salvatid wouldn't teach her. You could slove her problem by tal ing to Salvatid. You'll need 'bluff' s ill to do so. >>[Alicia Shieh] found another way around using a mon "If a mon tal s to Sersa, he can show her how to fight better. You don't need bluffing s ill on the mon ." Now for the main quest. You'll notice that there is someone else inside Aruma's room. After Aruma rejected your request. You spea with Dolon to find out that this guy was sent from Severed Hand. Now, turn bac and spea with Salisam. He will tell you the whole story behind Dolon and Aruma. Now you need to do is to brea into Dolon's room, steal his letters and present them to Aruma. Aruma and Dolan will run away, leaving Salisam in charge. Now you get a chance to play the 'Eight Chamgers'. Exit via DOWN. ---------------------------------------------------------------------------

5.1.3 eight chambers ppg39 --------------------------------------------------------------------------The reason you want to play this is to win acceptance among the Blac Raven mon s so that you can use the passage to Underdar . As the name suggest, you went through eight chambers and face different inds of challenge. Spea with Morohem to enter the challenge. You cannot bring anything inside the chambers, and you'll be dispelled before entering. Of course, you don't need the use the same person for all eight chambers. If you die in the process, well, you are dead. When you spea with Morohem about entering the chambers, he will put all your equipment in the table nearby. It would be best if you rest 16 hours after each chamber because sometime 8 hours is not enough to ma e animate undead to disappear and that could affect your summon limit. There is a container inside every chamber on the wall. You can rush there and pic up your weapon to fight. Last thing to remember, save everytime you win a chamber. If you have a mon , then all these will be rather easy. If you don't then you'll need to went through some troubles. generally, i have few tric s playing this chamber. plan A - Summon animate undead, all the way. Well other summon will wor but not as effective. plan B - If my member dies in the process, but the summons are still inside the chamber, i will not rest but continue the game by sending another summoner inside. Of course, bring bac the dead member into life so that he/she can claim the xp as we beat the chamber plan C - 'Mirror image' myself as soon as i enter a chamber. So for the first few attac s, those mon s cannot disrupt my spell process. plan D - Under HoF mode, the mon s will have high resistance to various melee damage that the weapons in the chamber or summon minions can offer. The most effective magical sword that can bring into the chambers is Morden ainen's sword. 1st chamber - Chamber of Stone You'll need to pull the level in correct order to pass this. See the blac and white tiles on the northwest wall in this room? It suggested the order of 1 -> 5 -> 3 -> 2 -> 4. As you pull the level on northeast wall, stone mon (s) will pop up near southwest wall. Nothing that animate undead cannot ta e care of. 2nd chamber - Chamber of Shadows You just enter the doors in correct order and you are done. If you enter the wrong door, shadow mon will pop up and attac you. again, nothing that animate undead cannot ta e care of. the correct sequence is -------------------------1 x 2 3 x 4 x are the doors you -------------------------ignore. 3rd chamber - Chamber of Sorcery Fran ly, i don't understand how this chamber wor s. There are panels on the ground and you are suppose to step on them according to some order or something. Melee damage might harm them, if you are sending tan er inside. What i did is quic ly summon animate undead and let them deal with anything to come. >>According to [Rainox] In the Chamber of Sorcery, you suggested using Animate Dead to beat it. The real solution is to watch the tiles as the lightning

bolts stri e the ground, one tile will "rise". If you stand on this tile, then you get immunity to lightning. Then you can melee-attac the two mon s without getting fried by their lightning attac s... rinse and repeat. 4th chamber - Chamber of Cloc wor This room is small and has deadly turning baldes on the floor. There are three mon s here. If you damage them enough and they are going to die, their cloc will start tic ing. At this time, there will be a device open on the wall where each mon stands at the start. You'll have to rush there and touch the device before time ends. If not, the mon will blast into fire and damage everyone. The annoying part is, the tic ing mon will not do anything but stic with you all the time while the cloc is tic ing, no matter how far away you are. The same old animate undead still wor s. 5th chamber - Chamber of Sand The mon s here can only be damage by the fire damage activate from the 4 device on the wall. The fire hose will last a little while, dealing 2 damages everytime it activated. You have to turn on the fire hose according to cloc wise direction starting from the one in west coner. Of course, you have to ma e these two mon s stand in the line of fire hose which activated or else they wouldn't ta e damage. 6th chamber - Chamber of Sil Poisonous spiders are everywhere. Plus, running around will trigger 'web' trap which is not pretty. You just need to ill every spider inside and that's it. 7th chamber - chamber of battle There are two triggers on the northeast wall and a blue platform on the ground. Notice that when you stand on the platform, one of the trigger will shine. Now, fight the coming mon on the platform untill he becomes unconscious and lies down on it. Now you can rush over and pull the shinning trigger. this is just the first part. After the trigger is pulled, a second mon comes in and a new room is available to you through the northwest wall. There are two palforms now and you need to ma e both mon s lie down on each. When this is done, rush out to pull the shining trigger. 8th chamber - Chamber of Immolation This will be the hardest room. There are two mon s here who deal fire damage. On top of that, you'll encounter 'flame stri e' everywhere you go. Fortunately that there is indication where the next flame will stri e, so you'd better watch out. i am aware that there are other ways to get over this li e sending a high DEX to evade 'flame stri e' but while i was playing this under HoF mode, these mon s and earlier mon s in other chambers are totally immune to my physical damage of all inds. To overcome this room, at least for me, send someone with summoning ability and 'mirror image' ability. The mirror image is to protect from flame stri e. Upon teleportation, cast 'mirror image' then summon. The first summon must be a strong one and must complete. The member will mostly die after this. Bring bac the dead one bac to life and repeat the process. The initial summon will be there to bloc the mon s the second time. If 'mirror image' is expired, remember to recast. Continue to summon and throw in a Morden ainen's sword, if under HoF. After you finish the Eight Chambers, report bac to Salisam for ey to Blac Raven's tomb and xp. Move to Blac Raven's tomb via the stair in Eight Chambers area.

--------------------------------------------------------------------------5.1.4 blac raven's tomb ppg40 --------------------------------------------------------------------------You can see that Blac Raven's tomb is guarded by 4 iron golems. If you are still fresh and young, then you would have serious problem illing one of them, not to mention all 4 together. If you loot the treasure inside, those golems will come to life and tear you apart. We will deal with the treasure later. If you side with Ven and didn't report to the authority, you'll meet him here. He will loot the tomb and alert the iron golems. When you are dealt with the golems, you'll have to loo for Ven. Ven is hiding, somewhere here. Because he always fail to hide from time to time, you'll have an easier time to find him. Move your members around the whole area, when Ven is re-hiding you'll hear a 'hide' sound effect that you usually get hiding a member if you are close to Ven. The louder the sound, the closer you are to him. Then use 'see invisiblity' spell to reveal his actual position and ill him.

The exit is at (1473, 474). It is a bit hard to find. As you open the gate, you'll see more duergars preparing to attac the monastery. There is no way to avoid the fight, even if you have helped the other duergars to ill all the mon s. Fight them to clear your path. At this point you can massacre the monastery. Ma e sure you ill everyone, including the one in the Eight Chamber before reporting bac to duergars outpost for reward. You can also massacre the outpost after claiming for rewards and xp. Now you can loot the tomb, run li e hell outta this place. Into the Underdar we go. --------------------------------------------------------------------------5.2 the underdar ppg41 --------------------------------------------------------------------------When you arrive, Malavon greets you. At this point, you'll have to accept his hospitality. If you refuse, he will close his gate and if you open the gate, every drow in this area will attac you, not to mention you'll miss most of the quests available here. You can listen and record down Malavon's story if you want. Turns out that he had as ed Nym to find someone to help him with his troubles here. Overall, he wants you to destroy the device that transform drow into driders and return his sister to him. You can do some trading with the drows here, but they don't sell drow equipment here. However, you might be interest in the 'Ring of Freedom of Movement' that Malavon sells. If you intend to sell anything, i suggest you to eep them first as you'll find a better trader who offer 20% more. At this point, if you tal to Malavon again and offer to report your discoveries about the driders, Malavon will than you for your information, which is nothing. The people in BIS should have done a better job about this. A side note, Malavon appeared in IWD1 and was illed by the previous band late in the game. The story he told is about how he survived. His sister, Ginafae also appeared in IWD1. Malavon blinded his sister (for whatever reason i forget) and the IWD1 band restored her. While playing IWD1/2, you must now this Malavon guy. There is this arcane spell called 'Malavon's Rage', guess who invented this spell? As you exit through the south gate, go immediate south, at (509, 2142)

you'll encounter some merchants. These people have bad temper, so beware. Don't touch their chests unless you want to pic a fight. One of them, the dwarf at east, Heggr will buy your stuff with 20% highier price and sell you at 20% lower price. To be specify, i used an Aamisar sorcerer with all class s ills at full in his current level to do the job. So, my best guess would be, you'll a person with both ' nowledge (arcana)' and 'bluff' to ma e him do so. as him why he is ma ing business with drow, remind him his clan will not agree with his viewpoint and tell him that you will report him to his superior. When you are planning to leave this area for good, remember to come bac here to raid their stuff. North to the gate at (1893, 583) is a 'container' with very minor treasure. opening it does however alert the mushrooms nearby to attac you. >>[fire mage] found some goons to fight "In the underdar in the area where Malavon's camp is, there is a group of Lolthian assassins hiding right next to his camp, in the corner between the mushrooms that attac you and the entrance to the underdar . Of course they attac you and you have to ill them all, and they have some nice things to loot." Roughly in the middle of the map (2449, 1702) is Oinchac 'olp, a mind flayer. He (or she) wants you to find a blue stone for him inside the driders caves. The stone is actually a amulet type item that +2 WIS. Return that, you'll get a +2 STR belt. so the choice you totally yours. Of course, if you refuse to give it bac , the mind flayer and his mindless goons will attac you. If this is the first time your band play the game, i would suggest to eep the stone as there isn't many thing that +WIS in the game. There will be a +5 WIS ring later through merchant but that is only for druid or cleric. South to the mind flayer at (1817, 2422) is another minor treasure container that will alert shadows dra es when you come close to it. Following the narrow path to the east by the pool, you will also alert some sword spiders to attac you. The entrance to the driders cave (east end of the map) is guarded by two draiders. They will as you some question, if your 'bluff' s ill is high enough, you can tal your way out. if not, a fight is unavoidable. North to the cave entrance is a wall with two hole-loo ing-doors. You'll exit through here when all is done. So now, enter the cave we will. --------------------------------------------------------------------------5.2.1 the driders cave ppg42 --------------------------------------------------------------------------If you loo for it, there are three entrance to the driders cave. Each will ta es you to a different location, but all locations are close to each other. In the wal through, i too the top most entrance (3413, 1021). The driders were once drows, so you can very expect to encounter sorcerers, wizards and clerics. But they are not just drow, they are drows and spiders hybrid, which grants them some extra hp. Things to remember, web traps are everywhere, and don't expect enemies to come from one direction as you see. And lastly, if you rest inside, you are li ely to encounter red mushroom called Mycoind. Move towards the east, pass the cave(?) to a junction. Ta e the north turn, and eventually you'll meet Ginafae Despana in a room full of spider web.

She will mention Viciscamera and Impharaili. Viciscamera is the device that you want to destroy and Impharaili is the person who wor s on this device. Now continue you search towards to east from the web room entrance. First turn to the north, dead-end with nothing, bac trac , continue east. Second turn to the north, dead-end with driders, bac trac , continue east. Now you should be at roughly (1680, 1432). Continue to the east and you are into a big room with white cocoons. These cocoons contain driders. Wait for a moment and driders will hatch. Each cocoon contains one drider and unhatched cocoon will show blue ring while pause. At the east end of the room is the Viciscamera heart which cannot be destroy by ordinary method. Well, of course you can if you can do strong magical range damage. But let's follow the story o ? When you are done here, bac trac to the previous point (1680, 1432). Move your way to south. At the very south, you will encounter mushrooms and mushroom monsters. One of the mushrooms, (1172, 2603) will contain the blue stone that the mind flayer wants. Bac trac a little and move east, on the way, you'll encounter Impharaili in a small room, guarded by golems, caged driders. You can 'bluff' her that you are sent by Isair and Madae to chec her progress to ma e her reveal everything. In addition, you will also come across the name Saablic Tan, who you'll encounter later. You can fight here right now, but we can wait later, there is no hurry. Saablic Tan and Malavon, they have old score bac in IWD1. The IWD1 band came across Saablic as a umber hul and helped to restore him. Continue towards east from here to uncover more driders. Be alert that ambush and reinforcement comes from behind. When you have cleared the cave from driders. You can now go bac to finish off Impharaili. There is one golem there that you cannot ill. That one will be your golem later. In the messy study des of her, you will find 'Transfusion note', 'Journal', 'Treatise upon flesh golem', 3 'Vial of Spores' and 'Vial of Silvery fluid'. According to the transfusion note and the treatise, you can bring the golem into life and at your command. According to the journal, you can create a potion that can destroy Viciscamera. You'll need someone with 'alchemy' to do so. Have the alchemist to examine the table that is in between two 'container' tables (1640, 1738) and follow the instruction. Also, remember the wyrm egg we too from Blac Raven monastery? we can use it here to create +STR potions. If you have any 'healing potions' with you, you can upgrade them all into 'extra healing potions' with this lab. Before you can create the potion for flesh golem, you'll have to 'tal ' with the golem first. Then go bac to use the lab. With the potion created, go bac and 'tal ' to golem and inject to potion into it. Shoc the golem with a lightning spell and the golem will follow the person who shoc ed it. If the golem require maintainance after a fight, it means that you need to rest. Also, move all the way bac to Viciscamera heart and 'tal ' to it with Viciscamera in your possession. >>[Joshua Wit op] has a good news for transmuter wizards. "In the Drider Cave in the Underdar , there's one other thing you can do with the alchemist lab. You need to have a transmuter and have him/her examine the lab. It seems that as long as someone in the party has a decent alchemy s ill (my transmuter only had a ran of 5, but another member had 16), you can use the last Vial of Spores to give the transmuter a permanent +5 HP." Now you can leave the cave and report bac to Malavon.

--------------------------------------------------------------------------5.2.2 leaving the underdar ppg43 --------------------------------------------------------------------------When you leave the cave into the Underdar , you'll find more driders at south, and more ambush coming from west. If you have anything to buy from the drows, buy it before you report bac to Malavon. When your business with Malavon is over, everyone teleports away, leaving you an empty camp. Remember the hole-loo ing doors on the wall. Now it is guarded by a mind flayer and some goons. You cannot open the doors unless you fight with them and alert their reinforment and will open the doors for you. Oh, yeah, remember those mindless goons surrounding the mind flayers beside the pool? These mindless goons and the mind flayers guarding the doors, they are of the same gang. If you attac the mind flayers, mindless people attac you. And before you leave, if you are interested, you can raid the bad temper merchants base for some treasure. --------------------------------------------------------------------------5.2.3 z'hinda citadel ppg44 --------------------------------------------------------------------------You have a choice of going in through the left or right door. Entering the right door will give you a more strategic position because so soon as you are inside, you'll have to fight. Ironically, this area is very straight foward. While exploring the area, you'll encounter some lightning devices that shoc you. You can destroy it of course by the hard way. Alternatively, you can loc pic a container behind to sort of deactivate it. Furthermore, each container behind lightning device will contains a diamond. There are altogether 7 diamonds for you to pic . Also, you'll encounter mind golems which loo li e iron golems you encounter earlier in Blac Raven's tomb. You can ill them if you have the ability. They are not hostile but whenever they pass you, They will give out a blue fog called 'mind fog' which lowers down your WIS. There are 4 of these golems. The big boss here is a brain in a container, sitting in the middle. If you go directly to him before illing much of the minions here, you might convince that you are here not to see trouble and giving you exit without resistance. From your starting position, we will run anti-cloc wise around the place, without stepping too deep into the center. First you'll find yourself in a itchen roughly at 4~5 o'cloc position. Inside, you'll find with some unwanted stuff. At 3 o'cloc as you pass through the hallway, mind flayers will be changing opinions about illing you. But they don't attac after the conversation ends. If you move further north, just about to pass their living quarter, they will start to attac . 1 o'cloc is the exit. guarded by a number of monsters. 11~12 o'cloc is the slave living quarter. 9 o'cloc is the amory. You can wor on the forge (623, 1635) to create a lousy axe. If you use a grey dwarf with high fighter level, you'll get a magical axe. You'll also notice that one of the slave is bloc ing your way to open a container. If you choose to slay him, other thralls will pop up. As you have ta en a circle bac , you can start to confront the 'contained brain'. Don't loo down on the container. It is effective enough to charm you, stun you and paralyse you. You can 'intiminate' the guards at exit 11 o'cloc if you illed the 'container' for some extra xp. Before you leave the place, you would want

to ta e a good rest and, more importantly, ta e a picture with your pet golem as this will be the last of it. Don't forget to ma e a save, cast 'mass haste', 'bless', 'preyer', 'recitation', etc. There will be a big tough fight as you exit this area. You'll meet Mirabel and Majrash. i thin they are from the Red Wizards and was sent to ill you by Saablic Tan. If you exit through the left door, you'll be at the northeast tip and surrounded by a few earth elementals. If you exit through the right door, you'll be at the middle top of the map, and surrounded by more earth elementals and more harpies. Well, if you choose the left door, try not to run your members too far west and south, this will only open yourself to more harpies to attac you. All these are just theories, when the real fight begins, all hells brea through. Enjoy the game. When the fight ended, you'll meet Oswald again. Beside him is Maralie, the story teller of the game. If you want to finish the battle square bac in ice temple is the your very last chance. Regroup yourself, ta e a rest and you are ready to go, to Kuldahar that is. ==CONCLUSION== Iselore, the archdruid of Kuldahar sent Oswald to fetch you. You are to Kuldahar first, to help them out, then to Severed Hand. Kludahar was the center bac in IWD1. You will come across the Heartstone gem, which was recover by the 'other' party bac in IWD1. --------------------------------------------------------------------------chapter 5 ppg45 --------------------------------------------------------------------------This chapter is a long chapter. The main thing is, Iselore wants you to go to Kuldahar to save the town. Then you want to continue your journey to Severed Hand. To go to Severed Hand, you must pass the Dragon's Eye and Fields of Slaughter. In between Dragon's Eye and Fields of Slaughter, Nic ademus (remember him?) teleports you bac to his ice temple to ill some demons and, practically, to gain many xp. --------------------------------------------------------------------------6.1 uldahar ppg46 --------------------------------------------------------------------------You come to here because of Iselore's 'invitation'. Iselore is the person who runs this place. Ultimately, you want to go to the Dragon's Eye. In here, you will find out the twin's past and why the Legion and Chimera wants to attac the Ten-Town. Furthermore, it is the merchants here who sell the best equipment you can but through gp. --------------------------------------------------------------------------6.1.1 uldahar pass ppg47 --------------------------------------------------------------------------As the conversation ends, Hiepherus appears. If you are able, you can 'bluff' him by telling him there are armies marching here and showing him Oswald's ship to convince him. He will then teleports away. If not, he will teleports away and some undead will teleport in. Remember the 'Club of Disruption' that you've got in Battle Square? This area is all undead and nothing but undead. At the middle of the map is a tower that you need to loc pic in order to get in. You'll meet Jermsy and Nathaniel. Jermsy will spea you. You can convince him to open the door north to the tower so that you can stri e on Hiepherus right in the Hrothgar's Glen where he hides. In addition, he will mention about a guy called Gerbash. He holds the ey to his tower, and he may be captured after all this long while. You'll need to retrieve

the tower's ey from him, or his body. Before conversation ends, remember to mention Isair and Madae so that Jermsy will as you to spea with Nathaniel regarding this issue. Now you can tal to Nathaniel about Isair and Madae. He will mention the haunted house west to the tower. At night time you can see mother Egenia's spirit. Egenia is the one who raised Isair and Madae. Remember to shop Nathaniel for 'Every God Ring' (+5 wis). A side note, Jermsy is the boy that IWD1 band saved when orcs and goblins invaded Kuldahar. Hrothgar is the one brought the IWD1 band to Kuldahar and died during the journey by an ambush avalanche. At night, when you go to the ruined house west to the tower at (1091, 592), you'll meet mother Egenia's spirit. She is still searching for Isair and Madae. As her about the twin's wea ness for some xp. As for more questions and as her to see your future for somemore xp. Eventually, she wants to now what has happened to the twins after she died. For more information, you'll need to as Iselore. Now, through the gate at north, you come to a graveyard. There is one important tomb here that you might want to mar down. Lower group of graves, upper row, from right to left, second grave, the one with a standing tombstone. if you clic on it, it will shows 'old holsa, traveler and farmer, bla bla bla". mar this one down, we have use later. Through the entrance to at the north to meet with Hiepherus again. This time he is well prepared. You'll have a tough fight for sure. After this is done, report bac to Jermsy for reward, then off to Kuldahar. --------------------------------------------------------------------------6.1.2 uldahar ppg48 --------------------------------------------------------------------------Kuldahar is crawling with yuan-tis. you'll encounter 4 bands of yuan-tis while exploring the area. Near to the entrance (1016, 1812) is a shop runs by Conlan. he is loo ing for his son who went looting Orric the grey's tower. If you find his son, be sure to come bac and report to him. Meanwhile, you can buy some excellent equipment from him. For example a belt that + STR, a 'Mercenary's Sac ' that holds everything, a 'Boot of Speed' that increase movement rate (not 'haste', just movement rate), short sword and dagger that +hide s ill, and of course 'Ring of Freedom of Movement'. Sheemish is inside in the tower at northwest tip (342, 815). This father and son, was in IWD1. In fact, sheemish get caught by yuan-ti and the IWD1 band saved him from Dragon's Eye. Sheemish sells magic scrolls. If there is anything you can buy from him, 'Protection from Acid' and 'Lower Resistance'. Inside northwest is a table with an open boo writing 'yemnit progales 'apahcs'. As Sheemish about this and ma e him say this a few times then you would feel "whoa, that did something". A lesser wind elemental appear in the tower. You can free him by mentioning 'Sheemish'. When this elemental is freed, items in its merchant inventory will transfer to Sheemish. these items include some of the most finest, most excellent, most wonderful, most unbeliveable equipment you can ever buy. Gerbash, who you are suppose to find to get the tower ey and return it to Jermsy, is inside building (2935, 823). When you've got the ey, return it to Jermsy to get reward. Iselore is standing in the south of the map, among the standing stones and Heartstone gem. As usual, as everything that you can, Especially about the stories of Isair and Madea. When this is done, report bac to Egenia about

what happend to Isair and Madea after she died. After you put Egenia into rest, report bac to Nathaniel for reward. As for the main quest, the yuan-ti are attac ing Kuldahar and slicing the Great Oa so that they can find the gateway (called Crossroad) within the tree to this jungle called Chult. If you want to go to the Severed hand, you'll have to find this jungle, ill all the yuan-ti in the outpost or just ill the guardian of this Crossroad so that it will be sealed. (Fran ly, i don't see the connection and logic between getting to Severed Hand and closing the Crossroad.) Last note, there is a house near the Heartstone gem where you can loot the things inside. It is suppose to be the house of archdurid in this area, well at least it was the house of the last archdruid. Entrance to Chult is at (l411, 602) north of map, mar ed by a shinny blue whirl. Ma e a seperate save file before you enter. --------------------------------------------------------------------------6.1.3 chult and yuan-ti temple ppg49 --------------------------------------------------------------------------*please have a loo at < nown bugs> section (ppgbug) You have a choice as the story concern. Either finish all the yuan-tis or slay the guardian. This wal through will write in such way that you can cover both options and, possibily, maximize you xp gain. You enter into north-eastern tip. There are, of course, yuan-ti crawling. At south-east corner is Katchmat. You as can him about some general information about this area. Southwest corner is a yuan-ti priest teaching some initates lesson. Listen to what they are saying. question: what approaches the dus ? answer: growing dra ness question: -----------cloudless night? answer: obscuring moon of our faith question: -----------venom of sseth potent? answer: faithful followers question: -----------sseth embrace unbelievers? answer: the cradle of scales The priest will discover you enventually and you have to silence them. The initaites left some robes which can function as disguise inside the yuan-ti Temple. Before you go trashing the whole place, you might want to disguise your band so that you can uncover more stories, and extra xp of course. If you have a pure class paladin with you, she/he might not willing to wear the disguise. There are ways to get around this you'll have to ill the paladin before entering, resurrect the paladin bac when needed. There are 4 pillars in this area, spread out at (636, 799), (1260, 1015), (1439, 954), (1964, 958). Collect all 4 and 1/2 to release the guardian so that you can slay it. The 1/2 is inside yuan-ti temple. Place what you've got onto the pillar stands surrounding the temple entrance. There is already an example there, so i guess you'd have no problem finding those stands. When all is done but the last 1/2 pillar, we go into the temple. When you are inside the temple, save often, save seperate. You would never now what you did that triggered nearby yuan-ti to attac you. Also, you are disguising a one of them is this area, so let you 'bluff' and 'diplomacy' member do all the tal ing. Also, don't as stupid question li e as ing Ojaiah (the yuan-ti who runs this place) 'who are you?'.

While exploring the temple, you'll come across yuan-ti archers act as temple guard as ing you questions. This is sort of a challenge to the yuan-tis. Of course you need to answer the correct option. Questions and answers are what you have heard outside the temple just now. There is another 'Blac Flower of the World' ritual that you don't now. Find an initiate and as about disscussing rituals. Initiates can be found in the lobby during recess hour. question: what is the blac flower of the world answer: night, fed by the dead of day You'll experience the screen fade away and return. This is to tell you that the yuan-tis have finished their ritual and return to their rooms or they have rested and continue to their ritual. Refer to the conversation box for more information. --------------------------------------------------------------| | | | | | | Ojaiha's | | | | vast area with rooms | room | | priests' | | | --------| | room | | | | | | | ------- | | | | | | | ------------| | | ritual | | | TREASURE | |------------------------| chamber | | | VAULT | | | | | | | | ------------------ | | | | | | | --------------------------X-----| | | more rooms | W =ENTRANCE= | | | | | --------- -----------| | ------------------ | | PIT | |heartless | | dead | |------- -----------| | | TRAP | #| pit | | PIT | | --------- -----------| | TRAP | | |-------------- ---------------------------- --------------| | | *Ashra | | *Jeszreal | | +| | | | | | classroom | guestroom | | | * | | | | | | | --------------------------------------------------------------'Vast area with rooms', 'more rooms' and 'priests' room' are serving the sole purpose of looting. When the ritual ends, yuan-tis inside ritual chamber will scatter among these rooms (ma ing the massacre troublesome).

Inside classroom is Ashra, teacher of Viper's Fangs assassins. Don't tal to anyone in this room because Ashra is very bad temper and will as her students to demonstrate what they have learnt thus ma ing everyone in this area to attac you. Heartless dead pit consists of 4 heartless dead (undead). Pulling the trigger # will release them. These heartless dead will directly go for

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

their hearts, which is in the statue in ritual chamber, thus ma ing yuan-tis to attac them. If you have the hearts, they will attac you instead. Ta ing the hearts in ritual chamber will invo e nearby yuan-ti to attac you. When the heartless dead have possess their hearts, they will die. Inside the room you'll get the last 1/2 pillar that require to free the guardian for you to slay. To open the treasure vault, you'll need to do some investigation about the plates/bric s at the vault door. As the yuan-ti coo in guestroom about the vault. He will tell you the second part of the combination. Also, he will tell you that Viper's Fangs assassins might now the first part. Move to classroom and tal to the assassin inside the room beside Ashra (mar ed by + in the map). Flatter the assassin that Viper's Fangs seems to be a honourable job and continue from that. Then you will get the first half of the combination and some xp. Fran ly, i have an easier way explain the combination. Starts from the left end, press every stones as you wor towards the second last stone. The last stone at right is the 'restore' stone which ma es every stone to pops bac . After you pressed the second last stone, go bac again and press any stone that is still standing. You would want open the vault after you have cleared the temple, because opening the vault will invo e Ojaiha to attac you. Ta e note that among the loots of vault, there is a 'Finger of Death' scroll. Also at the east side of classroom are a couple of Coiled Cabal students. As one of them with a high INT to give you information about releasing the guardian. For this you get extra xp. You only have one shot at this so be prepare and don't miss it. Inside guestroom is Jeszreal. She is from Dragon's Eye coming here as ing aid from Ojaiha to chase human out of Kuldahar. Spea with her about this matter. then find any ordinary yuan-ti priest and as for information about Jeszreal. After that, you can go to Ojaiha's room during recess hour and as him about Jerszreal and continue the topic from that. You are trying to convince Ojaiha not to attac Kuldahar. Of course you'll fail that and exposed your identity. A fight is unavoidable after that. As the fight goes, it will draws reinforcement from the classroom. However, other yuanti in other places will not attac you and remain neutral even after the fight. When this is done, loot the place (especially Ojaiha's room and the treasure vault) and finish every other unfinish yuan-ti. don't forget the last piece of pillar as you leave the place. If you leave Chult at this point to Kuldahar. The game will ta e that you have finished the quest by stopping the yuan-ti Chult and yuan-ti Dragon's Eye alliance and continue the story from there. The crossroad will not close after that, and you can come bac for the guardian after that. It will only close for good after you have slayed the guardian. --------------------------------------------------------------------------6.1.4 slaying the guardian and protecting uldahar ppg50 --------------------------------------------------------------------------Before you place the last pillar, you might want to ma e a new seperate save file and rearrange your memorized spells. Of course you might want to try the guardian first then decide what spells you want to memorize. There are many ways to slay the guardian 1 - Generally, animate undead and other summon wor s. 2 - The guardian will have high resistance to lower level magic attac li e magic missile. 3 - You should have 'Morden ainen's Sword' for your wizard. Use this as your last resort when you are out of damage-able spells.

4 - Your sorcerer might have 'Desintegrate'. Don't be shy to use it as the guardian has no item for you to loot later. At least for once, i illed the guardian with a 'Desintegrate'. 5 - Don't swarm all your tan ers if you have limited 'heal' spells. Instead go in one by one so your cleric, druid will have time to cure wounded members and summoning helpers. 6 - If there is a protective spell you must cast beforehand that would be 'remove fear' (lvl 1 cleric spell) and ma e sure you have plenty of those because it might wear off during the fight. 7 - Enjoy the game >>[ezequielf] pierced the guardian with arrows and bolts "Inside the temple ill a caracther named Jezabel who is in the itchen and is the leader of the yun-tai, by doing this you can exit Chult and continue the game to the dragon eye the portal will still be open, now go to Dragon's Eye pass all the level and when you reach the Fields of Slaughter return to Kuldahar, tal to Gerbash and he will give you crossbow bolts with enchantement +5. Now go confront the guardian, equip all your party members except the mages with bow and crossbows and arrows +4, arrows of piercing and the bolts+5. Use some protective spells and call him and attac . All your party menbers will hit him with a 15 to 19 damage use the wizard spell 'lower magic resintence' to do more damage with magic. You will ill him much easily the only disvantage of it is that you will get minor experience points because of your higher levels." When you illed the guardian, the game will ma e you rest. You'll have to leave the area as soon as possible after the rest or else your members will be ta ing damage. After you leave, the Crossroad will close for good. When you enter Kuldahar, you will have a chance to enjoy the biggest fight in the game. Iselore will join in the battle and he will prove his usefulness. He heals your members when injured seriously. Enemy reinforcement will come from all direction so plan well. The battle will run li e this after you clear each group - Cedra and yuan-ti from east at start - harpies from south - neo-orog from west near the archdruid's house - yuan-ti from northeast near the statues - neo-orog from east of statues The conversation box will indicate that you have save Kuldahar after you have done with every enemies. Tal to Iselore so that he can mar the Dragon's Eye on your map and off to the Dragon's Eye we go. --------------------------------------------------------------------------6.2 dragon's eye ppg51 --------------------------------------------------------------------------To get to Severed Hand, you have to pass Dragon's Eye. the yuan-tis run this place but you'll not be facing yuan-ti only. They have lizardman and histachii. This section is very long and there are several bugs that might stop you from progressing the game. --------------------------------------------------------------------------6.2.1 dragon's eye entrance and level 1 ppg52 ---------------------------------------------------------------------------

At the entrance, you'll have a conflict with frost salamanders. They have an aura of frost (or some sort) that will damage anyone who is close to them. The bridge is heavily trapped, inch by inch. at the end of the bridge stands Izbelah warning about your intrusion. >>[Joberto] has another way to detrap "To disarm all the traps at the entrance to the Dragon's Eye, mouse over to the right side of the start of the bridge (the side where the sign isn't). There's some sort of s ull-topped post there that's clic able at (980, 695) (the pointer changes to the ind when you mouse over items on the ground, not the disarm traps pointer). Clic ing this will disarm all the traps on the bridge." There are a 3 things you don't want to throw away as you progress in this area. Rope, fire agate gems and wyvern stinger. These things will have important use later in the story. *please have a loo at < nown bugs> section (ppgbug) From the entrance, you proceed south, beating lizards, thieves and wyverns along the way. At the end you'll come to several trapped chests. This is an amory. You would want to loot everything inside now because you might lose them later. From here proceed to the east, you'll encounter an exit and a nest for you to loot. DO NOT use the exit at this point or else you'll lose an important quest item. Bac trac to the exit and we will go east then south. Along the way you'll see a bridge which you can ta e a rope from it. You'll reach a door with two blade pendulums. Yes, you'll ta e damage if you pass it. We will deal with this later. *please have a loo at < nown bugs> section (ppgbug) (patched in v2.01) At the end of the path to southeast, you'll reach a torture chamber and a loc ed door. Deyond that loc door is a prison. As you try to open the door, the prisoner inside will request for your help and gives you information on how to open the door. If your INT is high enough, you can ma e him to mention about the alarm when the door is opened. i cannot find a way to disable the alarm however. To open the door, you need to turn the roller on the torture bed, the one that says that 'it has been recent and frequent use'. The roller is small so eep your eyes open at (2906, 1466). Once it is rolled, 'dispel' and 'fear' will cast on your members and enemies will pop up. The door will open of course. When you go inside the prison, rush, rush your way to the south room and ill the prisoner wearing a robe and casting spell. If he is not in this room, then search him inside the east room. The green troll here is his pet, we can ill it later.

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

breeder would require some rest after all the 'hard wor ' before he can fight. Now bac to the blade pendulums. You can send a rogue, who as no problem evading the baldes, into the room to turn off the pendulums. The switch is on west wall of the room (2313, 620). When you are prepared, go into the room with meet with Grishum. There are altogether 5 braziers in this room. you'll need to place a fire agate gem on each so that the statue will open a path for you which leads to second level. --------------------------------------------------------------------------6.2.2 dragon's eye level 2 ppg53 --------------------------------------------------------------------------After ta ing care of enemies nearby, head to the east from the entrance. you'll pass an area with quite an amount of spiders which leads to the south but this is not what we want. Send a rogue continue east till you reach the end and the path turns southward. As you move along, a boulder will come rolling, ta e the pain and you'll find Mandal's dead body at the end. You'll find a cursed light armor in the chest beside Mandal's body. Though curse, it is still the best light armor for a rogue. Report bac to Nheero your findings and he would want you to find Mandal's blade so he can rest in peace. Bac to level 2 and from the entrance we go west. You'll reach a trapped staircase and at the end of the room, west end, you'll see some egg shells. Continue south, pass the trapped bridge then west and you'll meet Nathaniel in within an oasis sort of setting. He offers healing for free and trading. Beside, if you encounter any prisoners, you could tell them to find refuge within Nathaniel's oasis. You could return to the prisoners you've set freed within the amory and tell them about the news. i don't now why my member mentioned the glacier thing to him as if this is the first we meet since seperated in glacier. After all we did meet him in Kuldahar pass, shouldn't we be mentioning this there? But any way, this Nathaniel is a fa e one. Ra shasa is disguise.

At this point if you go bac to Kuldahar and tal with the real Nathaniel, you can expose this fa e one. This is a tough fight for one reason, you will encouter almost endless jaguars. Because when one jaguar is illed another one will appear. Where the jaguar appears is always where you least wanted to. Often at the end, your tan er(s) will be surrounded by jaguars and there is no way for they come come out nor for cleric to go near them to heal them. Continue south from Nathaniel's oasis, you'll reach a big pyramidal altar and trapped a trapped sna e picture on ground that is un-detrap-able. Continue southeast from here and you'll find a room that loo s li e a alchemy lab and library. This lab palys an important role in the game. But right now, you can just loot everything here. You'll find a 'Mandra e root' in one of the tables. Mar this table, and also eep the root. Also, you'll find a lab note. Study it as is provide vital information on how does the lab operates. Bac trac all the way bac to the enterance, head east, remember the spider infested path towards south? Wor your way to the south and you will arrive at an exit. This exit has a trap which slams you with spi e and teleport in yuan-ti pureblood sorceresses. You'll need to detrap it or else everytime you pass it, you trigger the trap. --------------------------------------------------------------------------6.2.3 dragon's eye level 3 ppg54

--------------------------------------------------------------------------Let's have a basic run through before what continue to find Mandal's blade. You start in the middle east side of the map. Follow the path to the north, You'll reach a table and a fountain. That fountain serves a purpose of opening door, and so as other similiar fountains found in this area. Turn as the path turns south and you'll reach a junction shortly. Go east a bit, you'll see some items on the ground in the north. If you go inside that room, a roc will bloc the door closing you inside with some s eletons. You'll have to destroy the roc in order to get out. Now go bac to the junction and continue south. You'll reach an opening with tons of sna es and yuan-tis. There is a statue in the middle of the area which shows sna es eating human. The north wall of the area is a series of trapped doors that you cannot open. We'll mar this as 'sna e statue square'. There are three path at southeast, south, and southwest. We'll go southwest first. When you reach the end of southwest path, the screen will sha e, and tons of slimes pop up. As of other slimes/jellies you encountered, they have high resistance aganist every type of damage except fire damage and they multiply. These slimes have to be ill by fire damage. If not, they will multiply upon death. After you eliminated all the troubles, chec on the wall/door that close off the small area. It says that it can be open by a rogue or it will open later. Use your rogue to 'search' and you'll find a 'trap' at roughly (725, 1514). Detrap it will open the doors. If your rogue cannot perform the tas , simply sleep a few times and it will open. From here, if you go south, you'll reach a sleeping room (sort of) with a fountain at the north wall and a loot-able table at the southwest wall. From this room, travel to the north, you'll reach a second library with another fountains on the north wall and 4 loot-able shelves. Ta e the other path the leads to south and you'll reach another opening at the end. You should be able to see the other side of the un-open-able trapped doors that you've seen just now. If you go to northeast, your members will suddenly frea out and run wildly. This is because the Sseth eye on the archway stares at them. Now go bac to the sna e statue square. The south path is currently bloc ed by a raised drawbdrige. The southeast path will lead you to room surrounded by 4 sp ie doors. In the middle is an iron golem guarding a sword. Obviously this will be Mandel's blade. You can deactivate the sp ie doors, by seaching for traps and deactivate it. Continue from the sp ie doors room to the south end and you'll find a door that says "there is no obvious means of unloc ing the door". Behind this door is the treasure chamber. We will be bac . Move north from here toward the entrance, you come across a door with wyvern's poison odor. This is the exit, which requires some wor to open. --------------------------------------------------------------------------6.2.4 finishing the dragon's eye ppg55 --------------------------------------------------------------------------*please have a loo at < nown bugs> section (ppgbug) Bring Mandal's balde, 'The sword of Myrloch Vale' bac to Mandal's dead body, in level 2 (3557, 1265). He will then show you where he threw the 'Modified Mandra e root'. To recover the modified root, you'll need to go bac to level 1, east of the armory at(1712, 1950) you'll find a exit. This leads you to a small cave within level 2. It is a lair of an ancient wyvern. You'll find the 'modified mandra e root' on the ground where the

wyvern stood. Report bac to Nheero when you recovered the modified root. He will then tell you to brew the potion for him. So we'll go to the lab in level 2, southwest now. At the entrance of the lab, you'll see D'hey-Jazerrion. You don't need to be nice to him. 'Intinimate' him to help you, the bro en shaft at (659, 2454), south of the pyramidal altar, will be repaired. If you don't have an 'alchemist', you'll need to intiminate D'hey-Jazerrion to do the job for you and wait and wait and wait for him to actually perform the job. Don't tal to him while you are waiting/resting as this will 'reset' him to restart the whole process from the begining. Let's do it ourselves, Shall we? Put the modified and/or original Mandra e root in the middle table among the three. Put four wyvern stingers into the west most table. Have an 'alchemist' pull the shaft. Shinies will spar around the tables and when it ends, you can pic up Histachii Brew (from Mandra e root), Sobataged Histachii Brew (from Modified Mandra e Brew) and 4 wyvern poison (from wyvern stinger). The Histachii Brew will have no actual use, you can sell it if you want. The brew will turn into a useless potion after a rest. The wyvern posion will be used to open a door in level 3. As for the sabotaged histachii brew, we will give it to Nheero. Before you give the sabotaged brew bac to Nheero, ma e sure you replace the original mandra e root bac into the table after all it is a deception we are doing. After you gave the sabotaged potion to Nheero, you can find him in the egg shells room in north-western tip of level 2. You'll see him in histachii form. He is unable to tal right now, so you'll have to rest. You'll see him as himself again after the rest. Tal to him again and as about the purple thing (Fyer) that attac ed you. You'll suggest him to research in the lab library in this level. If you have mentioned this beforehand, you will find him there when you wa e up. Of course, you'll have to sleep again for him to gather information. Tal to him first to as for a sabotaged histachii brew, you'll need this to pass the archway that frea s you. Then as him about the purple monsters and suggest him to library in level 3. You have only one shoot at this so be warned. As you reach the archway, drin the sabotaged potion. It will transform you into a histachii. >>[Chris Kelly] made some extra potions. "You can create as many Sabotaged Histachii brews as u li e. You do not get only one shot at it. The modified mandra e root does not run out." Now you can wal through the archway normally. There are histachii inside but they will not attac you. A secret switch is at the north wall (1917 134). Pull that one and the drawbridge near the sna e statue square will be lowered. >>[ezequielf] seems to use shapeshifting a lot "If you have a druid let him enter the chamber of fear as a histachii to lower the bridge once done he can come bac to normal in no time with his will shape special ability regardless of the four hours mentioned by Nheero." Go through the drawbridge, inside the room you'll find Efreeti, a whole company of them. Inside the room is a boy named Thorass us finding his mother Izbelah. You probably rested, so you can go to Nheero go gather some information, especially about Thorass us. Izbelah is the person you met at the entrance of Dragon's Eye. Thorass us is the high priest of Dragon's Eye yuan-ti. Now you can go bac and expose Thorass us. Alternatively, a paladin can detect Thorass us is evil and expose him. When conversation ends, the drawbridge close up, sna es will pop up and all

hells brea s through. Depend on situation, Thorass us might escape through exit at southeast of the room or he might just die before he can escape. Either way, you will have to exit via that door which is at (1978, 2440). You end up in the treasure room, among the things you loot is the 'Medallion of the Lost Followers'. Read the interesting story that comes with the medallion. We have use of this later. If you are pursuing Thorass us, he will meet you at the sna e statue square. You are now done with Dragon's eye. If you want to leave this place, you'll have to place the wyvern poison in four fountains found at the four corners of the map. This will open the door at (3026, 1342) which will bring you to the Dragon's Eye exit. If you return to Kuldahar at this point, you'll find all the NPCs line up near the entrance. Spea to Nathaniel to expose the fa e Nathaniel bac in dragon's eye level 2. Spea with Gerbash to gain some equipment. --------------------------------------------------------------------------6.3 the holy avenger ppg56 --------------------------------------------------------------------------When you have the 'Medallion of the Lost Followers', you can return to the graveyard in Kuldahar pass to claim the Holy Avenger. Of course this cannot be done with some hard wor . Among the outter graves, upper row, count from east, the second tomb which is standing. You chec on this one with medallion in your inventory, you will find yourself surrounded by 6 enemies as described in the medallion. Using cloc direction system, 12 o'cloc - 'Atalaclys the Lost' is a sorcerer/wizard. 2 o'cloc - 'Jaiger of the Fanged Seasons' is an archer who has the ability to deal hugh damage with bow and arrows. 4 o'cloc - 'Kaervas Death's Head'is a drawf with an axe which is equal to deadly. 6 o'cloc - 'Inhein-Who-Was-Ta en' is a cleric who is capable of casting 'animate undead'. 8 o'cloc - 'Bro en Khree' is a mon . 10 o'cloc - 'Veddion Kairne' is another fighter who uses warhammer. According to the medallion he is the strongest of all. At this point you should have no problem defeating them, yes? The usual thing, mass haste and animate undead. normal mode - 'Cera Sumat', Joly Avenger - damage: 1d8+5 - attac bonus: +5 - enchantment: +5 - +2d6 against evil creatures - +15 spell resistance - cast 'dispel magic' with no limit HoF mode - Light of Cera Sumat - damage: 1d8+10 - attac bonus: +10 - enchantment: +5 - +2d6 against evil creatures - +30 spell resistance - cast 'dispel magic' with no limit

Final note, Holy Avenger is an one-handed long sword, not two-handed great sword. --------------------------------------------------------------------------6.4 dragon's eye exit ppg57 --------------------------------------------------------------------------This place and its story is heavily twisted. You cannot rest here. If you need to rest, exit via entrance into Dragon's Eye. =day 5= Head east, wal around the outter rim to the south and found a bro en bridge. Place 3~4 rope into the brige to repair it. Proceed to the west and you'll meet Venomin in inner rim saying strange things and jumps into the magma. Turn around the corner, head north, go into the inner rim if you have a chance, continue north and you'll meet Archon. He will ferry your around with a price of 200pg each person. Of course you can choose to 'bluff' him for free each time you have a choice. He doesn't sell things, but will buy from you. He also provides priest service. You'll be heading to Lord Pyros' domain. In there you'll encounter Ambassador Jasper, a salamander loo ing guy. Tal to him to gather information. The situation is, Venomin was sent by yuan-ti to find Izbelah. But then, Venomin illed lord Pyros (the person who runs this place) YESTERDAY and see refuge in Jesper's embassy. As a result, ing Lothar assumed control and sent efreets to ill Thorass us (you have seen this earlier). Izbelah on the other hand was caged and illed while escaping from cage. Right now, some guy named Zil-T'yor runs this place. Now you can first go to the embassy for a quic loot. Then proceed to exit to Fields of Slaughter. You'll meet Zil-T'yor and his goons. You can choose not to fight first. i regrouped my band at the outter rim for a better position. When you are done, have a tour around this area to at least now where is called what. After that, exit through the exit below the entrance. =day 4= You'll arrive in the same place but in different time, yesterday. You see lord Pyros but he is seeing Venomin right now. So go to Jesper's embassy instead. As for the closet in the embassy, you cannot open in ever because you had opened it 'tomorrow'. After the conversation, you can now go to Pyros' domain and follow the story. After Pyros is illed, rush your way to embassy to continue the story. After that, tal to one of the fire people near amphitheatre to now about the trial of Izbelah. Go yo find Jesper in Pyros' domain and find yourself trapped among yuan-tis. Head bac to upper levels and you'll see Venomin dumping himself into lava again. Also, you'll see a hostile iron golem destroyed the bridge. *please have a loo at < nown bugs> section (ppgbug)

Now the situation. Venomin illed Pyros, Lothar discover it, destroyed the embassy, summon efreets to ill Thorass us. All these you have nown, you are now witnessing it. In addition, there was a trial for Izbelah, Venomin jumped into the scene to defend for her. Eventually he found out that Izbelah is innocent yesterday (day 3) but Izbelah still tried to escape. When you are done, exit through Fields of Slaughter exit. p.s. You will find that things that left on ground tomorrow will 'still' on the ground today. =day 3= Tal to Proys about everything under the sun. Move north, the path once

bro en will join and there comes Venomin. Venomin comes to report to Pyros that Izbelah is innocent she was casting a spell to prevent the coming eruption. After this see Lothar for high tea. Drop by at the embassy to get some more information. Wal to the amiphitheatre and tal to one of the flamewal er about plays. you fell asleep during the play (i though elves are immune to sleep) and Lothar, jumping through several patches, illed Izbelah at the end. When you are awa e, you see Venomin running pass you. Don't forget to stop him and give him a holler. Now, go to Lothar's citadel and you will see Lothar blames the death of Izbelah on Pyros to Venomin thus ma ing Venomin wants to ill Pyros. Furthermore, Lothar said that Pyros is creating an eruption just li e the one happened 30 years ago when Pyros was created. After the conversation, Lothar discovered you eavesdropping and he wants to silence you. Don't forget to destroy Lothar throne at (1656, 1005) for some precious gems. Exit through Fields of Slaughter exit. =day 2= Choose the new choice when tal to Archon, "lava mephit lair southwest to the amphitheatre". This will ta e you to the island with a chest and you can enjoy the trial on a boat. Gathering information from Lothar, your band concluded that this 'Temporal Stasis' spell was flawed and should be prevented. So now ma e a seperate save, ta e a rest and exit through Fields of Slaughter exit. =day 1= Time is short so you have to act fast. Immediately send your high DEX, wearing 'boot of speed' running west, ta ing the shortcut to Archon, the boatman. You'll experience falling roc s, but that wouldn't stop your speedy high DEX. If it does, you'll have to reload. At the meantime, other members should be preparing, At least cast 'mass haste'. As Archon to send the band to the embassy. As soon as you arrive, anyone with the ability should be casting 'Finger of Death' immediately. Send one person near her to trigger the coversation. She should die under 'Finger of Death'. If you failed the first time trying, you have enough time to try for the second time. **Originally, i was stuc in this place. So i as for help in www.gamefaqs.com iwd2 forum. A lot of people contributed. But just one person gave me 3 real words of wisdom, 'Finger of Death'. i wanted to credit him/her for this, but the name is no where to be found now. >>[ezequielf] found another way to play with Izebelah "Have a druid and shapeshift into panther and run to the east until the movie of izbelah appear now ta e him to the ramp in the east descend and go to the ferry his velocity is superior to improved haste for that reason he can ta e the large rout avoiding the falling roc s. Now the best spell to cast in Izbelah is the wizard spell "Outli es resilient sphere". First use "lower magic resistance" and then use "Outli es resilient sphere". If it wor s izbelah will be trapped in the sphere and she cant cast any spell or be attac ed giving you a lot of time to ill all the monster summoned by her now ta e all your party and go in front of her. When the sphere is gone ill her with all you've got."

When Izbelah dies, loot her stuff and run run run. The collapsing building might injure your band members if not running fast enough towards the Fields of Slaughter exit. If you are using 3X2 formation, place the 2 tan ers in last 2 position. --------------------------------------------------------------------------6.5 ice temple revisit ppg58 --------------------------------------------------------------------------Nic ademus is ready to collect his favor. He trapped fiends inside the temple and teleported you to help him slay all of them. Plain and simple, just hac and slash your way to fortune. Every containers here has a potion. One of which will permanantly +1/- magic resistance. All these demons will yield very high xp, expecially when you are in HoF mode. One nice tric here. Don't level up in this area, because once you level up, you lower down the challenge rating thus yield less xp when illing a demon. When you finish all the demons, the screen will sha e and you can exit via the staircase at east. Ma e sure you cast every protection and enhancement before exiting. --------------------------------------------------------------------------6.6 fields of slaughter ppg59 --------------------------------------------------------------------------This qualifies as one of the hardest fight in the game. You will encounter Saablic Tan and his half-breed horde. After the usual chitchat, he teleports away, leaving his minions to ta e care of you. The half-breeds are not the hard, just that they have numeric advantage at start. If you somehow pushed too far north, Fallen Bladesingers will join in, this will complicate the situation. These pin ish, blurish fighters can fight fast and hard, it will only ta e them a 2~3 slashes to finish your wizard. This is the worst part, they will directly, immediately, without consideration go for the wea est member in the party. So, first of all don't summon your summons to far north. If you see any of bladesingers brea through the fight and coming at you, you want to invisible yourself. i myself have to reload several times to finish this fight. If you attracted none of the bladesingers during your fight with the horde, you can finish them relatively simple and still a hard wor . Later, you would want to gather all your troops, invisible everyone and send a invisible 'bluff' person (it would be your sorcerer i thin ) with your summons north to ta e care of every other fallen bladesingers left behind. The reason for sending a 'bluff' is that you will trigger a conversation if you wonder too far north, and from that point onwards, you need to 'bluff' your way success. An orc dread warrior will as if you are the war party send by Saablic Tan. the answer is obvious isn't it? The messenger will bring you to see Kratuu , the leader here. As him about the lich, pretend that Saablic Tan sent you but he was vague in his directions, as for more about the lich and agree to help them. If you can get past this, you can as more about the prisoned elves at the entrance. Furthermore, you can as him to watch for you as you sleep. This is very important and useful as there is no where to sleep at this moment. You now the rules, no touching anything unless you want a fight. Kratuu will gives you a ey that open the other gate of this camp. Continue southeast from the gate and you will meet orc fighting elves. The leader is Gorg. He will offers help to ill the lich and some xp. If accident happens and they turn hostile, you'll have to finish them. Don't worry, the orc inside camp wouldn't now this. Move southwest and you'll be brought to the lich, M'darfein. The elf he

ills is Salaron, a cleric with holy water to purify this place. This is another tough fight as the elven archers will aim at your wea er members. M'darfein will difinitely invisible himself, but you can guess his position by loo ing at the screen for 'casting XXX spell' then move near this area and cast 'see invisibility'. The worst part is, he nows 'Wail of Banshee'. Your orcish reinforcement is at the bac so you might want to rush bac when the fight starts. After the fight, you might want to use the advantage of Gorg and further eliminate threats past the lich camp, along the path till the exit of this area at northeast. If you place the holy water you looted from the eleven cleric and put it in the pool along the path, all the creatures here will die, including the orc but not the elves prisoners. If you don't do so, report bac to Kratuu and that ends in a fight.

Free the captured elves at the camp entrance, place the holy water in the pool east end of the map and you are done with this area. Cast protective spells before advance to next area. --------------------------------------------------------------------------6.7 saablic tan ppg60 --------------------------------------------------------------------------As you enter the area, you meet Saablic Tan, for the last time. This is a worthy fight. Enemies that gives me most headache are the Slayer Knights of Xvim. i really don't now why how they can do so many damage and have so much hp. These nights are those with full armor and loo li e human. Loot the small camp at north then proceed east. At the end, you'll have another will more half-breeds, among them are half-dragons, which, suprisingly, not that strong. Before you leave for the next area and ends the chapter, you might want to put your two best 'bluff' members in the front. ==CONCLUSION== You have found out the past of the twins and the reason why they want to attac the Ten-Towns. At this point, you should reflect this to yourself. Have you ever loo down on other races or ethnic bac ground? Have you ever loo down on the so call 'abominations' of your society? --------------------------------------------------------------------------chapter 6 ppg61 --------------------------------------------------------------------------This is the Severed Hand. As its name suggest, it is a hand li e building. So when you are inside and traveling up, you are in the 'palm' section. When you reached the top of 'palm', you'll be running around the five seperate 'fingers' called towers. A brief history about the severed hand. Long time ago, elves and dwarves are good friends. They united together to fight orcs. The elves build the Severed Hand as fortress (Initially not called Severed Hand, but i forget the name). But then the elves and the dwarves started to fight each other because of some misunderstandings. Then the leader of Severed Hand casted a spell intended to protect them from the advancing dwarves but the spell was flawed and doomed everyone there. Thus the name Severed hand. As for the reason why the dwarves fighted the elves, Nym single handedly started all these. Yes, the Nym who told you to go to Underdar , the Nym who told the twins your whereabout. >>[J A] will ta e over from here

"It's real name is the Hand of the Seldarine, or the Seldarine's Hand, which explains the mix-up well. The Seldarine are the Gods of the Elves (maybe the most powerful elven gods?)" Since every floor are in circle setting so i will be using more of the cloc direction system instead of normal compass system. --------------------------------------------------------------------------7.1 the palm ppg62 --------------------------------------------------------------------------At the entrance, you will be as ed for purpose of 'visiting'. If you can 'bluff', you can pretend that you are delegates from the east. If not, you will have to fight your way in. >>> first floor It doesn't matter which entrance you ta e, upon entrance you'll see Zigma telling her soldiers to prevent you from coming in Severed Hand. She will see you and a fight is ensured. Near to the entrance stands a demon, Glabrezu guard. You will see more of its ind later. At this point you cannot ill it. Once it is illed, it will resurrect on the spot. Its, or rather, their ultimate purpose is not just serving the twins but feeding on panic and fear. So they wouldn't be sounding the alarm but watching you trashing around can causing chaos. Inside 8 o'lcoc room is Jerre Stoh, blue dress guy. He is the representative of the slaves here. He will tell you the information about the Glabrezus and as you to free them by illing the Glabrezu guard outside. You can now head bac to the Glabrezu guard to confirm about his immortality and as the highier power that ta e him here. You'll come across the name 'Iyachtu Xvim, Godson of Bane'. 9 o'cloc room is Ysha who has trouble with the construction plan. Offer your help of altering the construction plan. she will then give you the plan. 12 o'cloc is the Minister of Foreign Affairs room. Tal to Xavier to learn about the origins of the war and you'll get xp for that. As him about the imprisoned envoy and you'll get xp. As for a delegate pass from him and you'll get more xp. Lastly, as about the demon in this floor convince him that these wor ers are actually slaves (you'll need to tal with Jerre Stoh first to be able to convince Xavier). Xavier will resign and you get xp again. Room 2 o'cloc is Vashti who has problem with disappearing food and needs your help. With these done, go exit to 2nd floor via stairs at (1735, 1355) or the staircase at 6 o'cloc . >>> second floor 12 o'clco is Fynne as ing for you aid to ill a demonic construct(s) (number of constructs is dependent on difficulty). Turns out that Fynee is the instructor and Tasha is the student. This is Tasha's exam for promotion. They totally ignored your presence and went on to celebrate their success. 11 o'cloc is Kav Lathram. He is able to alter content of documents. As about his wor and present the construction plan you've got from Ysha (9 o'cloc , 1st floor). You can then return the Altered plan bac to Ysha for reward. Container Inside this room (943, 435) will have 'Ring of Nourishment' and 'Virulent Agent'. You'll need both to complete quests

later. After you have gotten Zaem's diary and tal ed to the librarian about it, you can come bac to Kav for further investigation. 6 o'cloc is Roga who has problem with his wor . Turns out that tools are missing in one day and appeared in Vylu's room the next day. He wants you to put a stop in this. Vylu is in 10 o'clco and she is currently out of her mind and unable to communicate. Report bac your finding to Roga and he will as you see out a priest in 4th floor. 1 o'cloc are some guards guarding the 'Globe of Essence'. This is what ma es those Glabrezu immortal. Right now you are unable to harm that globe. As the head of the guard, ruinlord Garu for some information and he will eventually as you to read his diary placed in 12 o'cloc room. Killing these people you will find some 'Iyachtu Xvim Holy Symbol' amulets over their dead bodies. You'll need to collect all 6 of them to enter an area later. 9 o'cloc is the library and 8 o'cloc is the librarian. >>[bloodtitan] had done some invstigation. "One of the shelves contains a diary of Zaem Asym who was a scientist of the red wizards. Tal to librarian to learn about his death. I used my wizard for this ... he had high INT + tal ing abilities ~7 and of course arcana max for that time. Turns out Zaem suicided but I managed to discuss with librarian in Sherloc Holmes-style and he told me to tal to Kav Lathram (2nd floor, 11 o'cloc ), the scholar of Zaem, and Zaem's concubine Jaebrilla (12 o'cloc , 4th floor). Also, you have extra tal ing options after that when tal ing to blured lizardman so do this quest after librarian-discussion. Seems that Lizzy (Zaem named ;-)) is the lost creation of Zaem Asym. Tal to all three of them to find out librarian is murderer of Zaem Asym. If you finished the tatoo quest for Vese you are trusted enough to accuse librarian there. Inform Kav and Jaebrilla for reward." 2 o'cloc is Vese Nejj. She will as you to help her gain access to the library in Mage tower. After you sloved the puzzle in Mage tower first floor and report bac to her, she will further as you to find 3 items within the Mage tower for her. 'Orric the Grey's Spellboo ' in 2nd floor, 'Orric 's Boo of Mythal' in 3rd floor upper level and 'Larrel's Bones' in 4th floor. Returning these items to her and insist her to give you reward. She will give a member a tatoo which gives the ability of either 'iron will', 'greater fortitude' or 'lightning reflex'. It is consider a feat and those who already have this feat will not stac with the tatoo. Do not spea with Orric before you finish this quest. 4 o'cloc is Dracein. She/he will as you to leave the room or else she will attac you with her precious, which is a Chimera. If you use 'improved invisibility', you can loot her room without being notice. One of the loots will be a pair of shoes that +5 DEX. When are is done, exit to 3rd floor via (1397, 1349) >>> third floor 9 o'lcoc is Yxbudur'zmut imdu (pronounce that for me) and his minions. In simple words, they want to eat you. From this room, wor you way towards 10 o'cloc , there is a container at (403, 757) with 'Bonding agent'. we have use of this later. >>[Karl Hoel] has a story to tell.

"When you meet Yxbudur'zmut imdu you can tell the story of the Blood War instead of fight him and his friends." 7 o'cloc room has 2 slayer nights, a trapped welcome carpet and more importantly Iyachtu Xvim holy symbol amulet in container (793, 1797). 6 o'cloc room has 2 slayer nights, a trapped welcome carpet and more importantly Ilmater holy symbol in container (1863, 1825). 3~4 o'cloc is a trapped hallway. 2 o'cloc are guards and a magical pool. This pool will play a important part in the main story.

When all is done exit to 4th floor via (1454, 1638) >>> fourth floor If you don't have a delegate pass, you cannot wander around 4th floor. There are much to do here. Remember questes we carried from previous floors? 10 o'cloc is the itchen. One of the containers (333,913) has a 'Demon blood'. Tal to Miram, attempting to slove the missing food problem of Vashti (1st floor, 2 o'cloc ). Turns out that Miram doesn't want to help. So bac to Vashti we go, to find an alternative. Vashti suggest that the band hide in near where the food is given and find out who are steeling it. Follow the story and you'll see a blur lizardman stealing the food and runs away. You can find the lizardman in room 1st floor, 3 o'cloc . Be nice to him and find out his problem. At the end give him the 'Ring of Nourishment' (found in room 11 o'cloc , 2nd floor) to fill his hunger. Find out also about the information of his dead master, Zaem. Report bac to Vashti for extra xp. 12 o'cloc is Jaebrilla weeping for her dead husband Zaem. Tal to her to find out more about Zaem's death. 2 o'cloc has two important NPCs. Hatemaster Drothan has questions about his faith. You'll need the diary of Gradu first (12 o'cloc , 2nd floor). With this you can as him for the secret behind the Glabrezus' immortality and the method to destroy the 'Globe of Essence'. Eradru, on the other hand, can give you a potion to restore Vylu's sanity. Give the potion to Vylu (10 o'cloc , 2nd floor) and report bac to Roga (6 o'cloc , 2nd floor). 7~8 o'cloc is a classroom. You go inside, interrupt the study and all the demons attac you. 4~5 o'cloc is the sleeping quarter of guards. You have a choice of two to finish them off. First choice, go in and slash. This will also invo e the patrolling guards in this floor to attac you. Xp gain is not many since your level is very high already at this point. Second choice, spea with Ri i at 12 o'cloc . She will give you a poison recipe which you can then ma e a poison to ill them. Go to 2nd floor, 4 o'cloc , as Dracein for permission to use the lab, she will give you a go if you have a delegate pass (12 o'cloc , 1st floor, Xavier). Then place the Virulent agent (11 o'cloc , 2nd floor), Bonding agent (10 o'cloc , 3rd floor), Demon's blood (10 o'cloc , 4th floor) into the potion lab in the middle of the room (2699, 1363) and voa-lah. Place the 'Lethal Virulent Poison' into the grain sac s in 4th floor itchen, 10 o'cloc and follow the story. Loot the place

11~1 o'cloc

room has 2 immortal Glabrezu guarding the twin's thrones.

for a armor that doesn't penalize arcane spellcasting and theivering s ills. Report bac to Ri i for reward and second quest. Turns out that the twins have tied themselves with Iyachtu Xvim. you have to find a way to brea the bond and wea en the twins. When these are done, we are ready to explore the 'fingers' of Severed Hand. Starts from 1 o'lcoc go cloc wise, each hallway will lead to War tower, Cleric tower, Office tower, Mage tower, bro en stair. --------------------------------------------------------------------------7.2 the fingers ppg63 -------------------------------------------------------------------------->>> War tower 1st floor is a prison. You can find the prison ey on in the table. Also in the table is a dead cat which you can use in on Yquog (1st cleric tower) Cell 10 o'cloc is Puddy. He is the one who carried the insulted presents from Bryn Shander to the twins. Show him that you are not an illusion, hear his story and attempt to free him. He doesn't want to leave unless you can find a safe way to send him home. Orric the Grey in Mage tower can slove this problem for you. Cell 12 o'cloc is Ormis Dohor. He is from the Blac Raven monastery. Remember that the Severed Hand and Blac Raven Monastery exchanged envoy bac in chapter 4? You'll need to use 'mon 's antidote' (cleric tower, 4th floor) to return Ormis Dohor into normal. Later when you fight the twins, these Blac Raven mon s will offer their vital help. 1 o'cloc cell is Toral, priest of Ilmater. He will give you instructions on how to scantify the waters of Ilmater statue in cleric tower. To do so, you'll need 'Tome of Ilmater', 'Toral Bonds of Suffering', 'Madae's Ilmater Medallion' and 'Tears of Suffering'. 2nd floor is a torture room where you can find a fight and 'Toral Bonds of Suffering'. Also in the same floor is female body and male body which you can use it on Yquog (1st cleric tower). 3rd floor is an armory which we need to come near the end of the game, to use it exit to 4th floor. >>> cleric tower 1st floor is a room with statues of several gods. All are in agony expression except the middle one, which is Iyachtu Xvim. Also, if you didn't ill Yquog bac in chapter 1, you'll meet him here. >>[J A] had some fun with Yquog "Go into the War Tower Finger first in the Severed Hand, and collect the cat in the prison area. Go into the first room of the Clerics Tower and Yquog, who says he was going to get a note off the PCs earlier in the game, will comment, get flustered and attac you, giving you 1000xp for it." >>author's note Any of the following will do, a dead cat (1st floor war tower), a female body (2nd floor war tower) or a male body (2nd floor war tower), or three combined. Different body you have will generate different dialogue but same amonut of xp. 2nd floor is a room with an exit in the middle. You'll need Xvim holy symbols for every member in order to gain access through that. If you don't have enought Xvim holy symbols, you get stri e by lightning everytime you go near. After you dealt with the guards here, you'll get Xvim holy symbol over their dead bodies. locations of Xvim holy symbol

3rd floor is some ind of a church service area with ceremony still going on. As usual, interrupt them and start a fight. You will find some Xvim holy symbols here. 4th floor is bloc ed. You can only access via the middle exit in 2nd floor. When you've collected enough Iyachtu Xvim holy symbols for every members, place each inside their inventory and you can enter the exit in the middle of 2nd floor and be teleport into the middle of 4th floor. You'll be surround by all inds of enemies and among them are bosses that you illed in the earlier chapter. It will a bit chaotic, i managed to spot Guthma and Sherincal. Among the loots you find will be 'mon 's antidote'. >>> Office tower 1st floor is a battle tactic room. You can just ill everyone inside and loot their items. 2nd floor is a mon training room for you to 'train' the mon s and loot their stuff. 3rd floor serves the sole purpose of looting. 4th floor is a garden where captain Pudu will arrive later, according to Bisbe who is ta ing care of the garden there. >>> Mage tower When you enter, you'll see five blue spirals. Clic on it according to the correct sequence and you'll be teleport to next floor. If the sequence is wrong, everyone ta es the pain. The correct sequence, accodring to cloc direction, is 12, 5, 9, 3, 7, 12. After you have entered to next level you can go bac and report to Vese Nejj (2 o'cloc , 2nd floor) for further instruction. Attac ing anyone inside the Mage tower is equal to game over. 2nd floor is full of Orric 's Apprentices. Inside 12 o'cloc room, you'll find 'Orric the Grey's Spellboo '.

4th floor is Orric the Grey himself. The container at(784, 343) contains 'Larrel's Bones'. If you want to finish Vese Nejj's quest, do not tal to Orric first. Return 'Larrel's Bones', 'Orric 's Boo of Mythal' and 'Orric the Grey's Spellboo ' bac to Vese. When you tal Orric you'll learn a lot of information about him and his wor . Turns out that he arrived at Severed Hand earlier then the twins. For years, both sides are aware of the opposite presence but dare not to ta e action since neither are sure to defeat each other. At this point, you'll have to confess to Orric that 'i may have tipped to scales in their favor, Orric ' (if you finish vese's quest). Confession will give you xp. As the conversation goes, you'll find out that you'll have to taint the magical pool in 2 o'cloc , 3rd floor to wea en the twins. Also, if you have met Puddy in War tower, 1st floor, you can as Orric to provide them passage home. Go bac to Puddy for reward.

3rd floor is a library. you can find 'Tome of Ilmater' and 'Orric 's boo of Mythal' on the upper level of this room.

palm 2nd floor, guards guarding the 'Globe of Essence' palm 3rd floor, 7 o'cloc room container (793, 1797). 2nd floor Cleric tower 3rd floor Cleric tower

--------------------------------------------------------------------------7.3 finishing the game ppg64 --------------------------------------------------------------------------First we need to gather the required items to scantify the waters of Ilmater statue in Cleric tower. -'Tome of Ilmater' found in 3rd Mage tower floor -'Toral Bonds of Suffering' found in 2nd War tower floor -'Madae's Ilmater Medallion' found in 6 o'cloc 3rd palm floor -'Tears of Suffering' found in 8 o'cloc 1st palm floor from Jerre Stoh. Bring all the above and enter the Cleric tower 1st floor. Perform the ritual infront at Ilmater statue (tal to the statue at 11 o'cloc direction). Xvim will stop you and offer an alternative. By illing 10 innocent slaves, you ally yourself with Xvim thus ma ing him not sending his minions (those Glabrezus) to help the twins. Of course, by accepting his offer, you will not be able to finish the ritual, and free the slaves. If you send a paladin to perform the ritual, she/he will not accept the offer. If you don't accpet the offer, Xvim will personally sees that you be stopped. He will teleport in together with his demonic minions. He appears in the middle and the goons appear in the south. Xvim is all about fire. Among the spells that he uses are 'Meteor Swarm' and 'Fiery Cloud'. His goons will be easy to deal with if you place some traps ('S ull Trap' or 'Delayed Fireball') beforehand. Over Xvim's dead body, you will find a large sword that drains energy. Continue the ritual after Xvim is dead. Upon completion, you'll get 'Holy Water of Corellon Larethian'. This water is to be place in the magic pool in 2 o'cloc , 3rd floor. After illing Xvim, the 'Globe of Essence' is vulnerable. Go to 1 o'cloc , 2nd floor to destory it. After this, would be illing the Glabrezu in 1st floor and report to Jerre that he and the slaves are freed. Go bac to Orric to chec on his study on the mythal corruption. We are almost there. Report bac to Toral in War tower 1st floor about your scantifying the water of Ilmater statue and purifying the magical pool for xp. Report to Ri i about your finished job. She will then tell you to disturb a Cabal envoy at the top of war tower so that the Cabal and Legion of Chimera alliance can be prevented. She will leave after this. There is a way to prevent this. Tell her you want to shop as the conversation ends. After the shopping screen, press 'esc' to go out and she will be still there. The next time you tal to her, just don't mention 'farewell'. We'll go to the top of office tower first. To get a ey from captain Pudu. (Interesting enough, Pudu refers to the inter-state bas station in my country's capital, Kuala Lumpur.) You can choose to fight for the ey or 'bluff' that you are a delegate and you'll ta e the matter to Madea if he don't hand over the ey. After you have the ey, wal you way up to war tower 3rd floor. There is no way that you can tal out of this (you'll now why from the letter among the loots), so you'll have to ill everyone here. Before you further proceed to aerie atop the War tower. Finish any unfinish business you can or wish, including illing any Legion minions you desire. i would suggest you to buy those +5 arrows/blots/bullets because money wouldn't be export when you finished the game.

When you are on top of war tower, you'll be attac from infront and behind. What i do is pre-cast 'mass haste' and other protective spells before enter. Mages must have 'mirror image' to ma e sure their spell will not be disrupted. As soon as the fight starts, those who are able will be summoning helpers, one mage will be casting 'mass invisibility', others just stand still. When invisibility ic s in, the band will run to the other side and leave the summons to ta e the pain. After regrouping, i can continue from there. Ta e a good sleep, save a seperate file, protect yourself as you did before coming to here and ta e the stair down. You'll be ta en to where the twin's thrones is, after some tal ing, the fight starts and the mon s you helped earlier teleport in. Madae will first casts 'Blasphemy' which will stun all your non-evil alignment members. She has at least 3 of this in her spellboo . It would be crucial to invisible all members. Those who can run, run to the east side of the room. You'll see a mage summoning creatures there. Killing him fast is important. Then, ta e down all other goons one by one and finally turn your attac to either Isair or Madae. Just concentrate on one of them and don't over spend your spells. Some of the mon s might be charm by the twins, be sure to slap them bac to your side, or at least don't let your summons attac them. Mostly, charmed mon will stand still and do nothing. When you hurt one of them enough, They will teleport to the magical pool. Regroup your band and polish them up shiny. You cannot sleep here and don't banish your summons. As you open the door, the whole band will be brought to the magical pool. This time, as the fight starts, run li e hell bac to your summons and continue to wor from there. As before, ta e down the goons first then concentrate on one of them. If you are that gready, the south rooms which you looted before will have new unimportant stuff for you to loot once again. General things about the fighting the twins. 1 - Isair might go invisible and attac you. If you have member yelling and see no one beside, that might just be Isair attac ing. 2 - Madae's attac comes with acid damage and Isair's attac comes with disease, poison and stun. 3 - Their protections will run out after some very long time. 4 - If you have problem hurting them with your weapon, let me tell you this, my Holy Avenger +10 also has serious problem hurting Madea. They don't have total immunity to your attac s just high resistance, i suppose. 5 - One common way of dealing with them is to use 'Antimagic scrolls' which are very rare and you can only get them on few occasions over the whole game. Casting the scroll on one of them will disable all their protections/enchacements and preventing them from further casing any spells. As long as you don't cast 'Dispel' on them, the effect will no fadeaway. Of course, under 'Antimagic field', they cannot be hurt by magic whatsoever. When all is done, exit via the exit as you exit this place all the time. All your members will be exported into database with everything with them except quest items, bags and everything inside bags as well as the gp you have earned. i strongly you do a manual export before you exit. >>[fire mage] reminds you (and me) "I thin the game saves your characters as soon as the twins die, so any looting would have to be done before you ill them." ==CONCLUSION== i thin you don't want to listen to what i want to say anymore.

--------------------------------------------------------------------------IX Frequently As ed Questions ppgque --------------------------------------------------------------------------Q: To dowload the 'Collector Edition' add-on... A: Please go to Sorcerers.net and loo for the following article, http://www.sorcerers.net/Games/IWD2/bonus.htm Q: To dowload the patch for Icewind Dale 2... A: Start Menu -> Blac Isle -> Icewind Dale 2 -> Icewind Dale II Web Lin s -> Visit Icewind Dale II Support Website Q: About the fasinating 'Cheats' mode A: Please refer to Dan Simpson's faq in gamefaqs.com because all i now about this part is from him and i don't want to plagiarize his wor . http://db.gamefaqs.com/computer/doswin/file/icewind_dale_ii_items.txt Q: Why can't my [spellcaster] cast any spells? A: If your [spellcaster] is a cleric, druid, paladin, ranger or wizard, chec if you meorize any spell. In the spell list screen, you have to left clic on the spell listed on right part to 'buy the spell ammo' which will indicate on the middle part of the spell list screen. After you rested, your ammo is loaded and you can cast spell via spell casting icon. If this doesn't slove your problem, your character needs to have 10+X in their prime spellcasting ability to cast a level X spell. Prime spellcasting ability for each related classes are as below, WIS : cleric, paladin, druid, ranger INT : Wizard CHA : sorcerer, bard Q: How to defeat certain enemy? A: I am a very boring person and my strategy stays almost the same ever since i summoned the first fire element in Warcraft 1. To fight for any battle, i always have my summons do the dirty wor . If one falls, i quic ly summon another. I just eep on summoning. If thing gets ugly and i am out of summoning ammo, then only my fighter will engage and do the clean up job. Q: What is the use of gems? A: Nothing. There are quests that you need gems, but the game have made is so that you don't need to save your gems earlier. You'll will have plenty when needed. --------------------------------------------------------------------------X version history ppgver --------------------------------------------------------------------------Version 1.4 - Changed a dreadful suggestion of multiclassing paladin to bard. - Added and changed several things due to the help from those who emailed in this period. - Added Limha and Sersa alternative. - Added Zaem's quest in Severed Hand.

Version 1.3 (Nov 23 2002) - Changed and added many things throughout the wal through. Because the list is very long and this happens over a long period, so i wouldn't list everyone here. - Altered the Battle Square section in wal through - Added 'improved initiative bug' and 'bag of holding' bug. - Too away some stupid things to do in the wal through. Version 1.2 (Nov 2 2002) - Changed some Asian expressions which are very suggestive and veiled. - Added suggestion about ranger and arcane spells. - Changed a few things which are inconsistant with game version 2.01, especailly 'animate undead' and 'improved invisibility'. - Added <Constructing a Band>, <Feats>, <s ill> and <Frequently As ed Questions> section. - Patched many serious directional confussion. Version 1.1 (Oct 22 2002) - i realized that not everyone can accept the lengthy rubbish with no caps. So i went through the whole thing and capped whatever should be capped. i left out i because i don't thin that i is/am insignificant. - Patched several bro en grammers and sentences. Version 1.0 (Oct 19 2002) - The original version, unloaded upon the completion. --------------------------------------------------------------------------XI credits and ac nowlegment ppgth --------------------------------------------------------------------------If you feel uncomfortable with you name appeared here or anything about crediting you, please inform me at tee [email protected] Special than s to Alicia Shieh for Limha and Sersa alternatives. Arachree Mae for various ways to get more xp and other contributions. Aveh for pointing out an alternative in cave to fortress 1. (You've beaten Arachree Mae to that extent) bloodtitan for the Zeam's death quest in Severed hand. chalcedony for dealing with the ghost in river caves. Chattahoochee for explaining to me about 'Spell Penetration'. Chris Kelly for creating extra Sabotaged Histachii brew. Daniel Johansson for a drow approach in Koluhm's quest. Domen Gostincar for sharing his mon (errr ... nun) with us. Earl Grey from Sorcerer's Palace forum informing me about the bugged 'improved initative' feat. ejsmith from Sorcerer's Palace forum for sharing his discovery about the '00ARMBL2' and '00ARMCH' with the public. ezequielf for various help. fire mage for many things especially battle square. Fol en Fanel for pointing out brad and bard. Heidern98 for extra spell bug. Howard Stump for pointing the 'opened but closed door' bug in Blac Raven monastery. J.A. for various help. Jae Shin for various suggestions. jerrod for using bolts and arrows when dealing with Will O'Wisps. Joberto for pointing out an alternative of disabling traps on the bridge at Dragon's Eye entrance.

Joshua Wit op for the +5 hp potions in Driders cave and other off topic information. Karl Hoel for alternative dealing with Yxbudur'zmut imdu. Koh Zi Han for exiting the Fell Wood at the end. Lance Coleborne for pointing out my creating modified mandra e root mista e. Rainox for the Chamber of Sorcery solution. Rob Valentine for two handed weapons in the north door of battle square. ribald for the citicism about the faq. scyther36 for the use of frostrose. Six Armed Man for pointing out my east and west confussion. xenogriff for the Identify items using Bag of Holding bug. Yorien Dragonard for his suggestion about arcane spells and 'disabler' type of spellcasters. All people who encourged me throughout the course, you'll be in my heart. Ultimately, i bow and than all the people who visited gamefaqs.com iwd2 forum and given me much needed help while i was stuc in the game.

FAYE WONG is the goddess and SHUANG is her angel. i am nothing but their obedient servant.

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