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 Icewind Dale

 
   
 
 
Icewind Dale

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o======================================================================o
|	                                                                 |
|				Icewind Dale			                 |
|								                       |
o======================================================================o
Version 1.02
Written by: Nathan Garvin
Email: Theendbringer (at) Hotmail (dot) com.
If you're going to email me about this guide, make sure you put
"ICEWIND DALE" in the title, or I'll probably end up deleting it as
junk.

I have no affiliation with Bioware, Microsoft, or any other parties
involved with this game. This is a not-for-profit fan-made guide. If
you wish to post, mirror, or quote this guide, feel free to do so.
Credit would make me happy, an email would make me feel good. Let your
conscience be your guide, just like all good people.

Now, I know this is a not-for-profit FAQ, but FAQ writing is time
consuming work. If you wanted to show your appreciation for this FAQ
and/or support for future FAQs by donating to my PayPal account, that
would be an above-and-beyond gesture. If every person who downloaded
my FAQs donated a penny.. well, it would help out immensely. Now,
without anymore PBS-style solicitation..

https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious
devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs¤cy_code=USD&bn
=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted

This FAQ was made in Notepad, and is best viewed in a simple text
editor. The default text is Lucida Console at size 10 font, but any
fixed-width font will work.. if not with the intended aesthetics intact.

Table of Contents
o======================================================================o
I. Introduction 			{INT001}

	1. Email			{INT002}

	2. General Information 		{INT003}

	3. Using this FAQ		{INT004}
	3. Play Throughs		{INT005}

	4. Party Roster and EXP		{INT006}

	5. Items			{INT007}

	6. Traps			{INT008}

	7. Quests/Rewards		{INT009}

	8. HOW AI			{INT010}

	9. HOW Experience Cap		{INT011}

	10. HOW Conjurer		{INT012}

	11. HOF Mode			{INT013}

	     ...HOF Tips		{INT014}
II.  Character Creation			{CHR001}

	1. Composition			{CHR002}

	2. Gender			{CHR003}

	3. Race				{CHR004}

	     ...Class Restrictions by   {CHR005}
    		Race
	     ...Attribute Restrictions  {CHR006}
		by Race
	4. Alignment			{CHR007}

	5. Attributes			{CHR008}

	     ...Strength		{CHR009}
	     ...Dexterity		{CHR010}
             ...Constitution		{CHR011}
             ...Intelligence		{CHR012}
	     ...Wisdom			{CHR013}
	     ...Charisma		{CHR014}
	     ...Suggested Attributes by {CHR015}
                Class
	6. Hitpoints			{CHR016}

	7. THAC0 and Armor Class	{CHR017}

	     ...THAC0 by Class/Level	{CHR018}
	     ...Armor Class Modifiers by{CHR019}
 		Weapon Type
	8. Weapon Proficiencies		{CHR020}

	     ...Weapon Proficiencies by {CHR021}
		Class/Level
	     ...Weapon Proficiency Perks{CHR022}
		by Rank
	9. Lore				{CHR023}
	     ...Lore by Class/Level	{CHR024}
	10. Mage Spells (Scrolls)	{CHR025}

III. My Party				{PTY001}

	1. Paladin			{PTY002}

	2. Fighter/Cleric		{PTY003}

	3. Ranger/Cleric		{PTY004}

	4. Fighter/Thief		{PTY005}

	5. Fighter/Mage			{PTY006}

	6. Fighter/Mage/Thief		{PTY007}

	7. Confessions			{PTY008}

IV. Walkthrough (Main Game)
 	1. Prologue/Easthaven		{WLK001}
	2. Kuldahar Pass		{WLK002}
	3. Kuldahar			{WLK003}

	4. Vale of Shadows/		{WLK004}
	   Temple of the Forgotten God

	5. Dragon's Eye			{WLK005}

	6. Severed Hand			{WLK006}

	7. Dorn's Deep			{WLK007}

   	8. Wyrm's Tooth			{WLK008}
	9. Lower Dorn's Deep		{WLK009}

	10. Easthaven			{WLK010}
V. Final Stats				{FIN001}
           ...The First Play-Through    {FIN002}
	   ...The Sixth Play-Through    {FIN003}
	   ...Heart of Fury Play-Through{FIN004}
VI. Walkthrough (Heart of Winter)	{WLK011}

VII. Miscellaneous			{MSC001}

	1. Experience Tables		{MSC002}
	2. Jester's Bag of Holding	{MSC003}
VIII. Updates/Thanks			{UPD001}

o======================================================================o
|								       |
|			Introduction {INT001}			       |
|								       |
o======================================================================o

Well, it's been a long time since I intially wrote this, my first FAQ,
and after a scant 18 months I've returned to finish it. As it was my
first FAQ, many of the organizational methods later introduced weren't
present yet in the main FAQ. I've decided to give this FAQ a thorough
revamping to bring it up to snuff and (hopefully) make it much more
readable. And, of course, this version will include the Heart of Winter
expansion. Best of all, it will now include alternative strategies for
those brave souls who wish to challenge Heart of Fury mode with me.



Email 								{INT002}
o======================================================================o
If you are emailing about alternative strategies, that's fine. I'm not
terribly interested in how you think building a different party is
better for such and such reason. Not that it's not valid, it probably
is, I just don't care. Write your own FAQ. On the other hand, if you
have insight on some of the character types I've made, then by all
means. (For example, if you think a Druid is a super awesome class and
it should be in any IWD party, I dont care. If you have an idea on how
to improve the general build of one of the characters below, by all
means.) If you find another item than I've found, that's fine too. I'll
try and give as many alternative drops as I can, but this game isn't
going to consume my soul. I wont bother looking for the drop location of
EVERY item in the game, since many of them are random. I'll give credit
if I use the information provided in any emails I get.


General Information 						{INT003}
o======================================================================o
Throughout the guide I give brief descriptions of areas, the monsters
therein, the treasure to be found, and the traps. I prefer not to be too
domineering, and I wrote this guide loosely so I wouldn't be holding
anybody's hand through the game. If you want a more mindless Icewind
Dale experience, I'm sure there are more condescending guides out there.
I will talk strategy and make notes of equipment updates as I go through
the game. Depending on your party and strategy, this could be utterly
useless information. So be it. Skip it. It's especially hard when half
the equipment in the game isn't static, so it might be difficult to plan
characters around this guide. My party and play style represents one of
many ways to tackle this game, certainly not the best, if such a thing
even exists. I would suggest having at least one Mage, Cleric, and
Thief. If you don't have these characters, it's not a problem with the
guide that you're losing, you just aren't prepared to complete a D&D
based game. The goal of this guide is to provide strategy and pertinent
information throughout the game without controlling the experience. I
word the guide in terms of what I did. I'd prefer this guide to be a
checklist with some suggestions mixed within. It is, however, a guide.
There will be spoilers.

Using this FAQ							{INT004}
o======================================================================o
Below I will list some of my quirks, organizational methods, and various
other tidbits that will help you navigate this guide. For starters,
during the main FAQ I'll break up major story missions and guide
with a large heading like so:

o======================================================================o
|								       |
|		              Large Heading  			       |
|								       |
o======================================================================o

During the FAQ, I'll break up different areas with a thick line:

Thick line
o======================================================================o

Multiple parts of a mission in the same area will be broken up with a
thin line. This breaks up the missions into a series of steps, and
limits how much unbroken text you'll have to read at once. Nobody likes
wordiness:

Thin line
<---------------------------------------------------------------------->

Of course, I reserve the right to break my own rules during the FAQ..
mostly due to being scatter-brained and working on the FAQ in shifts
over the course of time. Life and all. So cut me some slack. Besides,
this organizational scheme is mostly for consistency and ease-of-use.
I'll sometimes substitute the thick area transition line for a thin
line. I usually do this when entering and leaving the same areas
multiple times in a short time frame, or when we briefly enter-or pass
through-an area, but do not explore it in detail at that time. Or if I
consider the area somehow minor or insignificant.

Play Throughs 							{INT005}
o======================================================================o
I have now complete a total of six play throughs of the normal game.
One playthrough I only went to Yxunomei. The second, I played through
the entire game (most of the guide is a compilation of the 1st and 2nd
play through). The reason for this is simple, I didn't have HOW until
halfway through the first play through. I decided to start over with the
same party (and gear) after installing HOW to make sure I didn't miss
anything. Up until Yxunomei on the 1st play through, I went through the
game the same way every other player did. By the 2nd play through, I had
two chances at the same loot for the first half of the game. This gave
me some specialized loot that I wouldn't have gotten in one play-but
most of this loot was inconsequential (seeing as how it's from the first
half of the game.) In the end, nothing I had by the end of the game the
first time was any better than anybody else could get in one play
through. I did a third, fourth, and fifth playthroughs with my party to
further fact-check and to provide further examples on what loot might be
found. I wont pretend that loot I found is from one play through, but I
will denote when loot deviates from one play to the next. Bottom line,
at the end of the guide you can see what items I found and how far my
characters got. I noted alternative drops by noting (2nd play),
(3rd play), (4th play), or (5th play) and the items that were different.
The sixth, and last playthrough was done eighteen months later during
the reorganization of the guide. Since rewriting the guide was more
complicated than simply breaking up each area into smaller Sequences of
Events, I simply recreated my original party (having had the insight to
export them after originally creating them) and played through the game
yet again with a fresh party. This also ensured that I had a pure party
with only one games worth of drops and experience to take on to Heart
of Winter. On that note, however, I played the game on the hardest
difficulty to maximize experience gains (and to test the waters in case
of a Heart of Fury run), and spent a much longer time leveling up my
characters in the third level of Dragons Eye to make the slightly more
potent Fighter 12 dual class on my Fighter/Thief and Fighter/Mage
instead of the traditional Fighter 9 dual class.

Party Roster and EXP 						{INT006}
o======================================================================o
Keep in mind, characters lower on the party roster will receive less EXP
than characters towards the top. When Icewind Dale has to round EXP, it
give the left over to the first character(s). This tends not to be an
issue later in the game, as higher, even numbers tend to round easier.
It's not much of a difference. At 200,000 EXP, the difference between
the first and last character's EXP was 603.

Items 								{INT007}
o======================================================================o
I'll list items found in containers-bookshelves, chests, environmental
bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)
coordinates the container is found at. The container could be quite
large, but I try to find areas in the 100s or at least the 10s if
possible. For example, I wont give you (x=1996, y=217) when I could give
the coordinates (x=2000, y=200). Some items in chests may be variable,
between patches items certainly change, but also different play throughs
can yield different results in the same container. Gold is always
variable, so I'll just give the gold I found, this should give a general
idea of what amount of gold you'll find, if not the exact amount. Also,
enemies drop different items in different play throughs. For example,
in one game an orc named Uligar dropped The Merry Short Horn, in another
he dropped a shield called Stoutward. The armored skeleton Therik
dropped a Ring of the Warrior first time through, and a Phase Dagger on
the second. I'll record what I found, but you shouldn't be surprised if
you find something different. If you are not playing HOW you WILL find
different items.

Note: In HOW you can highlight interactable objects in the environment
by holding down the Alt key.

Traps 								{INT008}
o======================================================================o
I list the location of traps in a section similar to the items section.
Except it's wisely called ***TRAPS***. I didn't bother recording what
sort of trap it was, I intended to disarm traps I come across, and
frankly, it's just too much of a bother determining the sort of trap.
If you think you can figure out how to use traps to cause collateral
damage, that's fine with me, I'll point as many out to you as I found.

Quests/Rewards							{INT009}
o======================================================================o
When you get a quest reward, I'll note this under the ***REWARD***
section. Some of these are story-line and therefore obligatory. Others
are optional. Either way, the experience gained from completing quests
tends to be well worth the bother. So long as you follow the Sequence of
Events, you shouldn't miss any of the quest rewards. Whether you choose
to actually complete a quest in a rewarding fashion is another story.

HOW AI 								{INT010}
o======================================================================o
The HOW expansion seems to make baddies more aggressive. Some hit-n-run
tactics simply don't work well anymore, as the computer will manage to
hound you pretty effectively at times. This isn't to say the AI in this
game is flawless, hell no. Just keep in mind that you're less likely to
be chased far by non-expansion IWD monsters.

HOW Experience Cap 						{INT011}
o======================================================================o
HOW expands the experience cap to 8,000,000. That allows you to
(theoretically) hit level 40 as a Fighter, 31 as a Mage, 46 as a Thief..
You get the idea. I have a hard time believing those levels are
necessary. In any case, unless you wanted to scrape a 3rd proficiency
point into Bows or something, there's still no reason to go past 9th
level as a Fighter. Even then, 12th level will suffice, but that's a
long way to go, 1,000,000 EXP means a lot of power leveling, or a long,
long time without magic. Even then, after you dual-class, you'll need
1,125,000 EXP as a Mage to get the Fighter perks back. That's 2,125,000
EXP. Good luck. Fighter/Thief is more plausible at 1,660,000 EXP. On the
other hand, once you hit level 30 in a class, you can no longer
progress, and the next level requirements are simply listed as
'GODHOOD'. I can't think of a bigger endorsement for dual-or-multi-
classing. If you're making a single-classed Thief or Cleric, you're
really wasting a character slot, as a dual-or-multi-classed character
will be able to get a good number of levels in a primary class, and
still max out at level 30 as a Thief or Cleric.

HOW Conjurer 							{INT012}
o======================================================================o
Originally, it seemed like a good idea to specialize my Mages into
Conjurers. They get extra make-em-go-boom spells, and they lose high-end
divination. Phhbt. Unfortunately, in HOW Black Isle decides to change
a Conjurer's limitation from divination to Invocation. This takes away
a good number of the Conjurer's offensive spells, and really isn't worth
the trade off. For HOW, stick to plain Mages.

HOF Mode 							{INT013}
o======================================================================o
Heart of Fury Mode is essentially the 'ultra hard' difficulty for the
game. Monsters have massive amounts of hitpoints and they give much more
EXP (you can expect 2060 EXP from goblins in Easthaven at the beginning
of the game.) To actually make the game challenging though, Black Isle
puts in more monsters, and changes up the AI. In the first orc caves
outside of Easthaven you'll fight alot more ogres in HOF mode, for
example. If you want to get more out of Icewind Dale, play Heart of Fury
mode, but be prepared for a struggle. You should at least have gone
through the game once (including Heart of Winter) before starting Heart
of Fury mode  Mode.. and ideally, you should have performed several runs
through the game to get the best loot drops possible, painstakingly
ensuring that you get the best gear in the game before trying the
highest difficulty.. including several copies of normally unique loot.
I'll note changes in enemies and tactics under the heading ***HOF***
during the walkthrough.

HOF Tips							{INT014}
<---------------------------------------------------------------------->
Here is a list of (hopefully) helpful tips and tricks for making it
through Heart of Fury Mode.

+Don't bother trying until you've beaten the game at least once. This
includes the Heart of Winter expansion, where you can score several
Gauntlets of Ogre Power.

+Play very strong characters. Each character should be able to stand up
for themselves in combat, and really, this almost excludes the use of
my Thief/Mage. Also, have a multi-or-dual classed character. You should
ideally be over 3,000,000 experience by the time you start Heart of Fury
mode, and playing a character who is going to max out at level 30 any
time soon is a waste.

+For those of you concerned about the weakness of the Thief/Mage for
Heart of Fury mode, think of substituting her with a Fighter/Mage/Thief
multi-classed character. She'll never max out (hit level 30) in a
class before hitting the experience cap, she'll be able to use the
far-superior Long Bow, she'll be able to wear a helmet, and she will
keep her Thieving and Magic-using abilities through the whole game-a
much better setup than the Thief/Mage. The only downside is she won't
be able to cast 9th level spells.. but they suck in this game anyways.

+Have very good gear, including multiple copies of otherwise 'unique'
gear. This makes multiple play-throughs necessary, unless you harvest
the best gear from a play-through by exporting your Heart of Fury
party individually equipped to the max from another playthrough. This
still won't get you some of the best weapons in the game, however, like
the Repeating Heavy Crossbow, Longbow +4: Hammer, Warhammer +4:
Defender, Morning Star +4: Defender, of the Longsword of Action +4, none
of which are, to my knowledge, guaranteed drops.

+Dispense with spells that have a Hit Dice or Hit Point threshold.
Monsters have ridiculous hit points in Heart of Fury, and Spells like
Power Word: Kill are useless.

+Don't rely on damaging spells either. A 10d6 Fireball is much less
useful than a Chaos spell. Disabling enemies is far more effective
than damaging them. Spells like Slow, Confusion, Chaos, Greater Command,
and Symbol of Hopelessness are your best friends.

+Don't worry about buffs as much, except for big fights. Haste is the
best buff in the game, and it should be used before every major fight.
Prayer, Recitation, and some of the other defensive spells in the game
won't have a huge effect on the game (really, with a -7 THAC0, some
characters don't even need the boost). Plus, enemies are fond of using
Dispel Magic more frequently in Heart of Fury.

+Don't rely on archers as much in Heart of Fury. A hasted, high level
fighter with grand mastery will take a while to put down weak enemies.
In the realm of missiles, this translates to a lot of ammunition-
honestly it's just a pain to bother running back to town to get more
arrows, which you'll need to do almost constantly. Good thing my
Fighter/Mage and Fighter/Thief are just as good in melee combat.

+Take it slow, when possible. Enemies won't go down quickly in Heart of
Fury, and a few enemies can be a handful. This is especially annoying
when we start dealing with mages, Trolls, and enemies with damaging
auras, like Salamanders.

+Give mages especial attention. With our saves, the chances of a cleric
blasting us with a spell are miniscule, but most offensive mage spells
will hurt regardless of whether you save or not. The first time you get
blasted by a 40-damage MagiC Missile or a 120 damage Cone of Cold,
you'll get the point.

+Play good characters. You'll be able to wear the Shimmering Sash, which
will give you an AC boost of 3. It matters.

+Enemies with the Heart of Winter expansion installed like to go after
presumed 'weak links'. This typically means your Fighter/Mage or
Fighter/Thief/Mage. Punish them for their presumption by boosting said
characters with Stoneskin. At level 17, our Fighter/Thief/Mage can
negate a dozen attacks with a fourth-level spell. Enemies hit harder,
not more, in Heart of Fury, and making strong enemies (who think they're
being sneaky by attacking the Mage) waste attacks is good fun.

o======================================================================o
|								       |
|			Character creation {CHR001}		       |
|								       |
o======================================================================o
Below are some simple suggestions for creating characters in Icewind
Dale. If you know how to play 2nd Edition D&D, you probably don't need
to read this.

Composition 							{CHR002}
o======================================================================o
You need a Thief, you need a Cleric, and you need a Fighter. In the 2nd
Edition system, dual-classing with human characters allowed you to get
multi-functional characters. You can be 'hardcore' and play with less
than six characters (A Fighter/Mage, Fighter/Thief, and Fighter/Cleric
dual combo would be more than sufficient.) The game is easy on the
normal setting, it can be made even easier by using certain tactics
(I.E. Fighter/Mage dual with Tensers, Stoneskin, Haste, Mirror Image,
and Greater Invisibility and a Ring of Free Action can win any fight.)
Simply put, the human race with the dual class ability is probably the
strongest way to go.

Gender 								{CHR003}
o======================================================================o
Gender in no way affects the game.. except for Llew's reaction late in
the game. The biggest draw for having a mixed gender party-there are
only so many portraits to go around. Unless you import your own. Get
your hands on some Icewind Dale 2 portraits-some of them are rather
nice. Also, they fit with the other generic portraits better.

Race 								{CHR004}
o======================================================================o
Humans can dual class, nobody else can. That ends the discussion for me.
Elves and Dwarves are cool, I know, and it's tempting to make a Dwarf
just because of certain parts of the game. Besides, there's a great
voice for a male Dwarf Fighter. Half-Elves are the most versitile for
multi-classing, but keep in mind multi-classed Fighters can only get
specialization in a weapon.. unless you get a mod that changes that.

Class Restrictions by Race					{CHR005}
<---------------------------------------------------------------------->
			|Human
			|   |Elf
			|   |   |Half-Elf
			|   |   |   |Gnome*
			|   |   |   |   |Halfling
			|   |   |   |   |   |Dwarf
			|   |   |   |   |   |   |
Bard			| x |   | x |   |   |   |
Cleric			| x | x | x | x | x | x |
Cleric/Mage		| d |   | x | x |   |   |
Cleric/Ranger		| d |   | x |   |   |   |
Cleric/Thief		| d |   |   | x |   |   |
Druid			| x |   | x |   |   |   |
Fighter			| x | x | x | x | x | x |
Fighter/Cleric		| d |   | x | x |   | x |
Fighter/Druid		| d |   | x |   |   |   |
Fighter/Mage		| d | x | x | x |   |   |
Fighter/Mage/Cleric	|   |   | x |   |   |   |
Fighter/Mage/Thief	|   | x | x |   |   |   |
Fighter/Thief		| d | x | x | x | x | x |
Mage			| x | x | x | x |   |   |
Mage/Thief		| d | x | x | x |   |   |
Paladin			| x |   |   |   |   |   |
Ranger			| x | x | x |   |   |   |
Thief			| x | x | x | x | x | x |

* = Instead of a Mage, they are always an Illusionist.
x = Race/Class combo is allowed.
d = Can dual class, not multi-class.

Attribute Modifications by Race					{CHR006}
<---------------------------------------------------------------------->
Dwarf:		+1 Constitution, -1 Dexterity, -2 Charisma
Elf:		+1 Dexterity, -1 Constitution
Gnome:		+1 Intelligence, -1 Wisdom
Halfling:	+1 Dexterity, -1 Strength, -1 Wisdom

Alignment 							{CHR007}
o======================================================================o
Alignment largely doesn't matter in this game. Being a Paladin will
grant some dialogue options-most of which are inconsequential. In all,
I'd suggest having variable alignments for some flavor. You'll find more
Robes of the Evil Archmagi than anything else (although Orrick has a
robe of the Neutral Archmagi, if you want to kill him for it.) In
Clerics, different alignments open up different spells (with HOW at
least). Notably, a good cleric will get Heal (the best healing spell in
the game) and an evil cleric will get Harm (a spell that reduces a
character to between 1 to 4 hitpoints.) A good cleric will get Greater
Shield of Lathender (complete invulnerability for three rounds) and an
evil character will get Destruction (instant death, save at -4, and they
still take 8d6 if they save.) Besides equipment constraints, this is the
most noticable difference in alignment. Some dialogue options might
change, but the results of the conversation rarely do.

***HOF Note***
In Heart of Fury, it's probably a good idea to make all your characters
good aligned. There's really no items catered to evil characters, but
good characters have access to the Shimmering Sash, which gives nice
bonuses to AC and saves. Also, you won't be able to use Three White
Doves as an evil character, and a chance to obliterate undead and
outsiders outright is a very good thing.

Attributes 							{CHR008}
o======================================================================o
You can reroll your attributes and modify them, why wouldn't you? Me
and my friends are perhaps a little too anal with this process, but it's
not that difficult to make a killer party if you're not vain. Charisma
is a good dump stat, you don't need more than three points for anybody
but your party leader. If you have a Paladin, problem solved (they have
a minimum Charisma of 17.) EVERYBODY should have 18 dexterity. If you
don't, you're wasting precious AC. (Dwarves can only naturally get a 17,
but with luck you might find a potion to raise it, Gloves of Dexterity,
or Kaylessa's Gloves.) EVERYBODY should have at LEAST a 16 Constitution.
If you are a Fighter (single, dual, or multi classed) you should have an
18. That's extra hitpoints. Most characters should ideally have an 18
Strength. Unless you're making a straight Mage, or an archer, then who
cares. This affects how much loot (in weight) you can carry. A Fighter
(single, dual, multi) or any fighting class (Paladin, Ranger) should
have exceptional Strength of at least 18(91). 18 Strength gives you +1
THAC0, and +2 damage. 18(91)-18(99) gives you +2 THAC0, +5 damage.
That's not big, it's huge. If you are lucky enough to get 18(00)
Strength, that's +3 THAC0, +6 damage. Very desirable for a Fighter.
Intelligence only matters for Mages. If you have a Mage, they need an
18 Intelligence. Period. If not, it's a great dump stat. Wisdom is most
useful for Clerics, Druids, and Paladins, the former should have an 18,
the latter will get by with the minimum of 14. Charisma is only
important to Bards, and even then, I have my doubts as to how crucial it
is under Icewind Dale's rules. One character should have good Charisma,
and this should be your party leader.

Strength							{CHR009}
<---------------------------------------------------------------------->
If you're a fighter (single, multi, or dual class) or a fighter type,
you can get exceptional strength, which is a percentile bonus in
parentheses after the strength score. For example, 18(01-00) denotes a
strength of 18 with an exceptional range of 1% to 100%. A single-class
fighter should try for as much strength as possible. Ideally anything
from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5
damage bonus. If you are a cleric, you might as well try for an 18 so
you can melee well. Regardless, any fighting class needs an 18 in
strength. A mage or a thief that doesn't intend to melee can use this as
a dump stat. If you're making a multi-class character, don't sweat the
exceptional strength. The higher, the better, but getting high scores in
your other abilities is more important. Weight is somewhat important..
as it'll reduce your trips to town if you can just carry more. Also, if
your strength isn't high enough, you wont be able to wear some heavier
armor. Your bash % is your chance of forcing a door or chest. It's not
honest. Save/reload won't get you into a chest. Some chests/doors just
have a threshold you must reach, and your strength will never be a
replacement for the knock spell or good old-fashioned lock picking Just
make sure that you get an 18 at least if you ever intend to melee.

In the expansion, Heart of Winter, you can get your hands on (or rather,
in) several sets of Gauntlets of Ogre Power, which will raise your
Strength to 18(00). There's also the Girdle of Stromnos in the main
game which raises your Strength to 19, but there's another belt which
would be better to wear.. especially considering that the difference
between 18(00) Strength and 19 Strength is one point of damage. That
said, both such items are fairly far into the game. If you are
fortunate enough to start out with 18(00) Strength, you can just go
ahead and wear the Gauntlets of Weapon Expertise, which give +1 THAC0
and +2 Damage.

o========o=====o======o======o=====o
| Score  |THAC0|Damage|Weight|Bash%|
o========o=====o======o======o=====o
|    3   | -3  |  -1  |   5  |  3  |
|    4   | -2  |  -1  |  15  |  4  |
|    5   | -2  |  -1  |  15  |  4  |
|    6   | -1  |   0  |  30  |  6  |
|    7   | -1  |   0  |  30  |  6  |
|    8   |  0  |   0  |  50  |  8  |
|    9   |  0  |   0  |  50  |  8  |
|   10   |  0  |   0  |  70  | 10  |
|   11   |  0  |   0  |  70  | 10  |
|   12   |  0  |   0  |  90  | 12  |
|   13   |  0  |   0  |  90  | 12  |
|   14   |  0  |   0  | 120  | 14  |
|   15   |  0  |   0  | 120  | 14  |
|   16   |  0  |  +1  | 150  | 16  |
|   17   | +1  |  +1  | 170  | 18  |
|   18   | +1  |  +2  | 200  | 20  |
|18/01-50| +1  |  +3  | 220  | 25  |
|18/51-75| +2  |  +3  | 250  | 30  |
|18/76-90| +2  |  +4  | 280  | 35  |
|18/91-99| +2  |  +5  | 320  | 40  |
| 18/00  | +3  |  +6  | 400  | 45  |
|   19	 | +3  |  +7  | 500  | 50  |
|   20	 | +3  |  +8  | 600  | 55  |
|   21   | +4  |  +9  | 700  | 60  |
|   22   | +4  |  +10 | 800  | 65  |
|   23   | +5  |  +11 | 1000 | 70  |
|   24   | +6  |  +12 | 1200 | 75  |
|   25   | +7  |  +14 | 1600 | 80  |
o========o=====o======o======o=====o

Dexterity							{CHR010}
<---------------------------------------------------------------------->
This affects your armor class, and your THAC0 adjustment for missile
weapons. EVERY character should get an 18 dexterity for the wonderful
-4 armor class modifier. Period.

There are a few items that increase your Dexterity, like Kaylessa's
Gloves. These won't always drop in a game, and one point really isn't
much. It's best to just have an 18 Dexterity naturally.

o========o=====o==o
| Score  |THAC0|AC|
o========o=====o==o
|    3   | -3  |+4|
|    4   | -2  |+3|
|    5   | -1  |+2|
|    6   |  0  |+1|
|    7   |  0  | 0|
|    8   |  0  | 0|
|    9   |  0  | 0|
|   10   |  0  | 0|
|   11   |  0  | 0|
|   12   |  0  | 0|
|   13   |  0  | 0|
|   14   |  0  | 0|
|   15   |  0  |-1|
|   16   | +1  |-2|
|   17   | +2  |-3|
|   18   | +2  |-4|
|   19	 | +3  |-4|
|   20	 | +3  |-4|
|   21   | +4  |-5|
|   22   | +4  |-5|
|   23   | +4  |-5|
|   24   | +5  |-6|
|   25   | +5  |-6|
o========o=====o==o

Constitution							{CHR011}
<---------------------------------------------------------------------->
This gives you hit points Hit points are good. At 16, you gain a +2
bonus to hit points, which for non fighters is the highest bonus
possible. The number to the right lists the bonus for fighters, which
is +4 at 18. All characters should have a minimum of 16 in constitution,
and all fighters should have an 18. At 20+, your character will
regenerate-slowly. I'm not entirely sure the resurrection survival
chance even applies in this game, since I'm not in the habit of raising
dead NPCs. (I tend to reload if they die.)

o========o=====o==========o
| Score  |  HP |Res. Surv.|
o========o=====o==========o
|    3   | -2  |    40    |
|    4   | -1  |    45    |
|    5   | -1  |    50    |
|    6   | -1  |    55    |
|    7   |  0  |    60    |
|    8   |  0  |    65    |
|    9   |  0  |    70    |
|   10   |  0  |    75    |
|   11   |  0  |    80    |
|   12   |  0  |    85    |
|   13   |  0  |    90    |
|   14   |  0  |    92    |
|   15   |  0  |    94    |
|   16   | +1  |    96    |
|   17   |+2/+3|    98    |
|   18   |+2/+4|   100    |
|   19	 |+2/+5|   100    |
|   20	 |+2/+5|   100    |
|   21   |+2/+6|   100    |
|   22   |+2/+6|   100    |
|   23   |+2/+6|   100    |
|   24   |+2/+7|   100    |
|   25   |+2/+7|   100    |
o========o=====o==========o

Intelligence							{CHR012}
<---------------------------------------------------------------------->
If you're a mage, get an 18, if not, it's a dump stat. By 'dump stat',
I mean lower it to 10 or so to put the excess points in other attributes
you actually need. Level refers to the highest level of spell you'll be
able to cast if you're a mage. Note that if you're a triple class mage,
you only need a 16 Intelligence because you'll never be able to cast 9th
level spells anyways. Max #/Level is the maximum number of different
spells you can have in your spell book per level. This will never be a
deciding factor as you can simply drink a potion to temporarily allow
you to scribe more spells than your spells per level allowance. In fact,
you can just use potions in a timely manner to scribe all the spells you
wish, allowing you to have as low of an intelligence as you please
regardless of your natural level maximum or max #/level. Still, it's
just more convenient to have the natural intelligence instead of having
to rely on potions all the time and scribing spells all at once. If you
fail at scribing a scroll, simply reload until you succeed. Lore is your
ability to identify magical items. You'll have items and plenty of
Identify spells to make this a non-issue.

o========o=====o======o======o====o
| Score  |Level| Max #/Level |Lore|
o========o=====o======o======o====o
|    3   |  -  |      -      | -20|
|    4   |  -  |      -      | -20|
|    5   |  -  |      -      | -20|
|    6   |  -  |      -      | -20|
|    7   |  -  |      -      | -10|
|    8   |  -  |      -      | -10|
|    9   | 4th |      6      | -10|
|   10   | 5th |      7      |  0 |
|   11   | 5th |      7      |  0 |
|   12   | 6th |      7      |  0 |
|   13   | 6th |      9      |  0 |
|   14   | 7th |      9      |  0 |
|   15   | 7th |     11      | +3 |
|   16   | 8th |     11      | +5 |
|   17   | 8th |     14      | +7 |
|   18   | 9th |     18      | +10|
|   19	 | 9th |     All     | +12|
|   20	 | 9th |     All     | +15|
|   21   | 9th |     All     | +20|
|   22   | 9th |     All     | +25|
|   23   | 9th |     All     | +30|
|   24   | 9th |     All     | +35|
|   25   | 9th |     All     | +40|
o========o=====o=============o====o

Wisdom								{CHR013}
<---------------------------------------------------------------------->
If you're a cleric or a druid, you want an 18. Otherwise, it's a dump
stat. For clerics and druids you don't have a spell level maximum for a
low wisdom in 2nd edition, but higher Wisdom nets you bonus spells.
Definitely a draw for single class characters, but if you simply cannot
spread your points out enough to get a great Wisdom, it's not that big
of a deal.

o========o=============o====o
| Score  |Bonus Spells |Lore|
o========o=============o====o
|    3   |-            | -20|
|    4   |-            | -20|
|    5   |-            | -20|
|    6   |-            | -20|
|    7   |-            | -10|
|    8   |-            | -10|
|    9   |0            | -10|
|   10   |0            |  0 |
|   11   |0            |  0 |
|   12   |0            |  0 |
|   13   |1            |  0 |
|   14   |2            |  0 |
|   15   |2/1          | +3 |
|   16   |2/2          | +5 |
|   17   |2/2/1        | +7 |
|   18   |2/2/1/1      | +10|
|   19	 |3/2/1/2      | +12|
|   20	 |3/3/1/3      | +15|
|   21   |3/3/2/3/1    | +20|
|   22   |3/3/2/4/2    | +25|
|   23   |3/3/2/4/4    | +30|
|   24   |3/3/2/4/4/2  | +35|
|   25   |3/3/2/4/4/3/1| +40|
o========o=============o====o

Charisma							{CHR014}
<---------------------------------------------------------------------->
Charisma affects NPC reactions to you and determines shop
prices. Rarely you'll get a better reward for having a higher Charisma.
It's a dump stat for everybody except Bards, who should get an 18 in it.
To get the best discounts, make sure to have your character with the
highest Charisma as party leader when interacting with the shopkeeper.

o========o========o
| Score  |Reaction|
o========o========o
|    3   |   -5   |
|    4   |   -4   |
|    5   |   -3   |
|    6   |   -2   |
|    7   |   -1   |
|    8   |    0   |
|    9   |    0   |
|   10   |    0   |
|   11   |    0   |
|   12   |    0   |
|   13   |   +1   |
|   14   |   +2   |
|   15   |   +3   |
|   16   |   +4   |
|   17   |   +4   |
|   18   |   +5   |
|   19	 |   +8   |
|   20	 |   +9   |
|   21   |   +10  |
|   22   |   +11  |
|   23   |   +12  |
|   24   |   +13  |
|   25   |   +14  |
o========o========o

Suggested Attributes by Class					{CHR015}
<---------------------------------------------------------------------->
			STR	DEX	CON	INT	WIS	CHA
Bard			10~	18	16	13~	10~	18
Cleric			18	18	16	10~	18	10~
Cleric/Mage		18	18	16	18	18	10~
Cleric/Ranger		18(xx)	18	18	10~	18~	10~
Cleric/Thief		18	18	16	10~	18	10~
Druid			18	18	16	10~	18	15~
Fighter			18(91+)	18	18	10~	10~	10~
Fighter/Cleric		18(xx)	18	18	10~	18	10~
Fighter/Druid		18(xx)	18	18	10~	18	15~
Fighter/Mage		18(xx)	18	18	18	10~	10~
Fighter/Mage/Cleric	18(xx)	18	18	16	18  good luck
Fighter/Mage/Thief	18(xx)	18	18	16	10~	10~
Fighter/Thief		18(91+)	18	18	10~	10~	10~
Mage			10~	18	16	18	10~	10~
Mage/Thief		10~	18	16	18	10~	10~
Paladin			18(91+)	18	18	10~	13~	17~
Ranger			18(91+)	18	18	10~	14~	10~
Thief			10~	18	16	10~	10~	10~

Hitpoints 							{CHR016}
o======================================================================o
You run out of hitpoints, and you die. These are important.
Multi-classing averages your hitpoints/level across your classes. A
Fighter/Mage multi would gain 7 hitpoints a level (10+4)/2 - 5 Fighter,
2 Mage. A multi-classed character will still get bonus hitpoints for
having a Fighter class (up to 4), but a dual-class character can start
out 9 levels of Fighter, get all 9d10+36 hitpoints, and dual class into
something else. This is in every way favorable. You should get max HP
each level, and really, since I'm so anal with my attributes, I'd just
save/reload until I got it anyways (ala Baldur's Gate). Just save
yourself some time and click the button in the options menu.

THAC0 and Armor Class 						{CHR017}
o======================================================================o
THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a
d20 (a 20 sided dice) that you'd need to hit somebody with an AC of 0.
Statistically, each point is a 5% chance to hit AC 0, and a roll of 20
is ALWAYS a hit, and a roll of 1 is ALWAYS a miss, regardless of your
THAC0/their AC. Fighters get a lower THAC0 quicker (hence a better
chance to hit) than other classes, and Mages have the worst THAC0
progression. A lower THAC0 and lower AC are better-which seems counter
intuitive, but that's 2nd Edition for you. (Nostalgia for a moment
here.) Having a negative AC essentially raises the enemies' THAC0. For
instance, my Paladin has a base THAC0 of 5 (-2 with all her
proficiencies, Strength, the bonus on the weapon, etc), and my
Ranger/Cleric has an AC of -13. My Paladin would need an 11 on a d20 to
hit her (-2 +13 = 11). That's a 55% chance to miss-a 45% chance to hit.
So, for a general rule, lower THAC0 and lower AC are good. Unless the
enemy has them. Then it's not so good.

THAC0 by Class/Level*						{CHR018}
<---------------------------------------------------------------------->
*This is taken straight from the 2nd Edition Dungeons and Dragon's
Players Handbook.

				LEVEL
 	1  2  3	 4  5  6  7  8  9  10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9  8  7  6  5  4  3  2  1
Wizard	20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Priest	20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8  8
Rogue   20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

+Priest includes Druids.

+Rogue includes Bards.

+Warrior includes Paladins and Rangers.

Armor Class Modifiers by Weapon Type				{CHR019}
<---------------------------------------------------------------------->
Different armor types are strong against different attack types. It
might seem like information overload, but keep it in mind when picking
between various types of armor. A suit of Leather Armor +3 versus a
suit of Studded Leather Armor +2 might both give the same armor class,
but because of the modifiers the Studded Leather is by far the better
choice. It comes up.

Armor		Slashing	Piercing	Bludgeoning
Leather Armor	0		+2		0
Studded Leather	-2		-1		0
Chain Mail	-2		0		+2
Splint Mail	0		-1		-2
Plate Mail	-3		0		0
Full Plate	-4		-3		0

Weapon Proficiencies 						{CHR020}
o======================================================================o
Most classes-the non fighting ones, can only become proficient in a
weapon (one rank). This only means they do not take a penalty to hit
with that weapon. Fighting classes (Rangers/Paladins/Multi-classed
Fighters) can get up to two ranks in a weapon. Single classed Fighters,
however, can get up to five, granting them tremendous bonuses. This
takes until level 9 (fortunately, this is as far as you want to go for
hitpoints, too.) A character who becomes a grand master (rank 5) in a
weapon is far superior in its use than others. We're talking +3 THAC0
and three attacks a round-compared the +1 THAC0 of a two-rank character.
If you make a straight Fighter (or better, a dual classed Fighter) take
advantage of their proficiencies, and grand master. The game has many
good weapons, but Large Sword, Maces, and Great Swords are all very safe
choices.

Weapon Proficiencies by Class/Level				{CHR021}
<---------------------------------------------------------------------->
		       	          LEVEL
 		   1  2  3  4  5  6  7  8  9  10 11 12
Warrior		   4  -  1  -  -  1  -  -  1  -  -  1  ..+1/3 levels
Wizard		   1  -  -  -  -  1  -  -  -  -  -  1  ..+1/6 levels
Priest		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels
Rogue		   2  -  -  1  -  -  -  1  -  -  -  1  ..+1/4 levels

+Priest includes Druids.

+Rogue includes Bards.

+Warrior includes Paladins and Rangers.

+Single or dual classed fighters can spend 5 ranks in a proficiency.

+Multi classed fighters and rangers can spend 2 ranks in a proficiency.

+Everybody else can only spend one point in a proficiency, unless
specifically noted otherwise in their class description.

Weapon Proficiency Perks by Rank				{CHR022}
<---------------------------------------------------------------------->
These are the lovely bonuses you'll gain for building up ranks in a
weapon. This is why dual-classing Fighters who grand master in one type
of weapon is such a good idea.

Level		Ranks	To Hit	Damage	Attacks/Round+
Proficient*	1	0	0	1
Specialized**	2	+1	+2	3/2
Master		3	+3	+3	3/2
High Master	4	+3	+4	3/2
Grand Master	5	+3	+5	2

*Max ranks for Bards, Clerics, Druids, Mages, and Thieves.

**Max ranks for Paladins and Rangers.

+This only applies to melee weapons.

Lore								{CHR023}
o======================================================================o
Lore is a minor statistic that rates your ability to identify unknown
magical items. Bards have the best lore, but the identify spell is the
great equalizer. So long as you get a high enough lore on a character
to identify minor items that you receive a lot of (such as ammunition)
you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st
level Mage spells slink further back into obscurity. You even get
glasses that let you identify things a number of times per day near the
beginning of the game!

Lore by Class/Level						{CHR024}
<---------------------------------------------------------------------->
Everybody Else	  1 Lore/Level
Mage		  3 Lore/Level
Thief		  3 Lore/Level
Bard		  10 Lore/Level

Mage Spells (Scrolls) 						{CHR025}
o======================================================================o
Mages get new spells from scrolls. To use this handy function, right
click on the scroll, and select the button 'Write Magic'. If you have an
18 Intelligence, you have an 85% chance to scribe the scroll, if you
fail, the scroll is lost forever. This is a save and reload heavy event.
It's a downright wicked 15% fail rate. If you get an item that improves
your Intelligence, you don't have to worry (also mods and sliding the
difficulty slider down will make this automatic.) You do NOT want to
lose scrolls, some spells only show up one time a play through. With an
18 Intelligence, you can learn 18 spells per spell level. Again,
increasing your Intelligence removes this barrier, but for 1st-3rd
level spells, some discretion should be taken. There aren't a whole lot
more than 18 spells in a spell level, but you don't want to risk not
being able to cast something yummy like Haste. Of course, you could
always use a potion to increase your Intelligence and scribe scrolls
then.

Also, Specialist Mages are extra focused in one spell school at the
expense of others. This means you get one extra spell per spell level
(HUGE BOON), but you cannot learn or cast spells from an opposed spell
school. Without HOW, becoming a Conjurer limits high-level divination
spells. The best divination spell in the game (there aren't very many,
either) is the 1st level Identify-which a Conjurer has access to. What,
then, do they lose? The 5th level spell Contact Other Plane. If you have
this guide, you don't need that spell anyways. After HOW, they realized
this is a tremendous advantage, and made the restricted spell school
invocation instead. Which is a much more severe penalty. At the end of
the day, if you have HOW installed, you probably just want to go normal
Mage.

o======================================================================o
|								       |
|			My Party {PTY001}			       |
|								       |
o======================================================================o
Yes, I play lots of D&D, yes, I wrote a biography for each of them. I am
aware I have no life. With that out of the way, the reason I decided to
make this party is simple. In 2nd Edition D&D, dual classing can make
some ridiculously strong characters. So much so that it's almost a waste
to have a single-classed character. Taking nine or so levels as a
Fighter uses up 250,000 of the 1,801,000 experience you can legitimately
gain in this game. This essentiallly deprives a Fighter dual-classed
character of one class level if they had single classed. The trade off?
You get all the Fighter hitpoints (9d10), the Fighter THAC0, and the
ability to attain Grand Mastery in a weapon. Afterwards, you can become
another class, and essentially get two characters out of one. You must
be a Human to dual class, and you must have an 18 in the prime requisite
of the class you want to dual class into. I'll explain each of my
characters below.. after a brief description of dual-classing, which
plays a huge part in my character progression.

Dual-Classing
<---------------------------------------------------------------------->
To dual-class you must be a human, and you must be at least 2nd level in
the class you started out as to dual-class. You must have a 15 in the
prime requisites of your current class, and 17 in the prime requisites
of the class you want to change to. The prime requisities for each of
the four base classes are as follows:

Cleric:		Wisdom
Fighter:	Strength
Mage: 		Intelligence
Thief:		Dexterity

Once you dual-class the experience of your previous class will be capped
at the minimum required to meet the last level you attained, and it will
go inactive. You can no longer gain levels in this class, or use any of
the class abilities. The only thing you keep from that class are the hit
points, you lose weapon and armor proficiencies, skills, spells, THAC0,
and even saves.

You now begin advancing as your second class, following all its rules.
For example, if you were a Fighter and dual-classed into a Mage, you
would be bound by the weapon and armor restrictions of the Mage. You'd
have the saves, THAC0, proficiencies, and spells of a 1st level Mage,
but you'd have your Fighter hit points. Once your level in your new
class exceeds your level in your old class, your old class becomes
active again. You cannot gain experience in your old class, but you gain
back any previously attained abilties, weapon and armor proficiencies,
skills, spells, THAC0, and saves, if they are better than what you have
now. A good tactic is to start out as a Thief and gain their Find Traps
skill, get it as high as you need, and then dual-class into something
more useful, like a Fighter or Mage. This gets you the essential Thief
skill without having to waste an entire character on a class that,
frankly, isn't great on its own. Another option is to make a Fighter,
get up to a high level and attain its high hit points, THAC0, and maybe
even Grandmastery, then dual-class into something else to retain those
excellent combat stats to make a more 'hardy' version of that class.
The experience gained by the first class does count towards your total
experience, and hence towards the experience cap. If you dual-class a
character, be sure to dual class early enough so you have enough
experience left to exceed your previous classes' level with your new
class. If you never exceed your first class with your second, it will
never become active, making the whole process a waste and stunting your
character. That said, it's best to get only nine or so levels in a
class. You get most of the bonuses in this time (skills, proficiencies,
hit points) and only use up a small fraction of your experience
allotment.

***HOF Note***
For those of you following this guide closely I have included sample
builds of characters for Heart of Fury mode. I suggest making numerous
playthroughs to get as much good loot as possible. Failing that, pool
your best loot onto each character, export them, and when you start your
Heart of Fury playthrough, just reimport all the 'uber-gear' characters.

My Characters		Classes/Levels
Catylania Ceiriladon	Paladin
Amirule	Alteslay	Fighter/Cleric
Ceyalya Ceiriladon	Fighter/Cleric
Kmir Volgstaag		Fighter/Thief
Eraithul		Fighter/Mage
Syrenil	"Softstep"	Fighter/Mage/Thief

Dual-Classed Experience Calculations
Fighter/Cleric
Lv. 9 Fighter (250,000)	+ Lv. 14 Cleric (1,350,000) = 1,600,000 EXP
Ranger/Cleric
Lv. 9 Cleric (250,000)	+ Lv. 14 Cleric	(1,350,000) = 1,600,000 EXP
Fighter/Thief
Lv. 9 Fighter (250,000) + Lv. 15 Thief (1,540,000) = 1,790,000 EXP
Fighter/Mage
Lv. 9 Fighter (250,000) + Lv. 14 Mage (1,500,000) = 1,750,000 EXP

My (legit) Starting Stats
			STR	DEX	CON	INT	WIS	CHA
Catylania Ceiriladon	18/96	18	18	10	13	18
Amirule Alteslay	18/97	18	18	10	18	10
Ceyalya Ceiriladon	18/95	18	18	10	18	10
Kmir Volgstaag		18/99	18	18	10	10	14
Eraithul		18/98	18	18	18	10	10
Syrenil "Softstep"	18/95	18	18	18	10	10

Catylania Ceiriladon
Lawful Good
Human Female Paladin 						{PTY002}
o======================================================================o
Suggested Proficiencies:	Axes:		**
				Large Swords:	**

Despite everything I said above, Paladins are useful for every party.
Unless you like evil. Even then Icewind Dale doesn't impose much in the
way of alignment abuse. They naturally have a high Charisma, making them
ideal party leaders. Even though they can't Grand Master in a weapon,
they have other abilities that will make a Paladin indespensible to my
party (Lay on Hands). Also, there's a paladin-only sword in the game
that just begs for a Large Sword specialized Paladin. Paladins can also
gain low-end priest spells, which will let my Paladin heal a bit. I also
make sure to focus on axes as well, as there are some useful axes in
this game.

***HOF Build***
Lawful Good
Human Female Paladin (or Fighter)
Paladin 25
HP: 184
AC: -13 (-14)
Weapon: Pale Justice
	Throwing Axe +2
	Long Sword of Action +4
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Boots:	Boots of Speed

Amilrule Alteslay
Lawful Good
Human Female Fighter/Cleric 					{PTY003}
o======================================================================o
Suggested Proficiencies:	Flails:		*
				Hammers:	*
				Maces:		*****
				Missile Weapons:**

My Fighter/Cleric will dispose of two of her potential Cleric levels to
gain nine Fighter levels. She'll have access to 7th level spells still,
but will also benefit from 18 more hitpoints and a better THAC0. Because
she can't use edged weapons after she dual-classes to Cleric, she'll
attain Grand Mastery in maces (there are some killer Morning Stars in
Icewind Dale.)

***HOF Build***
Lawful Good
Human Female Fighter/Cleric
Fighter 9/Cleric 30
HP: 178
AC: -13 (-15)
Weapon: Morning Star +4: Defender
	Three White Doves
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Holiness
Boots:	Boots of Speed

Ceyalya Ceiriladon
Chaotic Good
Human Female Ranger/Cleric 					{PTY004}
o======================================================================o
Suggested Proficiencies: 	Flails:		*
				Hammers:	*****
				Maces:		*
				Missile Weapons:**

Originally cast as a Ranger/Cleric, on the 6th playthrough I decided I
didn't care for the novelty of a Ranger/Cleric, and just re-made her as
a Fighter/Cleric. As a good-aligned Cleric she'll have the better
healing spells, and some good defensive options. She'll also Grand
Master in Hammers, so as to not compete with my other Fighter/Cleric.
Later references in the guide to a 'Ranger/Cleric' will refer to this
Fighter/Cleric.

***HOF Build***
Chaotic Good
Human Female Fighter/Cleric
Fighter 9/Cleric 30
HP: 178
AC: -13 (-15)
Weapon: War Hammer +4: Defender
	Three White Doves
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Holiness
Boots:	Boots of Speed

Kmir Volgstaag
Chaotic Good
Human Male Fighter/Thief 					{PTY005}
o======================================================================o
Suggested Proficiencies:	Bows:		**/*** (HOW)
				Large Swords:	*****

This character was originally built to pick up the slack created once
my Thief/Mage dual-classed out of Thief. Now that the Thief/Mage has
been substituted with a Fighter/Mage/Thief, there's not so much need
for a second Thief, but it is still helpful to have such a powerful,
dedicated archer and hardy scouting character nonetheless. Since he no
longer needs to worry about timely dual-classing, you might as well
wait until he hits level 12 as a Fighter to dual-class him. This will
let you get three ranks in Bows, and five ranks in whatever melee
weapon you want him to use. He'll still max out as a 30th level Thief
well before he's done accumulating experience, however. Alternatively,
you may want to scrap this character entirely and go with another
Fighter/Mage and just focus him with Bows instead of Crossbows.

***HOF Build***
Chaotic Good
Human Male Fighter/Thief
Fighter 12/Thief 30
HP: 191
AC: -7 (-8)
Weapon: Long Bow +4: Hammer
	Singing Blade of Aihonen (or Long Sword of Action +4)
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Studded Leather +4: Shadowed
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Shadows
Boots:	Shadowed Boots

Eraithul
Neutral Good
Human Male Fighter/Mage 					{PTY006}
o======================================================================o
Suggested Proficiencies:	Crossbows:	**/*** (HOW)
				Great Swords	*****

Possibly the most powerful dual or multi class in 2nd Edition, the
Fighter/Mage can become truly awesome. Fortunately, Icewind Dale caters
to this end almost as much as Baldur's Gate. You'll get decent armor to
use, and to make him potent in melee, I'll specialize in crossbows and
grand master in great swords. This will let him have an impact without
having to risk his neck quite as much. The best bit, you don't have to
give up a single Mage level to fit in nine level of Fighter, doubling
the THAC0 he'll have over the first nine levels, and giving him a 54
hitpoint advantage over a single-classed Mage. when you throw Tenser's
Transformation into the mix, he becomes a 250~ hitpoint juggernaught.
Defensive spells are his forte, beefing himself up as much as possible
before using Tensers and breaking the game. With HOW installed I can
safely delay his dual-classing in order to get him more Fighter levels
(and hence, more proficiencies with Crossbows).. but this means a lot
of power-leveling, much more so than if I delay my Fighter/Thief.

***HOF Build***
Neutral Good
Human Male Fighter/Mage
Fighter 12/Mage 21
HP: 154
AC: -9
Weapon: Repeating Heavy Crossbow
	Hand of Gloomfrost
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Robe of the Watcher
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Greater Resistance
Boots:	Boots of Speed

Syrinel "Softstep"
Chaotic Good
Human Female Fighter/Mage/Thief					{PTY007}
o======================================================================o
Suggested Proficiencies:	Bows:		**
				Daggers:	**
				Large Swords:	**

Originally cast as a Thief/Mage, this combination worked out fine until
Heart of Fury mode, when enemies started sniffing out weaknesses in my
party. She was discarded, and recreated as a Fighter/Mage/Thief. The
implications are many, and almost universally positive. Her hit points
are almost the same as before, but with a better THAC0, and more points
to spend in weapon proficiencies. Best of all, she can now use Long
Bows and wear helmets. Considering that Short Bows are pathetic in
Icewind Dale, I'm all too happy to upgrade to the Long Bow +4: Hammer.
Also being protected from critical hits is wonderful in Heart of Fury
mode. Best of all, with the Fighter/Mage/Thief build you will always
have thieving abilities and spells, which makes the first playthrough
much easier. You really don't even have to grind, so long as you don't
mind having transitional characters that are fairly weak. The only
downside is that her spell progression is much slower than a dual-
classed Thief/Mage, as with the same experience she only has 14 levels
of Mage, as compared to the 24 or so she had as a Thief/Mage. Still,
she'll get plenty of the low-to-mid level spells in time for Heart of
Fury, and those are the ones that matter.

Note: Some references to the Thief/Mage still exist in this guide, as
it was the original character class for Syrenil "Softstep". This
typically shows up when I'm giving an update of my party stats before
a big fight, or at the end of the game. The advice for a Thief/Mage and
Fighter/Mage/Thief works almost seamlessly, especially since I prefer to
keep her behind as a archer. There are, however, two things to keep in
mind. As a Fighter/Mage/Thief, she'll be taking hand-me-down Long Bows
from the Fighter/Thief, and will not be relying on the few, pathetic
Short Bow drops in the game, the best of which are found after
Kresselack's Tomb. Second, higher-level Mage spells in the first play
through should go to the Fighter/Mage, as he will actually hit higher
levels as a Mage earlier than the Fighter/Mage/Thief. There's no point
in scribing a spell you'll never be able to cast, right?

Chaotic Good
Half-Elf Female Fighter/Mage/Thief
Fighter 14/Mage 14/Thief 17
HP: 119
AC: -10
Weapon: Long Bow +4: Hammer
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Robe of the Watcher
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Greater Resistance
Boots:	Shadowed Boots

Confessions 							{PTY008}

o======================================================================o
My party will be terribly weak in spell power early on, so I'll be doing
everything I can to get enough experience to reach their dual-class
level. Afterwards, they'll become strong in spells, but they'll lose a
good deal of their fighting ability. After they surpass their primary
class, they'll become mighty fighter/spell casters. The early going will
be trouble since I wont have many spells to fall back on, but brute
force should be enough to get enough experience to dual-class. You can
deviate from this model, of course, but at the very least try and spread
your weapon proficiencies out to avoid competing for weapons. There are
good battle axes, great swords, long swords, bows, crossbows, morning
stars, and hammers in the game, so you shouldn't have to really compete
much at all.. and if you plan to do multiple playthroughs, you can
simply get duplicates of the best weapons out there.

Now to come clean. I used the Dalekeeper mod for cosmetic reasons. It
fit the personality of my characters better to have Ceyalya Ceiriladon
look like a Cleric Female Human, and it fit the Fighter Mage better for
him to look like a Mage Male Human. This mod has been extremely easy to
use and effective, and I recommend it to anybody who is interested.
Thanks to Mr. Aaron O'Neil for creating this mod, and to sorcerers.net
for hosting it.

I considered using various ease-of-use mods, especially ones that help
with inventory management. And by help, I mean 'eliminate'. Really, for
a game of this nature, constantly fiddling with stacks of arrows and
reorganizing your inventory.. it's not a fun part of the game, 'reality'
aside. If anything it slows things down and needlessly complicates the
real meat of the game-the adventure. In any case, I decided not to, so
I could avoid the problem of telling where the game ends and the mod
begins. I do suggest that players who plan to play archers use an
ease-of-use mod to stack the arrows. Having to run back to town to get
more arrows every other fight just makes missiles a pain in the ass.
This is especially true for Heart of Fury mode.. you might as well not
even bring an archer along if you're dealing with ammunition stacks of
fourty-you'll burn through your entire stash every other battle.

o======================================================================o
|				Prologue			       |
o======================================================================o
|								       |
|			       Easthaven 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK001}
		1) Welcome to Easthaven
		2) Beetle Battle
		3) Jhonen's Dream
		4) Elisa's Reward
		5) Hrothgar's House
		6) Temple of Tempus
		7) Aspel's Lupine Invasion
		8) A Little Pocket Change
		9) Snowdrift Inn
		10) Enabling Old Jeb
		11) Pomab's Emporium (aka, The Shopping Spree)
		12) Damien's Omen
		13) Orc Caves, Exterior
		14) Orc Caves, Interior
		15) Reporting to Gaspar
		16) One Last Errand in Easthaven

Winter's Cradle Tavern (AR1006)/ Cellar (AR1015)
o======================================================================o
1) Your adventure begins, as do all good adventures, in a tavern.
Hrothgar will speak to the party briefly, then leave. He does the
typical nice guy sheriff routine-welcome, but watch your ass while in
my town. You can talk to Hildreth Highhammer (x=800, y=500) about the
expedition if you wish, or any of the townspersons for that matter. In
fact, if you talk to normal townsfolk enough you'll get briefed on just
about every quest we'll tackle in town.
<---------------------------------------------------------------------->
2) Talk to Grisella (x=590, y=320) and ask for some spirits. Get her to
tell you about her beetle problem, and agree to remedy the situation.
Head down the stairs (x=900, y=300) to the cellar. When you're done,
tell Grisella about your heroic beetle massacre to resolve the quest.

***REWARD***
(Smash the beetles for Grisella)
EXP	1200
Gold	5

After this quest is done, head out into the city of Easthaven.

*I figure I might as well say it now, for you greedy folks out there.
Raising the difficulty DOES increase the quest experience you gain.
Since most of these quests require little in the way of combat, if you
want to maximize your experience gains, you might as well raise the
difficulty before turning in experience rewards.

Easthaven
o======================================================================o
3) The town of Easthaven. What a dump. I Head directly south and talk to
the townsperson at (x=1450, y=1030). The townsperson (Jhonen) will
complain about his dreams. Head down to the south-western corner of the
map and talk to Elisia at (x140, y2630). She'll give you a sword that
belonged to one of Jhonen's ancestors and ask you to return it to him.
Go to Jhonen. You can either lie to him and get him to give up his
worldly possession to you, or you can tell him the truth.

***REWARD***
(Lie to Jhonen and get him to give up all his wordly possessions)
EXP	1200
Item	Knucklehead Trout x3 (sell for 25gp each), Dagger. Not to
	mention you can sell the Shattered Blade of Aihonen for 75gp.

-----or-----
(Tell Jhonen the truth of his dreams and give him the blade of Aihonen)
***REWARD***
EXP 	1200
<---------------------------------------------------------------------->
4) Now you can go back to Elisia. If you chose to lie, you can continue
to do so and get more rewards. If you actually told Jhonen the truth,
you'll get the same monetary reward, plus some experience for being a
good person.

***REWARD***
(Lie to Elisa)
Item	Pearl (sell for 100gp)

-----or-----

***REWARD***
(Tell Elisa you delivered the blade of Aihonen to Johnen)
EXP	1200 (sell for 100gp)
Item	Pearl

Now head west to Hrothgar's house (x=2000, y=380).

Hrothgar's House (AR1004)
o======================================================================o
5) The obvious thing to do here is, of course, talk to Hrothgar. He'll
invite you on the expedition south, and you can accept a quest to search
for an overdue caravan. The Fishmonger also has some interest in this
caravan, but since we won't get anything out of talking to him now, we
can just wait until we've done a bit more to bother going there. You can
steal a few things from Hrothgar's house, but be careful and save.
Hrothgar going hostile ends the main quest, so be sure not to save the
game unless you succeed. You have to talk to Pomab to continue this
quest, but I've got less annoying fish to fry first.

***ITEMS***
(x=320, y=420) Short Bow, Arrows x20
(x=370, y=550) Scribbled Note

Now to the Temple of Tempus (x=550, y=500) to get more story out of the
way.

Temple of Tempus (AR1001)
o======================================================================o
6) Inside the temple you can speak to Everard about Jarrod's Stone, and
to Accalia about Tempus in general. You can also steal two potions of
healing from Everard.

Easthaven, cont'd
o======================================================================o
7) Keep heading south and west, you'll eventually happen upon Aspel the
Scrimshander (x=770, y=1810). He'll ask you to get rid of a wolf that
broke into his house. Head to the locked door (x=1120, y=1720) and
either pick the lock or bash the door open. Once the wolf is dead talk
to Aspel again to finish the quest. You could also use charm animal, if
you have a ranger or a druid. Either way it's the same reward.

***REWARD***
(Exterminate the wolf in Aspel's shop)
EXP	1200XP
Gold	25
Item	Aspel's Dagger
<---------------------------------------------------------------------->
8) Head into the house across from Aspel's Warehouse (x=310, y=1850) and
open the box at (x=410, y=150) for a Winter Wolf Pelt. This former puppy
sells for 250 gold. Head to the eastern side of town and enter the
Snowdrift Inn (x=3210, y=1300).

Snowdrift Inn (AR1008)
o======================================================================o
9) You can chat to the enthusiastic Quimby (x=550, y=640, and rent a
room  out if you're hurt. When you're done chatting, loot, and return to
Easthaven. I hit Old Jed's house next (x=1980, y=1200).

***ITEMS*** (AR1008)
(x=720, y=230) Skydrop Gem
(x=1030, y=480) 13 gold

Old Jed's House (AR1009)
o======================================================================o
10) Really the only thing to do is talk to Old Jed (x=360, y=280). He'll
ask you to buy him some wine from Pomab's. Agree, and head to Pomab's
Emporium (x=3400, y=550). Return with some wine to warm Old Jeb's bones
and this quest is done.

***REWARD***
(Help Old Jeb stay off the wagon)
EXP	1200
Gold	6

Pomab's Emporium (AR1007)/Pomab's Emporium - Upstairs (AR1016)
o======================================================================o
11) Pomab (x=790, y=500) will sell you the basic gear you'll need, and
he's a real charmer besides. You'll probably have no qualms about
robbing his bookshelves upstairs. Splint Mail is a really good purchase
for your fighters at this point in the game, and anybody who can wear a
helmet should. Depending on your play style, you might also be
interested in a variety of other items. With a high dex, splint mail,
and a shield, your armor class could be -1. Not bad at level 1. Make
sure to buy some wine for Old Jed, and sell off the loot you've found.
Head back to Easthaven. If you're playing Heart of Winter, you'll want
to pick up any storage devices you can grab. They'll help keep your
inventory clean, trust me.

***ITEMS*** (AR1016)
(x=450, y=200) Tchazar Gem x6, High Quality Dagger
(x=350, y=150) Potion of Healing, Scroll of Sleep*1,
	       Scroll of Chromatic Orb.

*1: This spell will prove very handy against the orcs and goblins you'll
fight later. Alas, my spellcasters to-be aren't anywhere near ready.

For a point of reference, this is how my party is decked out when they
leave Pomabs.

Catylania Ceiriladon	Amirule Alteslay	Ceyalya Ceiriladon
AC: -1			AC: -1			AC: -1
Weapon:	Long Sword	Weapon: Morning Star	Weapon: Morning Star
Helm:	Helmet		Helm: 	Helmet		Helm: 	Helmet
Shield:	Large Shield	Shield:	Medium Shield	Shield:	Small Shield

Kmir Volgstaag		Eraithul		Syrenil "Softstep"
AC: 1			AC: 1			AC: 3
Weapon:	Long Sword	Weapon: Two-Handed	Weapon: Long Sword
	Composite 		  Sword			Short Bow
	  Long Bow		Heavy Crossbow		Arrows x400
	Arrows x400		Bolts x400	Helm:	Helmet
Helm:	Helmet		Helm:	Helmet		Armor:	Studded Leather
Armor:	Chain Mail	Armor:	Chain Mail		  Armor

I'll typically use my front three as melee characters, while the back
three will use missile weapons for most early fights, although every
one has a melee option, and the front five will be competent, at least.
Once the dual-classing begins, the roles won't change much, save that
the two clerics will now be able to heal, buff, and debuff, and the
last two characters will become mages-although the last three remain
'ranged' characters.. at least until the Fighter/Mage learns Tensers.
But I digress, the point is, with this set up you should have little
trouble making it to Kuldahar.

Easthaven, cont'd, cont'd
o======================================================================o
12) Head south across the bridge. A scared boy (Damien) will tell you
about monsters in the town. Agree to help him get his catch back and
head down and kill the goblins. They'll drop a variety of sellable loot,
and the goblin elite will drop a knuckehead trout. The goblin elite will
also drop something random, 1st play he gave me a suit of Scale Mail
Armor, 2nd play he gave me a High Quality Morning Star, and 3rd play he
gave me a Potion of Healing, and on yet another playthrough I got a
High Quality Dagger.. bottom line, you'll get something of the sort.
Give the fish back to the boy to complete the quest.. Or you could also
keep the fish and sell it yourself for 25gp.

***REWARD***
(Give Damien the remains of his fish)
EXP	1200

It's now time to search for that caravan. Exit town on the east edge,
near where you killed the goblins.

Orc Caves, Exterior (AR1200)
o======================================================================o
13) Head north and west. There will be some wolves to kill, and behind
them some caravan carts outside of a cave (x=200, y=250). Somehow, I
don't think things are looking good for this caravan.

Orc Caves, Interior (AR1201)
o======================================================================o
14) You'll be accosted by some orcs upon entering. Orcs aren't tough,
and you should have no trouble wiping the floor with them. Direct
archers at any Orc Shaman you see and engage archers in melee when able.
In the room in the south-west corner of the map are several orcs, two
orc archers, and an ogre. If you have spell casters, sleep will work
well to thin the herd, and command word: die can put the ogre down for a
round. If you're like me, you may wish to start the fight out with a
backstab. Concentrate your fire on the ogre in any case, he's absolutely
lethal to low-level parties. On the ogre is a potion of healing and the
note you need to show the orcs here sacked the caravan.

***HOF***
In addition to the normal orcs you'll find several additional ogres.
This doesn't change our strategy, however.

***ITEMS***
(x=450, y=650) 97 gold, Silver Necklace, Ring of Lesser Resistance*1.
	       (3rd Play: Instead of a Ring of Lesser Resistance, I
	       found a Fire Dagger)
	       (4th Play: Girdle of Beatification.)
(x=1500, y=1800) Winter Wolf Pelt, 43 gold, Scroll of Horror.
(x=2170, y=1570) Fire Agate Gem, Lynx Eye Gem,
		 Scroll of Protection from Petrification*2.

*1: This guy gives a +2 bonus on all saves versus spells. Since my
Paladin is vulnerable to spells by virtue of her saves, because she's
always the first in, and because she doesn't have spells of her own to
protect her, she keeps this on throughout the game.
*2: Mage scrolls are handy little devices that allow you to cast the
spell on the scroll without using spell slots. On the other hand, if you
scribe the scroll into a spellbook, that spell is added permenantly into
your repertoire, and can be cast as many times as it's memorized. Save
ALL mage scrolls you get. They're invaluable.

Fishmonger's House (AR1005)
o======================================================================o
15) Head back to town, sell off your booty, and go visit the Fishmonger
(Gaspar), who lives between Hrogthgar and the Winter's Cradle Inn at
(x=2475, y=400). Show him evidence of the caravan's demise and you'll
get yourself some more quest experience.

***REWARD***
(Show Gaspar evidence of the caravan's demise)
EXP	1200
Gold	25
<---------------------------------------------------------------------->
16) Talk to Hrothgar and tell him the fate of the caravan. He sends you
on another mission-to pick up supplies for the expedition from Pomab's
Emporium. Hurray. Talk to Pomab and give him the list for some more
experience. By now everybody should have hit level two, doubling your
survivability. Go back to Hrogthgar to finish the Prologue.

***REWARD***
(Tell Hrothgar about the caravan)
EXP	2400
Item	Supply List

***QUEST***
(Give the shopping list to Pomab)
EXP	1200

Kuldahar Pass (AR2000)
o======================================================================o
Sequence of Events:						{WLK002}
		1) Kuldahar Pass
		2) Ghereg's Tower
		3) Kuldahar Pass, North
		4) Beetle Cave
		5) To the Mill
		6) The Mill
		7) The Mill, Basement
		8) The Mill, Tower

1) After a cutscene a Hermit will come speak with you. He'll point you
in the direction of Kuldahar and warn you of goblins. There are plenty
of goblins, but they're really no threat and warrant no special strategy
to beat. Clear the area and hunt for treasure. Remember to pick up loot
dropped by enemies. It may be a pain to carry it all about, but money is
good at the early going. Go east to find a ruined farmstead, then
travel north to find a tower (x=1720, y=750).

***HOF***
The enemies haven't changed, only their number. You can expect there
to be more goblins around than usual.

***ITEMS*** (AR2000)
(x=2180, y=1300) Potion of Healing
(x=3000, y=670) Potion of Healing

Ghereg's Tower (AR2003)
o======================================================================o
2) Inside of this tower is an ogre named Ghereg (x=300, y=320) who has
a headache. You can't help him right now, and if you wish to finish his
quest, you shouldn't provoke him.

Kuldahar Pass, North (AR2001)
o======================================================================o
3) Continue around Ghereg's Tower along the path until you find an
area transition along the north of the map (x=1500, y=100). In this area
you'll find a bunch of Goblins (many of which are archers) preying upon
some beetles. Against a party packing this much martial prowess, they
really don't stand a chance. When all the goblins are dead enter the
cave at (x=1200, y=200).

Kuldahar Pass, Beetle Cave (AR2002)
o======================================================================o
4) Inside are some beetles munching on some goblins. You can easily
dispose of them peicemeal. Once you're done, search the goblin bodies
(x=150, y=330) and (x=505, y=405) for some gold, nine Arrows +1, and a
Jasper Gem. Now head back to Kuldahar Pass (AR2000).
<---------------------------------------------------------------------->
5) Head east until you find a small bridge guarded by goblins. Smash
through and continue east to find a mill. Loot a barrel and continue up
a ramp to find a goblin marshal you can talk to (x=3400, y=470). He's
got much the same problem as poor Ghereg, too bad nobody cares about
goblins and ogres, right? Enter the door behind him at (x=3250, y=400).

Mill (AR2004)
o======================================================================o
6) Inside the mill (AR2004) an orc named Uligar will demand tribute.
You can pay him 50 gold to avoid a fight, or just kill him and his crew.
By far the easier choice is killing him. Uligar and his cronies have
assorted loot, including a Scroll of Blur and The Merry Shorthorn.
(Note: On the second playthrough in HOW Uligar dropped the shield
Stoutward*1, on the fourth playthrough, he dropped a Wand of Trap
Detection*2). On the sixth playthrough he dropped the dagger Applebane.
There are some stairs down at (x=340, y=160.)

*1: Stoutward gives a +2 armor class bonus, but no missile bonus.
I put this shield on my Fighter/Cleric, since she's not really meant to
take missile fire anyways.
*2: This toy could have come in handy on an early playthough. If you
don't have a Thief-or a sketchy Find Traps score-this could be a very
handy item indeed. At the end of the day, it replicates a 2nd level
Cleric spell once a day, or a Thief skill you should already be raising.
I wouldn't rely on this drop, as I found it only one time in four runs
through this area.

Mill, Basement (AR2005)
o======================================================================o
7) In the cellar (AR2005) there are several goblins to kill and loot to
be had. Once the orgy of killing and looting is over, open the door at
(x=850, y=150) to find a little boy named Jermsy (x=850, y=130). As long
as the goblins outside are dead, you'll get experience for talking to
him. Unless of course, you find it hilarious that his family died. Then
you get nothing. And shame on you. Getting Jermsy to leave the closet
completes the quest.

***REWARD***
(For rescuing Jermsy)
EXP	2400

***ITEMS***
(x=520, y=220) Throwing Axe x6
(x=290, y=150) Sunstone Gem x3
(x=375, y=125) 15 gold

Mill, Tower (AR2006)
o======================================================================o
8) Now head up a ladder (x=250, y=400) to get to the mill tower, where
you'll find a few more goblins to kill. Once they're dead, you're done
with Kuldahar pass for now. Exit the mill and head to the east of the
map. The area transition to Kuldahar is at (x=3820, y=1020).

o======================================================================o
|				Chapter 1			       |
o======================================================================o
|								       |
|				Kuldahar			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK003}
		1) Townsfolk in Kuldahar
		2) Mirek's Missing Heirloom
		3) Conlan's House
		4) Arundel's First Mission
		5) Arundel's Headache Recipe
		6) Orrick's Tower
		7) Gerth's Equipment Shoppe
		8) Kuldahar Houses
		9) Root Cellar Tavern
		10) Evening Shade Inn
		11) Oswald's Airship

Kuldahar (AR2100)
o======================================================================o
1) To the east is Nate. Talk to him and he'll tell you about Arundel,
and suggest that you should talk to him. Yeah yeah, first things first,
I need to unload some of this equipment. Along the way talk to any
random townsperson to learn about the troubles of Kuldahar. People
going missing, evil weather, that old rag. If you talk to him with a
Paladin, and ask about temples, you can champion the cause of Ilmater
for 1200 EXP. The blacksmith's shop is at (x=1480, y=400).
<---------------------------------------------------------------------->
2) If you travel to the far eastern side of town, a frightened
townsperson named Mirek will approach and say he's being chased by
Yetis*. Sure enough, two Yetis will appear that need some death. After
the Yetis are dead, talk to Mirek. He'll tell you about the Vale and
ask you to recover a family heirloom that his brother Silas was
carrying.

*Yeti pelts are good stuff early on in the game. Refrain from selling it
until you have a full inventory, as prices go down as you dilute the
market. Selling off sixteen yeti pelts in one go will earn you more
money.

***HOF***
The Yetis here have been replaced with Tundra Yetis. Presumably a
slightly more powerful version? They die just as well.

Conlan's House (AR2103)
o======================================================================o
3) Conlan will whine about his son, and say some rather pessimistic
things overall. You can offer to find his son, but this is a good
distance off. In any case, sell your gear. He's got some nice equipment
for sale, particulary The Giving Star. A Morning Star +3 would suit my
Fighter/Cleric well. But, the price tag means I'm going to be waiting
a while. If you have HOW installed, Conlan's inventory is noticably
increased, especially in the +3 or better weapon department. Of interest
is the Blade of Bael, a Bastard Sword +3 that uses the Large Sword
proficiency, Pikeman' End, a Two Handed Sword +3, and the Black Bow +3.
It's expensive equipment though, as well it should be. If you can manage
to get into his chest, he's got a warhammer that's worth hanging onto.
After I unburden myself, I head over to Arundel's house (x=1380 y=2150).

***ITEMS***
(x=350, y=100) 110 gold, Conlan's Hammer*1.

*1: It's only a +1 War Hammer that improves the wielder's THAC0 and
damage when fighting iron golems. Still, it can hit ANY creature that
requires a magic weapon to keep, making it a useful tool at any level.
There are much better weapons out there, but Conlan's Hammer is still
worth holding onto.

Arundel's House (AR2112)
o======================================================================o
4) Within this tree-abode you'll find, Arundel (x=300, y=250), of
course. Chat with him a bit to learn about the town and its troubles.
Eventually he'll set you off on a quest to investigate the Vale of
Shadows, which is our next major quest.. once we're done playing around
in Kuldahar. Talk to Arundel again and tell him about the ogre in the
pass. He'll tell you of an herbal remedy that may help him.

Before I run off to help Ghereg, however, there are some items worth
grabbing around Kuldahar. The first of which is convienently in
Arundel's House. If you have a Pick Pocket score of around 40%, you can
steal a Ring of Free Action from Arundel. This ring is incredibly
valuable, as it prevents its wearer from being held, paralyzed,
stunned, webbed, or slowed. I put this device on one of my Clerics,
since they can dispel or cure such effects on my other party members,
so long as I ensure they themselves cannot be held. Of course, since it
will be a while until I have Clerics, it's almost moot who gets this
ring. I'll put it on my front-line characters, since they might not be
the most likely to get paralyzed, but they will be the most affected if
it happens. Also note that when I said you CAN steal this ring, I didn't
say that it wouldn't take a few save/loads to do it.
<---------------------------------------------------------------------->
5) Once you've obtained the ring head back to Kuldahar Pass and pay a
visit to Ghereg. Tell him the recipe Arundel related to you for some
quest experience. Now we're done with Kuldahar Pass.. No really, this
time I mean it. Return to Kuldahar. Now that we're not selling crap,
getting bothered by Yeti-yellow villagers, and bringing headache
recipes to Ogres, we can explore this city proper-like. Head to Orrick's
Tower, which is in the north western corner of the map (x=350, y=800).

***REWARD***
(For giving Ghereg Arundel's headache cure)
EXP	1200

Orrick's Tower, Exterior (AR2101)/Orrick's Tower, Interior (2102)
o======================================================================o
6) You can talk to Weenog the goblin if you wish. Orrick is through the
door at (x=380, y=300). Upstairs Orrick is at (x=360, y=180). You can
buy magical equipment from him, and this store will be indispensible for
your Mages. Of particular interest is the Girdle of Gond, which gives
a 5% bonus to Find Traps and a 10% bonus to Open Locks. It's not like
you'll find all that many belts to compete for this item slot. There's
also the Robe of Enfusing, even though it's a bit pricey. You'll find
better though, so there's no real need to buy it. It gives a +2 bonus
to armor class, and it works with other forms of magical protection,
including bracers of defense. Agree to look for information on mythals
for Orrick. This quest will be a while in the works.

None of Orrick's inventory is very useful to me right now, seeing as I'm
broke. Even if I weren't, I don't have any spellcasters yet. This
doesn't stop me from stealing the Amulet of Metaspell Influence and a
second Ring of Free Action. If you see something you absolutely must
buy, however, make Orrick's shop a priority. He'll actually change stock
during the game, and you don't want to miss out on an item you want by
being frugal. Conlan, on the other hand, will sell the same gear all the
way until Chapter 6.

Gerth's Equipment Shoppe (AR2113)
o======================================================================o
7) Head south until you find Gerth's Equipment Shoppe (x=1010, y=1800).
Inside is Gerth (x=370, y=170), who else? He runs the general store, and
will offer to buy 'historically significant' items from you. This is,
however, primarily a junk shop, where you can sell gems, jewelry, and
odd items that have no apparent function. He also sells some bardic
instruments, but as I have no bard, I have no interest in them.

Kuldahar Houses (AR2106)/(AR2105)/(Ar2109)/(AR2106)/(AR2104)
o======================================================================o
8) Continue east past Arundels house and head north over a bridge.
Over at (x=2000, y=1600) you can find the Potter's, inside of which is
Urnst, who has nothing of interest to say. The house at (x=3000, y=1800)
is even less interesting, if that's possible. Over at (x=2750, y=1250)
will be a house containing the barbarian Hjollder (x=280, y=150)-
instigator of the Heart of Winter expansion. Of course, at this point in
the game he does little more than to tell us how much we suck. The house
at (x=2200, y=900) has a Mummy's Tea on the bookshelf at (x=300, y=100).
In this house I also talked to the townsperson inside about Kresselack,
and ultimately scored a Garnet Gem out of the conversation. Finally
there's one last-yet uninteresting-house at (x=1820, y=850).

Root Cellar Tavern (AR2111)
o======================================================================o
9) After looting the houses of Kuldahar, I head to the Root Cellar
Tavern (x=2030, y=850). There are a number of folks to chat with in
here. Whitcomb will get you liquor and Lysan will talk about the
troubles of the town. Amelia is the questy sort, however. Talk to Amelia
about getting a room. She'll tell you about the mysterious circumstances
under which the new owner of The Evening Shade, a halfling by the name of
Aldwin, came to own the establishment. Since I can't leave well enough
alone I head to the inn (x=1150, y=550).

The Evening Shade, Downstairs (AR2114)/Upstairs (AR2115)
o======================================================================o
10) Aldwin is at (x=370, y=300). He'll be charging three times the
average rate for rooms, and will insist that his claim to the store is
legitimate. Hmm.. There's searching to be done. Take the stairs at
(x=50, y=150) and loot around until you find Eidan's Legacy Ring. Once
you have the ring, you have some options. When you confront Aldwin, you
can force him to confess to the elders, or you can blackmail him into
giving you a free room whenever you want it. Since I dont have any
healers, a free noble room at my whim is a great alternative. Plus, you
get the same experience either way.

***ITEMS*** (AR2115)
(x=250, y=180) Studded Necklace with Zios Gems
(x=320, y=280) Eidan's Legacy Ring

***REWARD***
(Force Aldwin to confess to lying about the claim to the inn)
EXP	3225

-----or-----

***REWARD***
(Blackmail Aldwin into giving you quality kip whenever you want it)
EXP	3225
Misc	Free Noble Room

Now the only place really left in Kuldahar is Oswald's airship.
(x=3100, y=450) and the Temple of Ilmater (x=2900, y=700). There are
a number of priests to talk about at the Temple of Ilmater, but there's
nothing to gain from going there.

Oswald's Airship (AR2108)
o======================================================================o
11) Oswald (x=400, y=150) is rather strange, but he'll sell you a
variety of potions. Of particular interest are Potions of Invisibility
and Potions of Giant Strength. If you have money burning a hole in your
inventory, you'd do well to stock up on these. Most importantly, Oswald
has a good number of items to pick pocket. These include two Oils of
Fiery Burning, a Potion of Firebreath, a Necklace of Missiles, and
a Ring of Protection +2.

The Ring of Protection +2 is something that's going to be useful the
rest of the game, and while there might not be a placement issue to
worry about yet, it'll come in handy on the characters who can't wear

armor (the mages). For now, just stick it on your party leader, where
it can remain until you find some magical armor to replace it with.

Now that I've plundered what I could from Kuldahar, recieved some
quests, and gained access to free lodging, I head into the Vale of
Shadows, which can be accessed by exiting from Kuldahar's eastern edge
(x=3830, y=1700) .

o======================================================================o
|								       |
|		         The Vale of Shadows		 	       |
|								       |
o======================================================================o
Sequence of Events:						{WLK004}
		1) Northern Tomb
		2) Eastern Tomb
		3) Mirek's Heirloom
		4) Yeti Cave
		5) Mirek's Reward
		6) North Eastern Tomb
		7) South Eastern Tomb
		8) Into Kresselack's Tomb
		9) The Western Room
		10) The Eastern Room
		11) Mytos the Bone Dancer
		12) Myrkul's Sending
		13) Cheap Traps and Skeletal Chaps
		14) Mummies and More
		15) Kresselack's Masoleum
		16) Skeletal Mage and Friends
		17) Key Searching
		18) Kresselack's Court
		19) More Undead, More Loot
		20) The Last Guardians
		21) A Distinguished Voice in the Vale
		22) The Priestess of Auril
		23) Kresselack's Promise
		24) Recovering Lysan's Belongings
		25) The Next Quest
		26) To The Temple of the Forgotten God
		27) Temple of the Forgotten God, Level 1
		28) Temple of the Forgotten God, Level 2
		29) The Heartstone Gem

Tomb (AR3401)
o======================================================================o
1) Dark, windy, snowy, fun. I head directly east and into the tomb at
(x=1800, y=200). Lesser Shadows are no big deal. If they hit you,
they'll give you 'Bad Luck' for a few rounds. Once inside you'll be
attacked by some skeletons and zombies. Neither of which should pose
much of a problem. Don't neglect to loot them, however, as you never
know when one will drop a High Quality sort of weapon. It's not magical,
but it's better than normal. Up to the east I encounter my first trap.
I was able to detect the trap with only a Find Traps of 30%, and disarm
it with an Open Locks of 60%. Once I've found all the items, I head back
out into the Vale. As a note, if you are playing with HOW installed
skeletons only take 1/2 damage from peircing weapons, which drastically
reduces the damage they'll take from most of your ranged attacks. My
characters have now all hit level three, and we are in pretty good shape
to deal with the enemies around here. We are at least significantly less
vulnerable to cheap shots and bad luck than we were at levels one and
two.

***ITEMS***
(x=780, y=650) Studded Leather Armor, Antidote (Cursed)*1,
	       Potion of Agility, Scroll of Luck.
(x=940, y=130) Shortbow, Arrows x5, Scroll of Stinking Cloud*2.

*1: You will occassionally come across potions that look different from
'normal' versions of that potion. If in the item description it says the
potion looks 'murky' or 'oddly colored' or some such, don't drink it.
It's either cursed, spoiled, or fake-either way, it's detrimental to
your health.
*2: Stinking Cloud is a fairly nice spell for dehabilitating groups of
enemies. Alas, most of your enemies are undead, and wont be affected by
it. In any case, with the Rings of Free Action I prefer Web, since I
won't be harmed by its effects.

***TRAPS***
(x=990, y=450)
(x=620, y=380)

Tomb (AR3101)
o======================================================================o
2) Now I head back west and take the south path down. There will be some
Yetis waiting around for somebody to come kill them. I oblige them, and
continue on into the tomb at (x=1200, y=400). You'll be attacked by some
skeletons and a ghast. Ghasts and ghouls are rather unfriendly due to
their ability to paralyze your party members. In the Gold Box D&D games,
this set you up for a coup'de'grace. Fortunately, you're not a one hit
kill while paralyzed in Icewind Dale, but you will be hit by every enemy
attack. Being paralyzed can allow the enemy to quickly tear a character
to ribbons, and is best avoided. If possible, characters with Rings of
Free Action should draw the attention of ghouls and ghasts to prevent
their paralyzation from working.

Make sure to get the Gate Key from the golden statue. There's a trap
that triggered at around (x=950, y=500) that I couldn't detect even
with Find Traps at 90%. It summons some lesser shadows for you to kill,
so it's probably worth tripping anyways. I head back out into the Vale.

***ITEMS***
(x=350, y=450) Gate Key, Scroll of Identify, Potion of Healing,
	       Scroll of Remove Fear.
(x=260, y=330) Leather Armor +1, Scroll of Cure Light Wounds.
(x=770, y=150) Potion of Healing, 21 gold, Scroll of Grease,
	       Scroll of Strength, Huge Long Bow*1, Potion of Genius.
	       (3rd Play: Instead of a Huge Long Bow, I found a
	       Halberd of Sparks +1.)
	       (4th Play: Flawless Two Handed Sword.)

*1: A +3 damage bow. Unfortunately it lowers your Armor Class by 1, but
if you're a pure archer, who cares, right? Of course, if you have a
Composite Long Bow already, you've got +2 daamge and +1 THAC0. This bow
isn't worth the trade off.

***TRAPS***
(x=300, y=720)
(x=230, y=630)
(x=170, y=540)
(x=950, y=500)

The Vale of Shadows
o======================================================================o
3) Before I head back into town to restock, I make one last hit in the
Vale. The yeti chieftan that has Mirek's family heirloom. He's located
at in front of a cave entrance at roughly (x=2020, y=1420) just south of
center on the map. He will drop his pelt, a Longsword +1, and Mirek's
Family Heirloom. Once everything is dead, enter the cave the yeti was in
front of (x=2000, y=1300).

Yeti Cave (AR3001)
o======================================================================o
4) Kill all the yeti in the cave and loot. This will get you some nice
items, and enough yeti pelts to fill an inventory. Lots of Clericy stuff
here, eh? Don't worry, we'll be back here.

(x=390, y=390) Mace +1, Chainmail, Potion of Agility.
(x=370, y=410) Gold Necklace, 12 gold, Potion of Fire Resistance.
(x=340, y=440) Fire Agate Gem, Turquiose Gem, Zircon Gem,
	       Moonstone Gem, Potion of Freedom.
(x=310, y=420) Potion oif Healing x2, Potion of Genius,
	       Scroll of Glyph of Warding, Scroll of Prayer.

<---------------------------------------------------------------------->
5) Now I head back to Kuldahar to resupply. While in town I make sure to
find Mirek, who's in front of the potter's house (x=2090, y=1710). Give
him the heirloom and he'll thank you. More importantly, he'll reward you.
Now I'm ready to head out again. I go back to the Vale, and into the
tomb at (x=2600, y=450) in the north-eastern corner of the map.

***REWARD***
EXP	2400
Item	Sling +1

Tomb (AR3201)
o======================================================================o
6) You'll be accosted by a number of skeletons and a ghoul. None of
which should be able to phase you. There's another trap by the
sarcophagus that I couldn't detect. It summons a number of skeletons in
the niches' around the sarcophagus, so again, there's no real problem in
triggering it. This is not the trap ON the sarcophagus itself, mind you.
Now I head from one Tomb, to another (x=3400, y=1450).

***ITEMS***
(x=180, y=580) Scroll of Find Traps, Scroll of Chant.
(x=780, y=460) Potion of Healing, Mummy's Tea.
(x=850, y=320) 35 gold, Gold Ring, Bastard Sword, Scroll of Infravision,
	       Scroll of Protection from Evil, Potion of Infravision,
	       Chainmail +1*1.

*1: This armor is no better than Splint Mail, so you don't need to
bother wearing it. It sells well, however.

***TRAPS***
(x=600, y=550)
(x=850, y=320)

Tomb (AR3301)
o======================================================================o
7) You'll be accosted by a skeleton warrior by the name of Therik. You can
leave peacefully (if you have the Gate Key, you'll have to give it up
in order to leave). Or you can kill him. Lets do that. He'll leave
behind a Ring of the Warrior*1. (On the 2nd and 3rd play through he
dropped a Phase Dagger, on the 4th play through he dropped a Flawless
Two Handed Axe, and on a 5th play through he dropped a Finest Halberd.)
Beyond Therik you'll find a large number of skeletons across the bridge.
If you need a strategy, bottleneck them on the bridge with two fighters
and let the rest of your characters use ranged attacks to decimate them.

After you get the Sanctum Key, and perhaps make another town run, it's
time to venture into the largest tomb at (x=3300, y=350).

***ITEMS***
(x=1550, y=300) Long Sword, 9 gold, Helmet.
(x=1910, y=800) 14 gold, Dagger +1, Scroll of Color Spray,
		Potion of Strength.
(x=1640, y=550) 6 gold, Scroll of Invisibility.
(x=1800, y=1250) Sanctum Key*2, 26 gold, Broken Armor,
		 Scroll of Chill Touch, Potion of Insulation.

*1: This is a tough one. All my fighters (the first five characters) have
the same strength modifier, and THAC0. I could give this to my Thief,
but fighting isn't really her thing. In the end, I give it to my
Fighter/Thief, since he gets more attacks a round with his bow than any
other character (2.5 attacks a round). Does he need it more? No. Will he
use it more? Yes. Good enough for now.
*2: The Sanctum Key opens the east (x=1600, y=1350) and west
(x=900, y=1150) doors in Kresselack's Tomb (AR3501).

***TRAPS***
(x=1800, y=350)
(x=1800, y=1250)

Kresselack's Tomb (AR3501)
o======================================================================o
8) Open the door at the end of the eastern passage (x=1250, y=1500).
to find a large central room dominated by glowing green vats that look
entirely unhealthy. You'll be accosted by a number of skeletons and
tattered skeletons within, and although it may be tempting to run in and
smite things, let them come to you, as a pair of skeleton archers and
temple guardians await further into the room. Once that room is clear
search the two passages to the south west and south east to find more
undead, and more loot. Of course, be wary for traps while you kill and
loot. Tired of traps yet? Too bad they don't give you EXP for disarming
them like they do in Baldur's Gate 2, eh? I kill the obligitory bunch of
useless skeleton guardians and loot. Really, why are skeleton guardians
so prevelant? Sure, they've got no upkeep, but they woefully weak. I
mean, really. Who is going to be put down by skeletons? A peasant? Sure,
so peasants won't be raiding your forbidden tomb, but is that really
worth the effort? Is that who you are REALLY trying to keep out? No! It's
adventurers, who will chew up and spit out your hordes of poorly placed
weak skeleton 'guardians'. Why not pool your money and get ONE REALLY
BADASS guardian? Or at least a door blocking the entrance into your
crypt. Sure, undead are creepy, but that's about it. Oh well.

***ITEMS***
(x=310, y=1530) 8 gold, Necklace, Scroll of Entangle.
(x=1570, y=1940) 5 gold, Turquiose Gem.
(x=1600, y=2000) Long Sword +1, Potion of Healing x2, Mummy's Tea x2.

***TRAPS***
(x=800, y=1410)
(x=310, y=1530)
(x=1570, y=1940)
(x=1400, y=1580)
<---------------------------------------------------------------------->
9) After looting, I head into the room west of the central room. More
baddies, including a wight. Icewind Dale takes it easy on us, wights
aren't nearly as bad as they should be. They do, however, require magic
weapons to hit. At this point, only my Paladin and Fighter/Cleric can
touch him. And touch him they shall. Hard. With death sauce. Loot the
trapped sarcophagus to find the Priest's Key, which we'll need soon
enough.

***ITEMS***
(x=450, y=1030) Priest's Key*1, Potion of Healing,
		Potion of Infravision, Gauntlets of Weapon Skill*2.

***TRAPS***
(x=450, y=1030)

*1: The Priest's Key should open the door at (x=1400, y=930).
*2: The Gauntlets of Weapon Skill are another +1 THAC0 item, I give it
to my archer as well to further increase his bonus.
<---------------------------------------------------------------------->
10) Now I head through door opposite of the one you just went through.
You'll get into a scuffle with several ghouls. Now this is more like it.
Ghouls can mess people up. If I had an undead-ridden tomb, I'd have it
filled with ghouls.

***ITEMS***
(x=1800, y=1370) Potion of Strength, Ring, 5 gold, Scroll of Armor,
		 Short Bow +1.
(x=2000, y=1530) Holy Symbol of Myrkul*1, War Hammer, Splint Mail,
		 Scroll of Larloch's Minor Drain, Potion of Genius,
		 Scroll of Burning Hands*2.

*1: I admit, I have no idea what this is for. It didn't fool Therik.
*2: The Scroll of Burning Hands will come in.. handy.. later when you're
fighting trolls. Again with that damn 'once I can cast spells' caveat.
<---------------------------------------------------------------------->
11) After I'm done looting and pollutin', I enter the large door in the
central room (x=1400, y=930). You'll be greeted by the Bone Dancer
Mytos. If you try to reason with Mytos, you'll get rewarded. Man,
they're really pushing this "good" thing. You can lie to yourself and
pretend you are trying to weasel out of a fight, if that's your
preference.

Of course I said you can *try* to reason with Mytos. A fight here is
inevitable. Fortunately, it's also easy. Stay on top of Mytos, nobody
needs him casting spells. When he dies-again-he'll leave behind a Black
Opal Gem, and a War Hammer +1, an improvement for my Ranger/Cleric.

***REWARD***
(For trying to reason with Mytos)
EXP	3225
<---------------------------------------------------------------------->
12) North of this room you'll find a group of skeletons and a monster
called Myrkul's Sending. There's a trap in front of the group, so let
them come to you. Myrkul's Sending is just a big shadow that can only be
hurt by magical weapons, which you should have plenty of by now. He'll
drop you some weapon or another, and a Ring of Shadows*1.

***TRAPS***
(x=1800, y=420)

*1: This is a nice ring, giving a 15% bonus to stealth and
non-detection. For now, I'll give it to my Fighter/Mage/Thief, as she's
more likely to sneak about. After I dual-class, it'll go to my
Fighter/Thief to aid in backstabbing.
<---------------------------------------------------------------------->
13) Now I head north-west from the room Mytos was in. Eventually I'll
get to a crypt to loot. I couldn't detect the trap with 110% in Find
Traps, so I doubt it's meant to be found. Just take one party member up
to the crypt so they all don't get put to sleep. My paladin fell asleep
even when she rolled a 20 on her save-which technically isn't possible,
but really, these skeletons aren't the brightest or toughest of enemies,
a fact which I assume this cheap trap is meant to expose.

***ITEMS***
(x=820, y=700) Protection from Fire Scroll, Scroll of Haste*1,
	       Short Bow +1, 39 gold.

***TRAPS***
(x=820, y=700)

*1: Haste is simply fantastic. From the time you can cast 3rd level
Mage spells, you'll probably always have one prepared. If you like
winning, that is. One of the essential pre-battle buffs.
<---------------------------------------------------------------------->
14) It's the north-east's turn to feel the bitter sting of my looting.
Disarm the trap on the way down the tunnel (x=2200, y=1940). You don't
want to make the skeleton archers' job any easier. One will drop
Arrows +1, and another will drop Bullets +1. Near where the skeleton
archers were there is a secret door (x=1900, y=1100). Inside the secret
room is a mummy. He can only be hit by magical weapons, and if he hits
you, chances are he'll inflict you with a diease called 'mummy rot'.
This disease is lethal, and at this point in the game you probably only
have two options as far as curing it goes. You can use a Mummy's Tea, or
go to the Temple of Ilmater in town and pay for them to cast cure
disease. I have my Paladin draw the mummy's attention and hope for the
best. After the mummy, it's just a matter of killing archers, disarming
traps, looting magic arrows, and going deeper into the crypt
(x=2200, y=1320).

***ITEMS***
(x=1880, y=1040) Gold Ring, Gold Necklace, 14 gold,
		 Scroll of Blindness*1, Scroll of Aid.
(x=1900, y=980) Mage Robe of Cold Resistance, Potion of Genius,
		Mausoleum Key, Scroll of Knock*2, Scroll of Resist Fear,
		Diseased Halberd +1. (3rd play: Instead of a
		Diseased Halberd, I found a Giant Halberd.) (4th play:
		Instead of either Halberd, I found a Finest Light
		Crossbow.)

***TRAPS***
(x=2200, y=850)
(x=2300, y=950)
(x=2450, y=1100)

*1: Blindness is a decent spell, if used against strong melee types,
it can all but take them out of the fight. Of course, it is in every way
inferior to Slow, and Web or Stinking Cloud are probably better 2nd
level spells, but Blindness has no potential colateral damage.
*2: Knock is a wonderful spell, automatically opening any locked chest,
door, or whatever. Provided it can be opened without a specific item,
that is. Since my party will have good thieves, I probably wont need
this spell, but it's a handy one to have regardless.

Kresselack's Tomb, Mausoleum (AR3502)
o======================================================================o
15) After going through the door in front of you, you'll enter a large,
pillared room. About halfway into the room a trap will trigger and
you'll be ambushed by a number of tattered skeletons and skeleton
archers. I let a character with stealth sneak into the room, trigger
the tattered skeletons and lure them into the first room where I can
slay them without provoking the archers.
<---------------------------------------------------------------------->
16) After you kill all the skeletons that appear in the pillared room,
make sure you're in good shape and head forward to engage the archers.
There's a titanic battle ahead that can be rough even for a well built
party. Without any spellcasters, my party certainly doesn't yet fit into
that category. I lead with my three archers, advancing slowly and
picking off skeletons as I see them. As soon as I get the Skeletal Mage
in sight, I concentrate my fire on him. If he gets off a stinking cloud,
the fight could well be over. Even when he dies I let my archers creep
forward until I encounter the giant wights, as they require magical
weapons to hurt. After all the undead are redead, loot around the place,
including the open sarcophagus. The Skeletal Mage itself will leave
behind a gem and Bracers Defense AC 8*1.

***ITEMS***
(x=650, y=830) Wand of Sleep, Scroll of Agannazar's Scorcher*2,
	       Potion of Insight, Massive War Hammer*3, Mummy's Tea x3,
	       Scroll of Cure Moderate Wounds.
	       (2nd play: Wand of Magic Missile, Aganazzar's Scorcher,
	       Potion of Insight, Static Dagger +1, Mummy's Tea x3,
	       Scroll of Cure Moderate Wounds.)
	       (3rd play: Aganazzar's Scorcher, Potion of Insight,
	       Reinforced Large Shield +1, Mummy's Tea x3,
	       Wand of Magic Missiles.)

*1: Bracers of Defense are useful tools for character who cannot wear
armor, namely Mages. When I dual-class, they'll most likely be stuck
with Bracers like these.. but hopefully a little more potent.
*2: Just like Burning Hands, Agannazar's Scorcher is good for taking
down trolls. You can also toast a couple of them in a line, if you
position yourself well.
*3: +2 damage in exchange for -2 THAC0? No thanks. It'll sell well
though.
<---------------------------------------------------------------------->
17) Once you're done with the main room, loot the various side rooms,
which contain a number of cubbies for you to search. Head into the door
at (x=1300, y=700) and search around until you find the Plain Key*1.
Once we have the Plain Key head into the door at (x=850, y=1300). And
use the key on yet another door (x=1000, y=1800). There are a number of
traps after the door, so disarm them first before picking any fights.
When I have the Painted Stone*2 I head back into the main room and pull
the lever at (x=930, y=900). The next level awaits at (x=250, y=600).

(x=1400, y=580) Ring.
(x=1400, y=540) 2 gold.
(x=1550, y=550) 15 gold.
(x=1550, y=520) 7 gold.
(x=1450, y=450) Plain Key, Scroll of Slow Poison.
(x=2180, y=860) Agni Mani Necklace.
(x=580, y=1730) Black Wolf Talisman*4, Scroll of Hold Person.
(x=1080, y=1450) 40 gold.
(x=1070, y=1400) Sling +1.
(x=1200, y=1600) Skull.
(x=1350, y=1550) 2 gold.
(x=1350, y=1500) Fire Agate Gem.
(x=1500, y=1520) 6 gold.
(x=1500, y=1480) 4 gold.
(x=1750, y=1570) Blood Stone Amulet.
(x=1750, y=1530) Bracers.
(x=1200, y=180) 31 gold, Potion of Regeneration, Morning Star +1,
		Scroll of Silence 15' Radius, Wand of Armory.

*1: The Plain Key opens the door at (x=1000, y=1800).
*2: Not only is this the key that allows you to pull the lever at
(x=930, y=900), but it's a pretty damn good defensive token as well.
With an armor class bonus and +10 to max hitpoints, this is definately
made for a fighter. Better yet, it can be worn with other magical
protections. I give it to my Paladin, since she'll soon be losing her
Ring of Protection +2.

***TRAPS***
(x=1100, y=350)
(x=1150, y=280)
(x=1000, y=1900)
(x=960, y=1900)
(x=940, y=1900)

Kresselack's Tomb, Court (AR3503)
o======================================================================o
18) Another big fight in here. Fortunately there are no spell casters.
Take it slow, and do not go into the side rooms. You've got enough on
your plate at the entrance, and the situation will only get worse if you
provoke the entire level. Once the dust settles, there are two Morning
Stars +1 amongst the double dead, and assorted High Quality weapons,
which aren't very special anymore. (2nd play: One of the enemies dropped
a Battle Axe +1, but no Morning Stars +1, leading me to believe drops
here are random too.) Whew. Now to loot the side rooms.
<---------------------------------------------------------------------->
19) When the main room is cleared, I head to the north room first. Clear
the traps before entering. You've got a mummy and a couple of shadows to
deal with before looting. Then head to the southern room. This fight can
be rough. Not only is there another mummy, but a pair of giant wights as
well, and on top of that, a pair of 'chosen zombies' all of which require
magical weapons to harm. If you rush on in, you'll die. Disarm the traps,
lure out the pack and defeat them peicemeal. Save your 'L' button the
strain.

***ITEMS***
(x=2100, y=420) 32 gold, Scroll of Ghoul Touch, Scroll of Hold Person*1,
		Scroll of Silence 15' Radius.
(x=2500, y=350) Bloodstone Gem x2, 23 gold, Scroll of Shocking Grasp,
		Potion of Strength, Potion of Healing.
(x=2700, y=550) Ancient Armor, Potion of Strength, Helmet,
		Mummy's Tea x2, Scroll of Cure Moderate Wounds.
(x=1250, y=1670) Scroll of Color Spray, Scroll of Magic Missile*2,
		 Potion of Healing x2, Scroll of Cure Light Wounds.
(x=1450, y=1850) Skydrop Gem, Jasper Gem, Andar Gem, 19 gold,
		 Scroll of Shield, Potion of Stone Form.
(x=1760, y=1920) Composite Long Bow, 25 gold, Scroll of Chant.

*1: Hold Person is a great cleric spell. At 2nd level, the ability to
paralyze enemies is strong indeed. Landing a successful Hold will take
that enemy out of the fight, and unless dispelled, it's pretty much a
death sentence. This spell isn't quite so good for Mages, as it simply
can't compete with the rest of their 3rd level spells.
*2: Magic Missile is a wonderful little spell. Long after the other 1st
level spells have faded into obscurity, magic missile continues on. It's
a handy little spell that-once a Mage reaches 9th level, can inflict
10-25 damage on a single foe. It's a little late in the game to recieve
such a basic spell, but better late than never.

***TRAPS***
(x=2300, y=650)
(x=2300, y=630)
(x=1600, y=1650)
(x=1600, y=1680)
<---------------------------------------------------------------------->
20) All that remains is the room across from where we entered. There are
plenty of spectral knights, skeleton archers, and a skeletal mage
within. The skeletal mage has Bracers of Defense AC 8 and a gem. When the
fighting is over, all that's left is to enter the final door
(x=900, y=700).
<---------------------------------------------------------------------->
21) Beyond is Kresselack himself, and the only way this conversation can
progress the story is when you agree to slay a priestess of Auril that
threatens Kresselack. Listen to the deep, richly-voiced commands of the
spirit, and return to the Vale of Shadows. R.I.P. Tony Jay. You'll want
to travel to the Yeti Cave (AR3001) in front of which was the Yeti that
ate Mirek's brother.

Yeti Cave
o======================================================================o
22) On the ridge where the crates lie is where you'll find you
Priestess, who happens to be none other than Lysan the barmaid. Chat
with her,  but your conversation will end in a fight regardless. Nothing
she says should make you want to kill her less. Not allowing her to cast
hold person is a good idea, so is landing a pre-emptive backstab by
sneaking up behind her before you get close enough to talk. She'll get
some yetis to help her, but once Lysan is dead, they're child's play.
<---------------------------------------------------------------------->
23) Head back to Kresselack. Report that you slew the Priestess, and
he'll fail to uphold his end of the bargain. Just as well, the biggest
EXP reward of the game so far is good enough compensation.

***REWARD***
(Tell Kresselack that you dealt with Lysan)
EXP	13000
Misc	You get to raid Kresselack's sarcophagus.

***ITEMS***
(x=350, y=510) 53 gold, Potion of Healing, Flaming Short Sword +1,
	       Kresselack's Sword, Plate Mail Armor, Helmet.*1
	       (3rd Play: Instead of the Flaming Short Sword +1, I found
	       a Fine Long Sword +1.)
               (4th Play: Giant Two-Handed Sword.)

*1: The Flaming Short Sword +1 goes to my Fighter/Thief, the blackened
Plate Mail and Helmet go to my evil-aligned Fighter/Cleric, and the
Two Handed Sword goes to my Fighter/Mage. Awesome.
<---------------------------------------------------------------------->
24) Once that's over with, head back to Kuldahar. If you talk to
whitcomb at the Root Cellar Inn about Lysan, you can convince him to
give you her belongings. These include a Scroll of Cure Serious Wounds,
a Scroll of Cure Critical Wounds, a Protection from Fire Scroll, and
The Mantle of the Coming Storm*1. Now I go report to Arundel.

*1: This cloak gives a bonus to armor class, as well as a +1 bonus on
saves versus paralyzation, and 30% resistance to fire and cold.
Unfortunately, it will not work with other magical protection. Since
my Paladin needs the save bonus more than any of my other front-liners,
I switch her Ring of Protection over to the Fighter/Cleric, and give
my Paladin the cloak. Also, it doesn't really make sense to go on a
character who isn't a front line fighter, and my clerics-to-be already
have Rings of Free Action.
<---------------------------------------------------------------------->
25) After Arundel hears about the Vale and Kresselack, he'll send you on
a new errand-this time to find the Heartstone Gem. Since this seems to
be a surefire way to find where the evil is, it makes one wonder why he
didn't just send you after the Heartstone Gem in the first place. But..
I guess the Vale of Shadows DID need to be dealt with. In any case, more
EXP for everybody, and a new quest to tackle. All of my characters are
level five or higher, and they all have magical weapons to use, so I
feel pretty good moving on to the next area.

***REWARD***
EXP	10350

o======================================================================o
|								       |
|		Temple of the Forgotten God {WLK004}		       |
|								       |
o======================================================================o
Temple of the Forgotten God, Exterior (AR3600)
o======================================================================o
26) Only thing to really do here is talk to the Verbeeg and enter the
next area (x=800, y=300). You could always pick a fight with him, too.
You know, for his shield. Not that anybody would be cheap enough to have
not bought a Large Shield for all their shield-bearing characters, of
course not.. Heh..

Temple of the Forgotten God, Level 1 (AR3601)
o======================================================================o
27) Upon entering you'll be accosted by an acolyte, who blames you for a
crime you weren't part of. No matter what you say, the paranoid priest
attacks. This level is populated by two new types of enemies, Verbeeg
and Acolytes. Verbeeg are tough foes, and they do more damage than any
creature you've fought so far. The fact that they all drop Halberds and
Large Shields and give a pathetic 420 EXP makes them even more laborious
to defeat. Acolytes can only make matters worse by casting spells to
incapacitate or immobilize your party members. To the west you'll find
some loot, and when you've searched through this level, the stairs down
are at (x=800, y=450).

***ITEMS***
(x=480, y=1700) Scroll of Ghost Armor, Potion of Stone Form.
		(2nd play: Instead of the Scroll of Ghost Armor, I got
		a Longbow +2: Defender*1. That's a trade up, I'd say.)
		(4th play: Scroll of Protection from Fire.)
		(5th play: Scroll of Web, Potion of Stone Form.)
		(6th play: Scroll of Flame Arrow)
(x=500, y=1400) Amulet of Protection +1*2.
		(2nd play: Badge of the Brave.)
		(3rd play: Boots of Moander.)
		(4th play: Ring of Missile Deflection.)
		(5th Play: Black Knight.)
(x=350, y=1150) Potion of Infravision.
(x=250, y=1200) Potion of Healing.
(x=720, y=900) History of the Drow.
(x=670, y=850) History of the Drow.
(x=620, y=750) History of the North.
(x=580, y=700) History of the North.
(x=400, y=650) History of the North II.
(x=330, y=650) Scroll of Skull Trap.
(x=200, y=700) History of the North I.
(x=2400, y=2420) Potion of Healing (cursed).

*1: +3 damage, +2 THAC0, +2 armor class, +2 Save vs. Spells. Yeah,
that's better than the Messenger of Sseth. It's good enough that I'm not
even considering shelling out gold for the Black Bow anymore.
*2: Since it's incompatible with the Paladin and the Fighter/Cleric's
current setup, it goes to the Ranger/Cleric by default.

***TRAPS***
(x=1200, y=360)

Temple of the Forgotten God, Level 2 (AR3602)
o======================================================================o
28) More of the same, really. Fight your way through under-rewarding
Verbeeg and Acolytes and loot along the way. Seriously, this level is
really little more than a long walk east with four treasure chests to
keep you interested and some traps to keep you honest. The next level is
at the north-east end of the map, (x=3600, y=60), but it is guarded by
three Verbeeg and two Acolytes. The Verbeeg can be a real problem,
especially with magical back up. Do your best to deal with them
individually, if possible.

***ITEMS***
(x=1400, y=1790) 153 gold.
(x=970, y=810) Potion of Healing.
(x=1900, y=1580) Potion of Strength, Charged Battle Axe +2*1.
		 (2nd play: Peasant's Reward Halberd +2.)
		 (3rd play: Bastard Sword +1.)
		 (6th play: Flaming Bastard Sword +1.)
(x=1400, y=700) Studded Leather Armor +1.
		(3rd play: Studded Leather +1: Shadowed.)
		(4th play: Short Sword of Lesser Phasing.)
		(5th play: Reinforced Leather +1.)

*1: Talk about an improvement. Charged weapons are great. This one has
a 50% chance to do 1d3 electrical damage, and more importantly, a 50%
chance to stun when it hits. Also, it's a +2 weapon. You never know when
you'll run into a monster that needs +2 or better weapons to hit.. It's
sooner than you'd think.. Since my Paladin is the only person with any
axe proficiency, she gets it.

***TRAPS***
(x=1175, y=1320)
(x=1400, y=1600)
(x=2000, y=1060)

Temple of the Forgotten God, Shrine of the Heartstone Gem (AR3603)
o======================================================================o
29) Hurrah, you made it! Unfortunately, you're the second invader to
break into this place. The Heartstone Gem has already been stolen. Boo.
Take the poison from the body of the Talonite and report to Arundel.
He'll use his super Druid powers to.. give you another quest. This time
you get to play around in the belly of a dormant volcano. Onward! To the
Dragon's Eye!

***REWARD***
EXP	19500

o======================================================================o
|				Chapter 2			       |
o======================================================================o
|								       |
|			Dragon's Eye 				       |
|								       |
o======================================================================o
Sequence of Events:						{WLK005}
		1) More Than a Day Later..
		2) Into Dragon's Eye
		3) Erevain's End
		4) The Lizard King's Court
		5) The Missing Villagers
		6) Saving Conlan's Son
		7) Talonites and Trolls
		8) Mother Egenia
		9) Beetle Body
		10) To the Third Level
		11) The Big Grind
		12) Merrily Onward
		13) The Last Lieutenent
		14) Presio's Demise
		15) Transparent Albion
		16) The High Summoner
		17) The High Ritualist
		18) Adventuring: It's a Rough Business
		19) An Odd Little Girl..
		20) Looting, I
		21) Intercepting the Messenger of Sseth
		22) The High Torturer
		23) A Band of Priests
		24) Yuan-ti and Histachii
		25) The Kitchen
		26) Yxunomei
		27) Trouble in Kuldahar

Dragon's Eye, Exterior (AR4000)
o======================================================================o
1) Barely a day away my ass. 72 hours is NOT one day. In any case, when
you arrive you'll have to deal with some ice trolls. After verbeeg,
these guys are a blessing. Especially since they're more ice than troll.
Anything that doesn't get back up after I put it down doesn't bother me.
The entrance to the Dragon's Eye is at (x=500, y=200).

Dragon's Eye, Level 1 (AR4001)
o======================================================================o
2) This level is infested with Lizardmen, which after Verbeeg.. well,
Lizardmen can do some serious damage (they were fond of hitting my
Paladin for sixteen damage, for some reason) but they just don't have
the staying power to make them as dangerous. You'll have to skirmish
with a group at the outset. Head north and grab two chests, then head
south.

***ITEMS***
(x=500, y=850) 85 gold, Dagger, Waterstar Gem, Antidote x15,
	       Scroll of Protection from Normal Missiles.
(x=600, y=850) 97 gold, Oil of Speed, Bolts x20, Bullets +1 x20.

<---------------------------------------------------------------------->
3) You'll kill another small group of Lizardmen, then encounter some
Bombardier Beetles. Bombardier Beetles release clouds that damage you,
and can stun you. Beyond them, to the east, you'll find some Wraith
Spiders, which can't be harmed by non magical weapons and can cause
disease. A little further east the path will split. If you go over the
bridge you'll reach a small alcove where some Phase Spiders await. They
are deadly poisonous, and have a bad habit of dimension dooring next to
unprotected party members. If you get poisoned, you'll need to whip out
an Antidote potion, or reload, and it might be better not to fight both
of them at once. From the Phase Spider cave head south, where you'll
find a small steam, on the other side of which are two Wraith Spiders
and a Sword Spider. Not much can be said about the Sword Spider save the
fact that it's awfully quick and can tear under-armored characters to
pieces. Still, at our level, with the armor classes we can boast of, it
really isn't much more than an easy bit of 2000 EXP. Especially if we
shoot it dead from across the river. Loot Erevain's body and head back
to the beginning of the level.

***HOF***
In Heart of Fury, the Bombardier Beetles are even more annoying, as
if they stun a party member they'll continue to attack-and unlike in
lesser difficulties, they have the hitpoints to cause some damage before
dying. Actually, it's not much harder than my first run-through was,
but with a great armor class, top-notch saves, and over 150 hitpoints
on every character save the Fighter/Mage/Thief, it doesn't seem like
this should still be such a brutal fight. Also, there are a lot more
Sword Spiders around in Heart of Fury mode, ready to take advantage of
you should your characters falter against Bombardier Beetles.

(x=1900, y=2300) Erevain's Broad Sword*1, Chain Mail, Medium Shield,
		 Arrows x11, Long Bow, 81 gold, Erevain's Journal*2,
		 Arrows of Fire x11, Acid Arrows x9.

*1: Erevain's Broad Sword is a +2 specimen that also grants a +2 bonus
on saves versus wands and 10% acid resistance. I give it to my
Fighter/Thief.
*2: This is the journal of the elf at the inn in Easthaven, if you
remember. Xan, of course, is a sucky NPC you can get in Baldur's Gate.
If Erevain was anything like his cousin, we're better off without him.
Almost makes me want to play Baldur's Gate and feed Xan to a sword
spider too.. Ahh.. Irony.
<---------------------------------------------------------------------->
4) Go north, then east, killing any reptiles you find. Eventually you
will come to a bridge leading to the south east. The big fight of this
level is in the north-eastern corner of the map. The lizardman king and
his court are indefinately easier if you soften them with spells. Alas,
I'm not quite there yet. It would be suicide to rush in there, so again
I lure them out and destroy them peicemeal. The lizardman king hits
hard, but its his two shaman that can really turn the tide of the
battle. I typically leave my three front-line fighters at the far end of
one of the bridges on the level, while my archers go forward and talk to
the Lizardman King. As soon as the conversation ends they take shots at
the Shaman, and hopefully disrupt their first-and only-Hold Person
spells. I then do a running retreat back across the bridge, taking pot
shots at following Lizardmen if I've got enough ground between us. On a
bridge, only two or three Lizardmen can attack in melee, while all three
of your front-line fighters can similarly engage.. in addition to the
archers in the back. Fighting like this, the only damage I sustained was
eleven damage to my Paladin. Not bad for not having a single spell to
throw at them. Amongst the general loot is a magical dagger,
Spinesheath*1.

***HOF***
Same principles apply to the Lizardman King in Heart of Fury mode, try
to bottleneck and you'll be fine. Heck, a simple Haste is all you need.
I used a Symbol of Hopelessness just for funsies and it pretty much won
the fight outright.

(x=3100, y=500) Star Diopside Gem x8, 88 gold, Scroll of Detect Evil,
		Scroll of Fireball*2, Ring of Resistance*3, Antidote x2,
		Scroll of Summon Monster I.
		(2nd play: Instead of the Ring of Resistance, I found a
		Robe of Enfusing.)
		(3rd play: Potion of Magical Resistance*4.)
		(4th play: Ring of Intelligence*5.)

*1: Spinesheath is a great backstabber. Although it only has a +1 to
damage, its +5 THAC0 more than makes up for it. I keep it on my
Fighter/Mage/Thief for now, even though I don't ever really intend to
use it. Mostly I just like the name. Spinesheath. It really just says it
all, doesn't it?
*2: Fireball. Need I say more? Probably not, but I will anyways. This is
THE offensive spell for a Mage. Learn it, love it.
*3: +10% bonus to fire and slashing attacks? Put it on anybody who gets
hit alot. My Paladin is a good choice. My Clerics will get Entropy
Shield to boost thier resistances anyways.
*4: How can you say no to 5% permanent magic resistance?
*5: +1 to Intelligence, -1 to Constitution. Eh, no thanks.
<---------------------------------------------------------------------->
5) After you kill all the lizardmen in the Lizard King's court, head to
the south-eastern corner of the map and continue to eradicate reptiles.
When they're all dead, you should be approached by a villager near the
entrace to the next level. The entrance to the next level is located at
(x=3500, y=2300).

***REWARD***
(For killing the Lizard King and saving the villagers and merchants)
EXP	30000

Dragon's Eye, Level 2 (AR4002)
o======================================================================o
6) I'd suggest going to the west first. There is apparently a time limit
for saving the villagers, so you probably shouldn't leave the level
until you've rescued them. Go at a reserved pace, however. You don't
want to get so badly injured that you'll need to rest (which takes
forever without spells), and you need to be cautious of Trolls, which
infest the level. Trolls aren't so much a problem if you have fire to
throw at them. Besides my arrows of flame and acid, the only means I
have for putting them down for good is the Short Sword of Flame. This
makes things slow going and tedious, and I have to take care that I
don't have to fight too many trolls at once. I simply can't put them
down fast enough in groups of more than three. On my HOW playthrough I
had previously found a Bastard Sword of Flame +1, which made the task
a bit simpler, since it was a weapon my Fighter/Mage-to-be was able to
use well. Using the Flaming Oil that you found in the previous level is
a great idea, especially if you've a problem dealing fire damage. If
you're greedy like me, however, you'll just tough it. when you get to a
bridge leading south west, follow a tunnel to the east. Kill some
Lizardmen and you'll reach a quartet of captive kids. Conlan's son is at
roughly (x=950, y=1330). Talk to him and tell him that you've cleared
the way for him, and he'll run off. Whew. Now that Sheemish is saved we
can continue through the level more normally.

***HOF***
In Heart of Fury you'll find more Trolls than in the normal game. Take
it slow unless you feel like taking on a half dozen Trolls at one
time.

***REWARD***
(For rescuing Conlan's son, Sheemish)
EXP	24000
Misc	Conlan's Hammer*

*When you get back to town and talk to Sheemish, he'll give you the key
to the chest in the store. Or you could just cast knock on the chest and
steal it. Either way.
<---------------------------------------------------------------------->
7) Continue south west over the bridge we ignored previously. If you
find Trolls in the narrow tunnel beyond, keep in mind that with Trolls
bottle-necking can work against you, unless you're willing to fire off
Arrows of Fire. After all, the less fighters you can bring to bear
against a Troll, the longer they take to kill, and the more bother it
is to get your flaming weapon to bear. You'll round a corner and the
narrow passage will open into a large room filled with Trolls and
Talonites. Again, the trick here is to not engage everything at once.
Creep forward and provoke an enemy, then retreat back into the narrow
passage, eliminating them as they come. At the very least, this way you
can bottleneck them. This fight takes a bit of planning without spells.
I keep my archers and Paladin back around the bend, while my two future
clerics walk forward and block the narrow corridor through which the
enemies will attack. Then I provoke the enemies. In Heart of Winter,
they're all going to come at once, which includes a half dozen Trolls
and two Talonite Priests. The Talonites will unleash a few Hold Person
spells-which my Clerics are immune to. Once the enemies are done casting
spells, my Paladin joins the fight at the bottleneck, and my archers
concentrate on the Priestesses-but they won't be too preoccupied to
switch to Arrows of Fire and finish off any Trolls that fall. Which this
tactic my party can just eek out a victory, although it's not pretty.

***HOF***
I start out by backstabbing one of the Talonites, then running back to
my party who takes up their customary position in the tunnel to the
north. Once the horde of Trolls and Talonites show up (probably
bolstered by Prayer and Recitation) my melee fighters step up and stop
them. A Haste, a few Incediary Clouds, and Symbol of Hopelessness end
the fight.
<---------------------------------------------------------------------->
8) Once they're all dead, Mother Egenia of Ilmater is at
(x=1220, y=1960). Talk to her for rewards. She'll offer to stay behind
and heal (at a price) until you slay the evil. Horray. She'll also
watch over you while you rest and make sure you don't get attacked,
which can be useful.

***REWARD***
(For saving Egenia and numerous villagers from the minions of Talona)
EXP	36000
<---------------------------------------------------------------------->
9) Head back to the beggining of the level so we can deal with the large
unexplored eastern expanse of the map. Kill some Lizardmen, and some
Phase Spiders and the path will shortly split. Continue along the
smaller northern route and crawl through some tunnels filled with
beetles. I really hate how Rings of Free Action don't prevent you from
getting stunned. At the end of this loathsome path you'll find the body
of a dead.. well, a dead person, anyways.

***ITEMS***
(x=3530, y=1300) 108 gold, Battle Axe +2: Defender*1, Long Sword of
Confusion +2*2.

*1: A +2 Battle Axe with a two point bonus to armor class, the armor
bonus stacks with other protections as well. As long as my Paladin
wields this, her Armor Class is -5. Not bad.
*2: Instead of stunning enemies, you confuse them. I hand this off to
my Fighter/Thief.
<---------------------------------------------------------------------->
10) Backtrack again, this time heading into the larger room to the
south east that we ignored in order to persue our beetle-crusade. You'll
find.. more beetles. This time paired near Sword Spiders, an obvious
attempt at a one-two punch of cheapness on the part of the designers.
There's also more trolls lurking about, so just make sure to go as slow
as you need to, and ensure you don't get more Trolls on the scene than
you can handle. The exit is at (x=2900, y=2100).

Dragon's Eye, Level 3 (AR4003)
o======================================================================o
11) Good riddance trolls, hello undead. As soon as you enter the level
an Undead Lieutenant will open dialogue with you. As usual, regardless
of what you say a fight ensues. This can be a pretty rough, if
straight-forward fight with the Undead Lieutenant and its legion of
Cold Wights. I'm nearing some potentially difficult battles ahead, and
the time has come for me to dual-class. I simply cannot go much further
without spell. Cold Wights are easy to kill and plentiful, and they give
1400 EXP per kill. Now I just rest and spawn baddies until I'm leveled
enough to continue on. I level until I have roughly 500,000 EXP total,
which is enough to dual-class all the characters that are going to dual-
class, and it allows my Fighter/Thief and my Fighter/Mage to resume
their Fighter class.

________________________________________________________________________
------------------------------------------------------------------------
|//~'                  SOME NOTES ABOUT GRINDING       		   '~\\|
|o|__________________________________________________________________|o|
|o|{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}|o|
========================================================================
}{ In my last playthrough, I waited longer to dual-class my           }{
}{ characters. What can I say? I have some time on my hands, at four  }{
}{ in the morning, the day before Thanksgiving. Play the game         }{
}{ windowed, listen to some music, half-watch some Futurama.. good    }{
}{ times. With this playthrough I decided to dual-class as follows:   }{
}{____________________________________________________________________}{
}{ Paladin: No dual-class needed.				      }{
}{								      }{
}{ Fighter/Cleric: Get up to Fighter 9, then dual-class to Cleric as  }{
}{ normal.							      }{
}{								      }{
}{ Fighter/Thief: Get up to Fighter 12 to Master in Bows, and Grand   }{
}{ Master in Large Swords, then dual to Thief.			      }{
}{								      }{
}{ Fighter/Mage: Get up to Fighter 12 to Master in Crossbows, and     }{
}{ Grand Master in Great Swords, then dual to Mage.		      }{
}{____________________________________________________________________}{
}{ Note that this all takes about 1,000,000 experience for my  	      }{
}{ Fighters to reach level twelve, and another.. oh.. 1,125,000 to get}{
}{ their second classes high enough to surpass their previous class.  }{
}{ To speed things up, you might want to switch the difficulty slider }{
}{ all the way up to double the experience you earn. The enemies will }{
}{ do a bit more damage, but all things considered it's a good trade  }{
}{ off. This way you'll get 2400 EXP per Cold Wight, which is 400 EXP }{
}{ per character. Kill a measly 5312.5 Cold Wights and you're good to }{
}{ go! I don't recommend this for the timid gamer. The less intense   }{
}{ 625,000 experience point goal for level nine Fighter dual-classing }{
}{ is much more managable. After six hours of grinding, this is what I}{
}{ ended up with:				      		      }{
}{____________________________________________________________________}{
}{ Paladin 15							      }{
}{								      }{
}{ Fighter 9/Cleric 16						      }{
}{								      }{
}{ Fighter 9/Cleric 16						      }{
}{								      }{
}{ Fighter 12/Thief 15						      }{
}{								      }{
}{ Fighter 12/Mage 13						      }{
}{								      }{
}{ Fighter 10/Mage 11/Thief 13					      }{
}{____________________________________________________________________}{
}{ I know six hours sounds like a lot of time, and for some people it }{
}{ is, but honestly I've wasted more time grinding less productively  }{
}{ on less interesting games.. Killing Adamantoises on Final Fantasy  }{
}{ XIII trying to score Trapezohedrons comes to mind.. 		      }{
}{____________________________________________________________________}{
}{ Now that I have spell casters, it may be worth talking about spell }{
}{ strategy, which I will be happily employing. Or at least the low   }{
}{ level ones, for now.			  		              }{
}{____________________________________________________________________}{
}{			      CLERICS                                 }{
}{____________________________________________________________________}{
}{                              Bane				      }{
}{ Like bless, but it gives all enemies a -1 penalty on attack rolls. }{
}{____________________________________________________________________}{
}{				Bless				      }{
}{ A simple defensive spell that adds +1 to attack rolls. Useful in   }{
}{ any skirmish.						      }{
}{____________________________________________________________________}{
}{                        Defensive Harmony 			      }{
}{ +4 armor class in a 10' radius. This spell is great, but it's      }{
}{ duration means you'll need to save it until just before the        }{
}{ fighting commences.						      }{
}{____________________________________________________________________}{
}{                          Dispel Magic			      }{
}{ Unfortunately, from time to time enemies will get their spells off.}{
}{ Dispel magic can help reverse a bad spell on your party. Nobody    }{
}{ wins fights with half their party held or confused. This can remedy}{
}{ the situation.						      }{
}{____________________________________________________________________}{
}{ 			     Hold Person			      }{
}{ A good 2nd level Cleric spell, if this hits, it'll pretty much take}{
}{ any enemy out of the fight.					      }{
}{____________________________________________________________________}{
}{                              Prayer				      }{
}{ Like bless, except it gives a +1 bonus to attacks, saves, and      }{
}{ damage, and penalizes enemies by the same amount. Always have one  }{
}{ ready.							      }{
}{____________________________________________________________________}{
}{ 		     Protection from Evil 10' Radius 		      }{
}{ +2 armor class and +2 saves, what more do you need?		      }{
}{____________________________________________________________________}{
}{			       Recitation			      }{
}{ Like prayer, it gives a +2 bonus to saves and attacks, and	      }{
}{ penalizes the enemies likewise. Use this in large fights in tandem }{
}{ with bless and prayer.					      }{
}{____________________________________________________________________}{
}{                         Silence 15' Radius			      }{
}{ When you spot out an enemy spell caster (or a group of them)       }{
}{ sneaking up and getting a pre-emptive silence off can render enemy }{
}{ spell casters impotent. Good stuff.				      }{
}{____________________________________________________________________}{
}{                               MAGES				      }{
}{____________________________________________________________________}{
}{			       Blindness 			      }{
}{ Good to use on a strong melee enemy. -4 attack and armor class will}{
}{ severely reduce their effectiveness.				      }{
}{____________________________________________________________________}{
}{				  Blur				      }{
}{ A useful spell that gives the caster a +1 bonus on all saves, and  }{
}{ all attacks against him strike at -3. Another great defensive 2nd  }{
}{ level spell.							      }{
}{____________________________________________________________________}{
}{			        Confusion                             }{
}{ An area effect spell that makes enemies act randomly. It doesn't   }{
}{ render them completely harmless, but they're as likely to attack   }{
}{ each other as you, and as likely to do nothing at all than take any}{
}{ actions. Also, enemies save at -2, making this a potent little     }{
}{ spell. The 5th level spell, Chaos, is pretty much the same thing   }{
}{ with a harsher save penalty. What's not to like?		      }{
}{____________________________________________________________________}{
}{				   Haste			      }{
}{ An area effect that will increase the parties' speed. Doubles the  }{
}{ speed and attack rate of friendly creatures. You should use this   }{
}{ before ALL major confrontations. So what if you're fatigued	      }{
}{ afterwards? You should have won by the time this spell wears off.  }{
}{____________________________________________________________________}{
}{				  Fireball 			      }{
}{ The first-response spell of choice for any mage. Even more useful  }{
}{ in conjunction with web or stinking cloud, or while sneaking.      }{
}{____________________________________________________________________}{
}{ 				 Invisibility			      }{
}{ If you cant sneak, invisibility is another way to get the	      }{
}{ drop on enemies. Even if you can sneak, invisibility mixed with    }{
}{ non-detection is a great way to disarm traps that are near enemies.}{
}{____________________________________________________________________}{
}{				 Mirror Image 			      }{
}{ This spell creates a number of illusory doubles. Enemies attacking }{
}{ will be more likely to strike a double than to hit the real	      }{
}{ character. A must-have defensive spell.			      }{
}{____________________________________________________________________}{
}{				     Slow			      }{
}{ The opposite of haste, this is an area effect spell that not only  }{
}{ slows creatures to 1/2 their speed, but it imposes a -4 penalty on }{
}{ THAC0 and armor class. Just in case the spell wasn't broken 	      }{
}{ already, enemies save at -4.					      }{
}{____________________________________________________________________}{
}{			       Web/Stinking Cloud		      }{
}{ Both offensive, dehabilitating area effect spells. Web 'freezes'   }{
}{ enemies in a web, allowing you to pummel them with ranged attacks  }{
}{ or melee attacks if you are yourself immune. Stinking Cloud causes }{
}{ nausea, but it is useful for making enemies vulnerable to missile  }{
}{ fire. Either one can be cast at a group of enemies, followed by    }{
}{ archer fire and/or spell attacks. After getting a telling first    }{
}{ strike, you can then retreat. Only the few creatures unaffected by }{
}{ the spell can respond. I prefer web personally, because the Rings  }{
}{ of Free Action play into the tactic, and it works on undead.	      }{
========================================================================
|o|{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}{}|o|
========================================================================

***HOF***
There might not be more undead, but the hordes are more tiresome due to
the high individual hitpoints of each enemy. Of course, this time around
Snilloc's Snowball Swarm is almost not worth worrying about. Haste up
and slaughter them. In this level, Three White Doves rules, as the
5% chance to destroy undead instantly will vastly improve your killing
rate.

12) After you're done doing whatever leveling here you intend to do, go
back to town and make sure your characters are re-equipped to fit their
new roles. Also, go grab spell scrolls for your new mages, to ensure
that they can at least do something. When you're ready either head east
to confront the Undead Lieutenant again (and score some extra experience
by killing its minions) or head south.. which is where you're going to
end up anyways. As you go, be on the lookout for traps. There's not
many around this part of the level, but they'll become more numerous.
Also, keep an eye out for Blast Skeletons, as they serve one purpose-to
get close to the party and explode into a Snilloc's Snowball Swarm when
struck. Save yourself the trouble and shoot them before they get close,
either with whatever serves as your ranged option these days, or with
spells.

***TRAPS***
(x=700, y=1270)
(x=900, y=1540)
(x=1190, y=1440)
<---------------------------------------------------------------------->
13) You'll run into yet another Undead Lieutenant, who at this point is
running out of interesting things to say. Kill it and its hordes of
Cold Wights and continue east. You'll eventually come to a bridge with
the final Undead Lieutenant on it. Shoot the two Blast Skeletons north
and south of the bridge before crossing, being wary of the trap at the
end of the bridge.

***TRAPS***
(x=1380, y=2100)
<---------------------------------------------------------------------->
14) Inside a round structure is a Mage named Presio, some poison
zombies, and giant wights. I prepare with Bless and Haste, and use my
Fighter/Thief to scope out the enemies. I start out with a Fireball, and
leave the majority of my party outside the structure. After dropping the
Fireball, I regroup and let the enemies come to me. Casting an Animate
Dead in front of the party to distract the baddies is a good idea. when
Presio falls, she'll leave behind 226 gold, a Hammer Flail +2, Presio's
Dagger, and a Necromancer's Robe.*1 Before you go crazy looting, there
are several traps that need to be disarmed. The door to the next level
is at (x=3400, y=350), and between here and there you will only find a
token resistance.. and a lot of traps.

***HOF***
In Heart of Fury Mode, another wizard, 'Presio's Apprentice' and some
more Poison Zombies will show up to the north once Presio is injured to
the 'Hurt' status. More troublesome, however, are the Giant Wights
outside just waiting to blast you with Magic Missile. Three Wights
shooting five missile each, each doing eight through ten damage per
hit.. that adds up to about 120-150.. let's just say that's damage we
don't need starting a fight with, and I wouldn't rely on magic
resistance. Instead, go in with a character protected by a Greater
Shield of Lathander and let them take the first round of attacks-all of
which will do nothing. After they let loose their Magic Missiles they'll
resign themselve to melee combat, at which they are much less deadly.
Presio will not have too many new tricks, resorting to launching a
Cloudkill at the entrance. However, once the mage resorts to lower end
spells is when you actually have to worry-again, Magic Missiles deal
some wretched damage.

***ITEMS***
(x=3170, y=1900) Skull x3, Oil of Speed (cursed), Potion of Absorption,
		 Heavy Crossbow of Speed +2*2.
		 (2nd play: Heavy Crossbow of Defense +2 this time.)
		 (3rd play: Arrow of Translocation x1.)
		 (4th play: Trainquil Bolt x1.)
		 (6th play: Giant Killer.)
(x=3350, y=1920) 428 gold, Aquarmarine Gem x3, Silver Ring,
		 Presio's War Journal, Scroll of Haste*3.
(x=3390, y=2000) Bottle of Wine, Scroll of Skull Trap,
		 Scroll of Vampiric Touch, Scroll of Confusion,
	 	 Potion of Agility.

*1: I need to spread out any +2 Weapons I possibly can. I give this
flail to my Ranger/Cleric, and I give the Necromancer's Robe to the
Fighter/Mage. It wont lower his armor class due to his bracers, but it
will make him look cool.
*2: +4 THAC0 and +4 damage, and two attacks a round. Yes.
*3: Now both my Mages have haste. Huzzah.

***TRAPS***
(x=2500, y=2250)
(x=3300, y=2000)
(x=3150, y=2000)
(x=3170, y=1900)
(x=3350, y=1920)
(x=3000, y=1700)
(x=3000, y=1250)
(x=3100, y=960)
(x=2900, y=720)
(x=3100, y=750)
(x=3200, y=650)
(x=3100, y=570)
(x=3400, y=400)

Dragon's Eye, Level 4 (AR4004)
o======================================================================o
15) You'll be greeted by a priest named Albion. Unfortunately, my
paladin will see through the charade and things will get ugly. Albion
will mention Sseth and Yxunomei, names you've likely seen by now, and
him and a horde of his fellow Eldathyns will attack. Albion and his
allies will drop Albion's Key*1 and Bracers of Defense AC 6. It's
possible to accept the charade if you don't have a Paladin, but you're
going to end up fighting the cultists eventually anyways, so why bother?

***REWARD***
(For exposing Albion and his cohorts as snake-worshipping cultists)
EXP	24000

*1 You'll need this to continue on.
<---------------------------------------------------------------------->
16) Continue through the door beyond Albion and turn east. Ignore the
doors and rooms along the way and turn south down along another hallway.
You'll find a nice carpet which will prompt a text popup. Continue
through a doorway to the east, then turn north until you find a door to
the east, some stairs to the south, and a large, pillared room with
pillows along the side to the north. You want to go through the door to
the east to find the High Summoner. Banter with him for a bit before
a fight ensues. I hit them with a Confusion spell and merrily slaughter
what little resistance is left. Once he's dead you'll no longer have to
worry about him periodically summoning enemies for you to fight.

***HOF***
The one big change in this level is the addition of several Yuan-ti
Mages in the eastern part of the level. Again, they're not dangerous
because of their high-level spells, but because of the lowly Magic
Missile spell.

***ITEMS***
(x=1600, y=1800) Philosophy of Kara-tur.
<---------------------------------------------------------------------->
17) Now head north and kill whatever Yuan-ti you find. Loot the pillows
and the snake-lady statue. Continue through some large doors to the
west to find the High Ritualist, merrily sitting down to dine with his
fellow Yuan-ti. Can snakes even sit? Oh well. Another battle, another
dose of Confusion, and this fight is over. Loot the small room between
the dining room and the pillared room, and loot the second snake statue.

***ITEMS***
(x=2850, y-1000) Potion of Stone Giant Strength, Potion of Strength.
(x=3330, y=850) 119 gold, Oil of Fiery Burning, Antidote (cursed),
		Blur Deck*1.
(x-2650, y=800) Studded Leather +2: Shadowed*2, Corrosive Hammer +2,*3
		Potion of Mind Focusing, Potion of Stone Form,
		Arrows +1 x20.
		(2nd play: Mace of Weal and Woe, Mage Dagger +2.)
		(3rd play: Selune's Promise, Fire Dagger +2.)
		(4th play: Ol'Withery, Corrosive Hammer +2.
		(5th play: Corrosive Hammer +2, Life Dagger +2.)
		(6th play: Fire Dagger +2, Fast Flail +2.)
(x=2420, y=450) Oil of the Serpent's Scales, 252 gold,
		Potion of Hill Giant Strength.

*1: The Blur Deck lets you cast blur on yourself. Obviously this boon
would be wasted on characters who can already cast the spell. I give it
to my Paladin, seeing as how she's always in the middle of the fight.
*2: +2 Studded Leather with improved stealth is just what my
Fighter/Thief has been waiting for.
*3: Nothing overly special about this hammer. It's alright, but mostly,
it's +2. It goes on my Fighter/Cleric for when she needs it.
<---------------------------------------------------------------------->
18) Now continue through the door to the west of the second snake
statue in the High Ritualists' dining room. Behind the door at
(x=1650, y=500) waits a foursome of adventurers. They'll watch over you
while you sleep, but the real perk is their gear. There's Marchon of
Waterdeep, Cristiana Knight, Reise Coppersky, and Iholikan Quinval. If
you decide to kill them, you'll have access to the following: Marchon of
Waterdeep drops 121 gold, Plate Mail Armor, a Large Shield, and a
Flaming Long Sword +2*1, Cristiana Knight drops 78 gold, Plate Mail
Armor, a Potion of Extra Healing, a Medium Shield and a Morning Star +1,
Iholikan Quinval drops 54 gold, a Long Bow, Arrows of Fire x16, a Long
Sword +1, Arrows +2 x20, Arrows x40 and Reise Coppersky drops 102 gold,
Mage Dagger +2*1. The trade off for all this fantastic loot? You'll have
to rest on the next level up if you need to sleep. You can continue to
the west and loot various bookshelves, if you wish. When you're done
messing around, the stairs to the next level are at (x=3400, y=2400).

***ITEMS***
(x=1100, y=200) Animals Are Your Friend, On Non-Violence.
(x=1000, y=350) History of the North I, History of the North II,
		History of the North III.
(x=1000, y=1230) The Folly of Fury.
(x=850, y=1100) Great Pottery of Lurien, Tending Ivy.
(x=1200, y=1110) Fish on the Sea of Fallen Stars.
(x=650, y=1000) Secret Societies, Scroll of Summon Monster I,
		Scroll of Flame Arrow, Potion of Mind Focusing,
		Potion of Perception.

*1: This is a +2 Long Sword that deals 1d3 fire damage with every hit.
No 50% crap. Very nice.
*2: An improvement over the Mage Dagger +1.

Dragon's Eye, Level 5 (AR4005)
o======================================================================o
19) You'll be greeted by an odd little girl. She'll be doing this
throughout the level, get used to it. Your enemies in this level will
be Yuan-ti. Continue north to find your first group of foes. The little
girl will talk at you some more, and then teleport away again, leaving
you to face five Yuan-ti. The Yuan-ti in this level typically come as
archers, priests, or normal (melee) Yuan-ti, giving them a bit of
versatility. Focus missile fire on the priests to disrupt them, and
use spells like Confusion and Haste during large-scale fights for a more
certain win. Be sure to loot any archers you smite for Arrows +1.
<---------------------------------------------------------------------->
20) After the first group of five Yuan-ti are dead, continue around
the corner. The little girl will talk at you again. Whatever. Go north
through a door, up some trapped stairs, and into a room occupied by
some Yuan-ti. Kill them and continue through another door to the west.
You'll find more Yuan-ti and more things to loot.

***ITEMS***
(x=300, y=200) Black Opal x2, Scroll of Non-Detection, 124 gold.
(x=450, y=200) Tchazar Gem x5, Potion of Fire Resistance.
	       (2nd play: In addition to the previous, I found the
	       Short Sword 'Spell Diver'.)
	       (3rd play: Instead of 'Spell Diver' I found a
	       Bastard Sword of Action +1.)
	       (4th play: The Sword of Days*1.)
	       (6th play: Intercession*2.)
(x=500, y=400) Potion of Healing x3, Pearl Necklace, 303 gold.

***TRAPS***
(x=500, y=1200)
(x=300, y=200)
(x=450, y=200)

*1: A Short Sword +3 that gives immunity to haste and slow, and has a
25% chance to slow the target. Haste is essential to my battle plan, and
few enemies cast slow. I don't bother.
*2: A Long Sword +1 that gives a +2 bonus to AC. We've already found a
better Battle Axe, and since it's not +2, it's really not up to snuff.
<---------------------------------------------------------------------->
21) Head back out into the main hallway and continue east. Go through
the door and murder a trio of archers.. be cautious of the trap before
and after the archers. Go through a door to the south, where you'll find
a large room filled with many Yuan-ti, a good number of which are
archers. You can typically lure most of the melee Yuan-ti out into the
hall if you need to, then rush in and kill the archers. The Yuan-ti
Elite in the center fires Arrows +2 and has a unique bow called
Messenger of Sseth*1

***ITEMS***
(x=750, y=2300) 569 gold, Arrows +1 x35.
(x=900, y=2450) 239 gold, Arrows +2 x18.
(x=1000, y=2600) 320 gold, Potions of Extra Healing x8.

***TRAPS***
(x=1020, y=1840)
(x=1340, y=2100)

*1: This bow gives +1 damage and +2 THAC0, so it's not much of an
improvement over any old Composite Long Bow. Oh, and it's "extremely
fast", which means its speed factor is lower. Still, better than
nothing.
<---------------------------------------------------------------------->
22) Send your thief through the door to the east, checking for traps.
Things in the main hall are going to be a bit tricky from here on in, as
enemies will typically be waiting in the distance behind a field of
traps. This can be even more annoying when enemies refuse to advance on
you. How dare they remain wisely stationary instead of persuing me to
their demise! To deal with such defiance I typically scout them out
with my thief and blast them with spells like Confusion, Stinking Cloud,
Slow, or just a good old Fireball. If there's just one left, I'm pretty
comfortable running forward with my thief and backstabbing them. Kill
the three archers beyond and go through a door to the south. By now,
you should be noticing a pattern with how this place is laid out,
right? Beyond the door are more Yuan-ti (surprise!) and some creatures
known as Histachii, which are significantly weaker than the Yuan-ti
you have been fighting. There are two rooms down here, and you'll find
a switch at (x=3420, y=2000). Pushing that switch will open a secret
door in the tunnel behind you. Inside is the High Torturer. When he's
dead, he'll drop a Ring of Pain Amplification. Isn't that something a
torturee wears, and not a torturer? Maybe he's just holding it until
he's got another victim, or maybe he's just a sadist?

***ITEMS***
(x=2900, y=2200) Scroll of Ghost Shield.
(x=3250, y=2000) Scroll of Dimension Door, Potion of Genius.
(x=3100, y=2500) 520 gold, Oil of the Serpent's Scales x2,
		 Moonstone Gem, Throwing Axe +2*1,
		 Scroll of Mirror Image*2,

***TRAPS***
(x=1520, y=2080)
(x=1520, y=2150)
(x=2000, y=1880)

*1: A returning throwing axe. A good reason to specialize in axes, I
think. Now my Paladin has a ranged attack.
*2: Both my Mages now have the essential defensive spell, Mirror Image.
<---------------------------------------------------------------------->
23) Head back out into the main hall and go through the door to the
north. There are two traps before the door to the north, but no foes.
Go through a door to the west instead and scout ahead with a thief. You
will find a large group of priests in this room, and it might be wise
to get the spell-drop on them. I hit them with a Confusion, two Silence
15' Radius's, and a Fireball to start out the fight. Once they're dead
loot the throne in the room and return to the main hallway.

***ITEMS***
(x=1200, y=850) Pearl Necklace, Studded Leather Armor +2.

***TRAPS***
(x=2100, y=1350)
(x=2000, y=1320)
<---------------------------------------------------------------------->
24) Through the north door is another unguarded-but trapped-segment of
hallway. Disarm the traps and go through the door to the east. Kill the
Yuan-ti and Histachii beyond until you reach the High Baptist.. and kill
him, too. No righteous loot for you this time. Return to the main
hallway.

***TRAPS***
(x=1920, y=1020)
(x=2020, y=900)
<---------------------------------------------------------------------->
25) The hallway here turns east, and the door at the end is guarded by
the largest group of Yuan-ti you've faced in the hallway yet. If that
doesn't deter you, the fact that they're standing on a whole mess of
traps should. I definately suggest marking their location with your
thief and casting all sorts of disabling spells on them. If this
provokes them to break formation and chase you, just as well. If
anything, I'd suggest laying them low entirely with spells or missile
fire, if they won't move from the spot. A few Fireballs and Snilloc's
is awful good encouragement. Once they're dead the real threat-the
traps-can be dealt with at your leisure. Go through the door to the
north to find the Yuan-ti kitchen. Disturbing. Go through the door to
the west to find a much more pleasant room with three chests.

(x=1350, y=400) 76 gold, Potion of Freedom, The Red Knight's Shield*1.
		(3rd play: Instead of The Red Knight's Shield I found
		The Bitch Queen's Envoy*2.)
(x=1000, y=300) Potion of Fortitude, 110 gold.
(x=1050, y=250) Potion of Healing x3, Baleful Mail.

***TRAPS***
(x=2470, y=700)
(x=2500, y=800)
(x=2530, y=700)
(x=2600, y=900)
(x=2700, y=800)
(x=2780, y=700)

*1: This goes to the Paladin. I know I'm stacking her up quite a bit
(she has a -9 AC right now) but that just makes her all the more useful
for leading the charge. Besides, it'll work great with some armor later
in the game. For aesthetic purposes, you see.
*2: This shield is inferior to the Red Knights' Shield. You'll fight a
handful of water elementals in the game. If you get this shield on your
playthrough, it's worth using at this stage in the game, but by the time
I found it, I had outgrown it.
<---------------------------------------------------------------------->
26) Now you're all ready to head east into the final room of this area..
but before you do, I highly suggest you go to town, sell off any loot
you may have found, and generally make space in your inventory. The most
prolific fight of the game thus far await beyond this door. Make sure
everybody has a +2 or better weapon. Everybody that needs to be
attacking, anyways. For your archers, time to ready some of those
Arrows +2. If you use a crossbow.. tough. Here are my stats going into
this fight:

		HP	AC	THAC0	Weapon
Paladin		136	-9	12 (7)	Battle Axe +2: Defender
Fighter/Cleric	126	-4	16 (11)	The Giving Star +3
Ranger/Cleric	126	-2	16 (12)	Hammer Flail +2
Fighter/Thief	138	1	10 (5)	Messenger of Sseth +2, Arrows +2
Fighter/Mage	132	-1	12 (5)	Heavy Crossbow of Speed +2
Thief/Mage	84	3	17 (14) Mage Dagger +2

(Sixth Play-through)
		HP	AC	THAC0	Weapon
Paladin		156	-9	6 (1)	Battle Axe +2: Defender
Fighter/Cleric	140	-5	10 (4)	Hammer Flail +2
Fighter/Cleric	140	-3	10 (3)	Corrosive Hammer +2
Fighter/Thief	141	1	8 (1)	Messenger of Sseth +2, Arrows +2
Fighter/Mage	136	2	9 (3)	Heavy Crossbow
Thief/Mage	88	2	16 (13)	Presio's Dagger

Obviously my Fighter/Mage and Thief/Mage will have more important things
to do than make physical attacks. A good first step would be to have an
invisible character go in and disarm all the traps that they find.
Inside is the odd little girl, who will reveal herself to be a Marilith
by the name of.. Yxunomei.

I know I could lure her out and kill her (and that's the easiest way to
do this) but I want to heroicly charge in, stand my ground, and defeat
Yxunomei in pitched battle. Preparation is everything. I go in with
Bless, Prayer, Recitation, Haste, Protection From Evil 10' Radius, and
Defensive Harmony cast on everybody. My Mages also use Mirror Image and
my Fighter/Mage uses Blur. I lead with undead summoned via Animate Dead.
I only engage Yxunomei with my Paladin at first, and hopefully her
dispel will target my undead. She'll also use Cloudkill, but it isn't
terribly strong. My Mages harass the Yuan-ti with Slow and Confusion,
while my clerics try to work in a couple of Silence 15' Radius's. After
the first round of spell casting, my Fighter/Cleric joins the melee
against Yxunomei, while my Mages and Ranger/Cleric recast any spell
buffs that have fallen or, failing that, continue to attack Yuan-ti with
slow and confusion. There's little chance of any of my spells affecting
Yxunomei, but if I can work her into an area affect, it's worth a shot.
The entire time my Fighter/Thief shoots at Yxunomei with Arrows +2. His
improved THAC0 and my Paladin's great armor class work together well to
stunt Yxunomei, and it wont be long before she falls. After that, it's
just a matter of cleaning up Yuan-ti and looting. Yxunomei drops the
Heartstone Gem when she falls, and she's worth a whopping 46000 EXP.
Time to head back to Kuldahar.

***HOF***
I can honestly say I was disappointed with this battle in Heart of Fury
mode. My tactics? I Equipped my Fighter/Mage, Fighter/Thief, and
Fighter/Mage/Thief with +2 missiles and cast Haste on the party. I then
simply waltzed in and smote her.

***REWARD***
(For slaying Yxunomei and retrieving the Heartstone Gem)
EXP	13000
Item	The Heartstone Gem

(x=2830, y=500) 2467 gold, Emeralds x2.
(x=2850, y=450) Skull x5.
(x=2850, y=400) Jasper Gem x3, Iol Gem x1, Shandon Gem x2, Garnet x1.
(x=2950, y=300) Dead Man's Face*1.
(x=3050, y=300) Translocation Arrows x5, Hammer Arrows +1 x20,
		Confusion Arrows +3 x20.
(x=3200, y=250) 625 gold.
(x=3300, y=250) Potion of Heroism x3, Potion of Hill Giant Strength,
		Star Diopside Gem.

***TRAPS***
(x=3000, y=600)
(x=3200, y=650)
(x=3200, y=800)
(x=2830, y=500)
(x=2850, y=400)
(x=3050, y=300)
(x=3300, y=250)

*1: This goes on my evil Fighter/Cleric. She doesn't need to be pretty
anyhow. Plus, keeping her protected from fear effects means she is safe
to dispel any such effects on others.

Kuldahar
o======================================================================o
27) When you get back, you'll notice things are amiss. Maybe it's the
air. Maybe it's the giant orogs all over the place. Probably the orogs.
Kill them on your way to Arundel's. Story unfolds, and you are given the
quest to find Larrel in the Severed Hand. He'll leave behind his Staff
of Nature's Wrath, which sells pretty good, if nothing else.

While I'm back in town I make sure to purchase any spells I might need.
For HOW players, Orrick has two very nice items for sale. The Shimmering
Sash*1 and the Rogue's Cowl*2. When I'm done shopping, there's
little else to do but head to the Severed Hand.

*1: The Shimmering Sash is a belt that grants the wearer with the effect
of the blur spell while equipped. That's -3 AC and +1 Saves. I put that
on my Ranger/Cleric. You need to be good aligned to wear it, so the only
other character that could even use it would be my Paladin, and she
already has the blur deck.
*2: A hood that gives -2 AC and 10% stealth. I put it on my
Fighter/Thief for now. I may switch it to my Thief/Mage when she gets
her Thief abilities back, especially since my Fighter/Thief gets into
combat more. For now, the lack of critical protection doesn't worry me
much, especially not on my Thief/Mage.

o======================================================================o
|				Chapter 3			       |
o======================================================================o
|								       |
|			     The Severed Hand 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK006}
		1) Larrel vs. Squirrel
		2) The Greeting Party
		3) The Severed Hand, Level 1 (West)
		4) The Severed Hand, Level 2 (West)
		5) Ramp, or Stairs?
		6) The Severed Hand, Level 3 (Exterior)
		7) The Severed Hand, Level 3 (Interior)
    		8) The Severed Hand, Level 2 (East)
		9) The Severed Hand, Level 1 (East)
		10) The Severed Hand, Level 4
		11) Labelas Tower, Level 1
		12) Solonor Tower, Level 1
		13) Solonor Tower, Level 2
		14) Solonor Tower, Level 3
		15) Solonor Tower, Level 4
		16) Corellon Tower, Level 1
		17) Corellon Tower, Level 2
		18) Corellon Tower, Level 3
		19) Corellon Tower, Level 4
		20) Sheverash Tower, Level 1
		21) Sheverash Tower, Level 2
		22) Sheverash Tower, Level 3
		23) Sheverash Tower, Level 4
		24) Walkway
		25) Labelas Tower, Level 4
		26) Labelas Tower, Level 5
		27) Labelas Tower, Level 6
		28) Kaylessa's Release
		29) The Den of Evil
		30) Return to Kuldahar

The Severed Hand, Exterior (AR5000)
o======================================================================o
1) Five days and one chapter introduction later and here we are. Larrel
makes an appearance, and there's not much else to do but enter the
Severed Hand (x=300, y=200).

The Severed Hand, Level 1 (West) (AR5001)
o======================================================================o
2) Once inside you'll be attacked by Shadowed Orcs, Goblins, Shaman, and
so forth. Just like the normal ones but undead and tougher. Still, these
guys are nothing after the Yuan-ti. They call for a change of pace,
however as mind-affecting spells will not work on them. You'll have to
do away with Command Word: Die and Confusion. After the greeting party
is dead head south through a narrow breach in the wall-disarming a trio
of traps first-and kill another group of undead.

***ITEMS***
(x=1250, y=1820) Chyrosberyl Gem, Potion of Heroism.

***TRAPS***
(x=1300, y=1730)
(x=1300, y=1690)
(x=1250, y=1670)
<---------------------------------------------------------------------->
3) Now continue north-west around the level, killing and looting as you
go. Near the treasure at (x=450, y=1550) you'll be ambushed by a duo of
shaman, some orcs, archers, and two shadowed ogres. I won this fight
rather ungracefully-concentrate your fire on the two shaman, after they
go down the threat is mostly over. There are two ways to get to the next
level, there's a ramp at (x=1200, y=500) and stairs at (x=1650, y=2000).
I take the stairs.

***ITEMS***
(x=800, y=650) Scroll of Emotion: Hopelessness.
(x=620, y=950) 67 gold, Potion of Healing.
(x=450, y=1550)	Two Handed Sword +2: Hammering*1.
		(6th play: Battle Axe +2.)
(x=800, y=1600) 69 gold.
(x=920, y=2050) Potion of Extra Healing, Waterstar Gem,
		Elixer of Health.

*1: A +2 Two Handed Sword with a chance to stun. Definately an upgrade
over Kresselack's.

The Severed Hand, Level 2 (West) (AR5002)
o======================================================================o
4) South of the ramp up from level 1 you'll be ambushed by goblins and
worgs. The Shadowed Goblin Trainer will drop the Jester's Bag of
Holding*1. To the east near the lootable furniture at
(x=1550, y=400) you'll get ambushed, this time two shaman and a bunch of
goblins. Again, when the shaman fall and the threat of hold person ends,
you've pretty much won. The stairs up from level 1 are located at
(x=1650, y=2150), in case you were wondering where those led.

***ITEMS***
(x=1550, y=400) Sanctified Morning Star +3*2.
		(3rd play: Morning Star of Lesser Phasing.)
(x=1830, y=400) 119 gold, Potion of Agility, Potion of Stone Form,
		Scroll of Animate Dead,
(x=900, y=1760) Potion of Healing, Potion of Genius,
		Scroll of Emotion: Courage*3.

*1: A minorly useful accessory that produces various items. Mostly junk,
but sometimes you can get magical arrows and whatnot.
*2: The Giving Star +3 works fine on my Fighter/Cleric, but this is a
great new weapon for my Ranger/Cleric, replacing her old Hammer
Flail +2.
*3: This spell gives a bonus of +1 THAC0, +3 damage, and +5 temporary
hitpoints. Better yet, it has a range of 10 feet and lasts 5 turns. That
is certainly long enough to last any encounter. Keeping one on hand at
all times for the big fights is a good idea.
<---------------------------------------------------------------------->
5) Once again, you've got two ways to go. A ramp at (x=500, y=900) or a
central staircase at (x=1400, y=1300). There are a number of goblin
archers near the central spire on the next level. If you want to meet
them in melee, go up the stairs. If you wish to shoot it out with them,
go up the ramp.

The Severed Hand, Level 3 (Exterior) (AR5003)
o======================================================================o
6) I make sure to use my archer task-force to clear the center of
goblins. This includes my Paladin with her returning axe, my
Fighter/Thief, and my Fighter/Mage. When approaching the treasure at
(x=700, y=980) you'll be ambushed by two shaman, a host of orcs, and two
ogres. One will drop the axe Guktok's Chopper. Once I have looted the
dwarf-bane and elf-bane weapons I head back down to level 2, and up the
central stair case.

***ITEMS***
(x=700, y=980) Misery's Herald*1.

*1 The damage bonus is nice against elves, which will come in handy
later on in the Severed Hand, but none of my characters are more than
specialized with Flails, so they'll stick to their less potent-but
Grand Mastered-hammers and maces.
<---------------------------------------------------------------------->
7) In the central area of level 3, you'll be attacked by a number of
armored skeletons and a burning skeleton, which like to throw fireballs
at you. Throughout the level there are also bladed skeletons, which
look creepy, if nothing else. You'll also find a handful of shattered
souls that attack by casting Larloch's Minor Drain and are immune to
nonmagical weapons. They also can heal other undead via Larloch's Minor
Drain. One bladed skeleton will drop the Bone Talisman. (4th play
through I found a Bone Marrow Belt*1 instead of the Bone Talisman.)
(6th play-through I found the Serrated Bone Blade*2.) There are also a
number of traps on the bridges connecting the central part of the level
to the outer ring.. two groups of three, to be precise. There are stairs
going up (x=1300, y=1600) and an elevator at (x=2000, y=1400). I take
the elevator first.

***HOF***
The Armored Skeletons and Bladed Skeletons can be pretty rough in melee,
but the Burning Skeletons are the real threat, able to deal scores of
damage to multiple party members at once. Unless you're willing to go
out of your way with Greater Shield of Lathander or other spell
defenses, you'll just have to accept the first hit. Whatever you do,
however, don't leave them to their own devices and allow them to throw
multiple Fireballs at you-occupy them in melee. Also be sure to take
out Shattered Souls with some priority. They don't do excessive damage,
but their ability to hit unerringly is much more concerning than any
enemy that has to actually make a to hit roll.

***ITEMS***
(x=600, y=1250) Great Shield +3*3
		(4th play: Shield of the Hand*4.)
		(6th play: Small Shield +1. The game obviously hates me
		on this play-through.)

***TRAPS***
(x=1050, y=1510)
(x=980, y=1490)
(x=930, y=1450)
(x=1930, y=1360)
(x=1900, y=1390)
(x=1900, y=1430)

*1: +1 AC, -2 Charisma, 50% slashing resistance, -15% crushing
resistance. This belt definately can come in handy. I didn't find one
until my 4th play through, but if I had found one earlier, it would
have gone on my Fighter/Mage.
*2: A Two-Handed Sword +3 is nothing to balk at, especially when it
has a 20% chance to do +1d10 cold damage. Maybe the game doesn't hate
me on this play-through, after all.
*3: This is a +4 AC shield with a number of 15% resistances.
Unfortunately it imposes a -2 THAC0 penalty. I could put it on my
Fighter/Cleric, since she's got enough THAC0 to lose two points and
still be equal with my Paladin. It would take her to -9 AC, too.
*4: A +3 AC shield with +1 AC versus missile. Too bad it took four plays
to find it.

The Severed Hand, Level 2 (East) (AR5002)
o======================================================================o
8) Once you enter the level you'll be attacked by armored skeletons and
shattered skeletons. There are stairs down at (x=1850, y=1300).

***ITEMS***
(x=2650, y=1850) Some Lesser God's Promise.
		 (3rd play: Short Sword of Action +2.)

The Severed Hand, Level 1 (East) (AR5001)
o======================================================================o
9) This time you'll be fighting bladed skeletons and shattered souls.
One of the shattered souls will drop you a shadowed cloak*1. (3rd play
I got shadowed Plate Mail Armor*5). (Alternatively, you could also find
a Shadowed Robe*6 or Shadowed Boots*7.) After I get the Piece of Broken
Machinery, I head back up to level 3, and take the stairs to level 4
(x1300, y=1600.)

***ITEMS***
(x=2650, y=1150) Heavy Crossbow of Accuracy*2.
		 (6th play: Light Crossbow of Speed*3.)
(x=2500, y=850) Piece of Broken Machinery*3.

*1: This cloak gives you stealth +10%. It doesn't really matter who it
goes to, but my Fighter/Thief is probably more likely to make use of it
than my Fighter/Mage/Thief.
*2: This bow gives +2 damage and +7 THAC0. Normally, I'm crazy about the
THAC0, but I already have a +4 damage +4 THAC0 bow. The bottom line is
the old bow gives an extra attack around. I'd say another attack gives
me an extra chance to hit each round, and that's just fine.
*3: A fairly nice little crossbow, it's not quite what I'm looking for,
but with its +2 damage and +4 THAC0, and it's two attacks per round,
it's better than the Heavy Crossbow of Accuracy that drops here.
*4: You'll need this.
*5: Too bad I didn't get this armor in one of the first play throughs.
If you are lucky enough to get your hands on this armor.. it's better
than the Mythril Field Plate +2 you'll find later. In fact.. I'll go so
far as to say this is the best armor in the game. Bathed-In-Blood has a
better AC, but it's only one point better, and the +3 AC vs. missiles
that this armor gives more than makes up for it.
*6: A cloak with an AC of four (one point worse than Plate Mail) and
+15% magic resistance. Only the Robe of the Watcher is better.
*7: Boots that give a +1 bonus to armor class and +15% to Move Silently
aren't bad (especially not for my Fighter/Thief and Fighter/Mage/Thief,
but I still can't help but wish I had found that plate armor instead.

The Severed Hand, Level 4 (AR5004)
o======================================================================o
10) This area is fairly tame, and it seems to be as far as the Orcs and
Goblins advanced within the Hand. You'll find an elven merchant named
Lehland at (x=630, y=780). He is completely unaware that the Hand has
been sacked, that he's dead, and that most of his wares are ruined. He
will tell you about the towers of the Hand, however, and you can buy
arrows from him, and sell off some loot. Lethias is at (x=1280, y=800).
He'll tell you about the fall of the Hand and Larrel. The bard Telanis
is at (x=380, y=1500). He'll sing about Larrel and the Elven-Dwarven
history of the Hand. Sehriya is in the room at (x=2050, y=950). If you
try to tell her anything, she'll say you're joking. You can get her to
let you rest in here, though.

There are numerous towers you can go into, as follows:
WEST: Labelas Tower (AR5101) is located at (x=300, y=1200).
NORTH: Corellon Tower (AR5301) is located at (x=2000, y=400).
EAST: Sheverash Tower (AR5401) is located at (x=2600, y=1200).
SOUTH: Solonor Tower (AR5201) is located at (x=1500, y=2000).

***ITEMS***
(x=1300, y=380) Scroll of Emotion: Hope*1, Potion of Clarity,
		Berduskan Black Brew, Potion of Strength.
(x=2220, y=950) 110 gold, Scroll of Cone of Cold*2, Potion of Healing,
		Potion of Cold Resistance.
(x=700, y=1300) Potion of Healing, Potion of Clarity.
(x=920, y=1500) Potion of Insight, Potion of Insulation.
(x=1300, y=1670) Potion of Absorption, Potion of Mind Focusing.

*1: Another nice emotion spels, this one gives +2 THAC0, damage, and
saves. I'd suggest keeping this spell handy for big fights as well.
*2: A fair offensive spell, you probably don't have anything better to
fill up your 5th level spell slots with. Like with Fireball, you have to
be careful of friendly fire. Friendly ice. It's a cone effect, so I
prefer to use it on my Fighter/Mage, who is more likely to get into
melee combat.

Labelas Tower, Level 1 (AR5101)
o======================================================================o
11) You'll get to see Larrel talking to himself. This tower is
impassible.

Solonor Tower, Level 1 (AR5201)
o======================================================================o
12) In this level you'll find Denaini. She'll tell you some more about
Larrel and the fall of the Hand, and ask you to kill-err..release-her
fellow priests. Oh yeah, she also needs some holy water for the shrine.
The stairs up are at (x=300, y=850).

Solonor Tower, Level 2 (AR5202)
o======================================================================o
13) You'll fight clerics and acolytes. The clerics are more dangerous,
as they'll actually cast spells.

***ITEMS***
(x=800, y=550) Chrysoberyl Gem, Potion of Healing,
	       Sanctified War Hammer +2*1.
	       (3rd play: War Hammer of Sparks +2.)
(x=300, y=600) 98 gold, Potion of Hill Giant Strength.

*1: This isn't as good as the Sanctified Morning Star +3 I found
earlier, and my Fighter/Cleric will stick with the Giving Star.

Solonor Tower, Level 3 (AR5203)
o======================================================================o
14) More clerics and acolytes, this time there's a priest, too. He'll
drop a Symbol of Labelas Enoreth*1.

***ITEMS***
(x=700, y=820) Waterstar Gem, Potion of Heroism.
(x=650, y=700) Oil of Speed (curse),
	       Scroll of Globe of Invulnerability*2.
(x=670, y=420) Piece of Broken Machinery, 68 gold, Potion of Defense,
	       Potion of Strength Transference.
	       (3rd play: Elven Chain Mail of the Hand +3*3.)
	       (4th play: Ring of Strength.)

*1: This amulet gives a +1 bonus to intelligence. There's no reason to
wear this amulet all the time, but if I hit the 18 spell limit for one
of my Mages, I'll wear this amulet while I scribe scrolls to give
myself temporary unlimited spells/level.
*2: This spell protects the caster from all 1st-3rd level spells. It has
it's uses, but enemies will soon start throwing more powerful spells
your way.
*3: More great armor that just didn't drop my first time through. This
armor is absolutely fantastic for my Fighter/Mage. And my Fighter/Thief,
for that matter.
*4: +1 Strength, -1 Dexterity. This little ring sounds like it could be
useful, but it's +1 Strength caps at 18/00. For my fighters, that's
really not worth losing the Dexterity over.

Solonor Tower, Level 4 (AR5204)
o======================================================================o
15) There are two groups of three priests in different rooms on this
level. Other than that, it's looting. Once you're done here head back to
the first level of Solonor Tower and give Denaini the Holy Water and
tell her that her fellow priests have been put down.

***REWARD***
For
EXP	52500
Item	Sune's Laurel of Favor*3.

(For killing the crazed priestesses of the Severed Hand)
EXP	24000
Item	Edley's Sling*4.

(x=260, y=500) Potion of Regeneration, Scroll of Remove Curse,
	       Ring of Sanctuary.
(x=950, y=200) Potion of Purification, Potion of Perception,
	       Scroll of Remove Paralysis.
(x=830, y=300) Shandon Gem, Potion of Absorption,
	       Scroll of Protection from Fire.
(x=1070, y=550) Scroll of Flame Strike, Potion of Mind Focusing.
(x=730, y=800) Scroll of Cure Serious Wounds,
	       Scroll of Emotion: Courage*1, Barrel of Holy Water*2,
	       Potion of Fire Resistance, Potion of Insight.
(x=900, y=800) Scroll of Flame Strike, Elixer of Health,
	       Symbol of Sehanine Moonbow.

*1: Now both of my Mages have this spell.
*2: Denaini wants this.
*3: This Laurel gives a +1 bonus to armor class and a +1 bonus to
charisma. Since it doesn't give critical hit protection, it wont do for
a dedicated fighter.
*4: A +2 damage, +3 THAC0 sling. This'll do well on my Ranger/Cleric,
since my Fighter/Cleric would rather stick to a mace.

Corellon Tower, Level 1 (AR5301)
o======================================================================o
16) There is an elven officer at (x=640, y=300). As you approach him, a
number of swordsmen and archers will appear, as well as a wizard at
(x=250, y=460). This battle actually bears some preparation. I leave the
rest of my party in the room with the stairs in order to bottleneck the
enemy at the door. I sneak into the room with my Fighter/Thief. The
baddies appear and move to attack even if they cannot see my
Fighter/Thief. I move him over to the wizard and backstab, making short
work of the largest potential threat (he's fond of casting haste and
stinking cloud.) I buff my own party in order to deal with the elves.
Protection From Evil 10' Radius and Emotion: Courage can last me a few
fights.

***HOF***
Keep a Dispel Magic ready in case the elves Haste themselves, and do
your best to shoot down any enemy mages they have. A single Flame Arrow
spell from one of their mages hit my Paladin for a ludicrious 120
damage. Still, with all the enemies around, it can be damn near
impossible to safely close on an enemy spell caster. The least you can
do is disrupt their spells with your archers.

***ITEMS***
(x=930, y=350) Composite Long Bow of the Hand*1.
	       (3rd play: Long Bow of Action +2.)
	       (6th play: Long Bow of Marksmanship.)

*1: This bow is patently inferior to the Long Bow +2: Defender I found
earlier. Still, it's better than Messenger of Sseth if that's all you
have.

Corellon Tower, Level 2 (AR5302)
o======================================================================o
17) This level plays out much like the one above, except there are more
officers, and a cleric.

***HOF***
Again, take out the wizard first. I cast a Haste spell, walked in and
killed the wizard, then just let the fight go. This is where having an
average AC of -12 and an average THAC0 of -6 really comes in handy. No
weak links means the enemy has to earn every bit of damage. One of my
Fighter/Clerics does get pretty banged up, but it's nothing a Heal
spell can't fix.

***ITEMS***
(x=390, y=550) Scroll of Otiluke's Resilient Sphere*1, 81 gold,
	       Scroll of Cloudkill*2, Oil of Fiery Burning.
(x=870, y=600) Scroll of Ice, Scroll of Stoneskin*3, Ziose Gem.
(x=910, y=500) Piece of Broken Machinery*4.

*1: Otiluke's Resilient Sphere is a spell I never tend to bother with.
Sure, it essentially removes an enemy from the fight for a while, but
as a 4th level spell with no save penalty, you might as well use
Confusion. Confusion has a save penalty, an area of effect, and a longer
duration. If you want to use a spell to remove enemeis from the fight,
use Confusion.
*2: A decent 5th level spell, it kills weaker creatures outright.. but
by this point, you really wont be fighting any enemies that are that
weak. It's useful in combination with web or in a bottleneck where
enemies remain in the effects for a number of rounds. Since the
Fighter/Mage has Cone of Cold, the Fighter/Mage/Thief learns Cloudkill.
*3: This is THE defensive spell for a Mage. It blocks a number of
physical attacks regardless of how enchanted, how strong the attacks
are. Essentially it makes you immune to the next 1d4+1/2 levels attacks.
This doesn't protect against spells, but in conjunction with Mirror
Image and Blur, your Mage will be very difficult to hurt. Obviously a
must-have for the Fighter/Mage.
*4: You'll need this as well.

Corellon Tower, Level 3 (AR5303)
o======================================================================o
18) This level just contains a handful of seperated Elven Officers,
which shouldn't be able to pose much (if any) threat to you. When you're
done looting, the stairs up are at (x=500, y=850).

(x=870, y=620) Scroll of Remove Curse.
(x=850, y=500) Potion of Storm Giant Strength,
	       Long Sword of Action +2*1, Arrows of the Hand x40.
	       (3rd play: Long Sword of the Hand.)
(x=570, y=330) Waterstar Gem, Potion of Agility, Berduskan Black Brew.
(x=500, y=450) 94 gold, Potion of Freedom,
	       Scroll of Protection from Lightning.

*1: A Long Sword that gives a +1 bonus to dexterity. Unfortunately, a
19 dexterity doesn't give any AC bonus, so this sword is inferior to the
Flaming Long Sword +2.

Corellon Tower, Level 4 (AR5304)
o======================================================================o
19) At the top of the tower you'll meet Valestis, who'll ask you to find
him some "seeds that can flourish in the harshest of places", some
"pure water", and any "small animals seeking a new home."

Sheverash Tower, Level 1 (AR5401)
o======================================================================o
20) In this level you'll find the spirit of Kaylessa, weapon master of
the Hand. She has a Piece of Broken Machinery, which, of course, you
need. She'll ask you to kill what's left of her men before she hands the
treasure over. You can unlock the doors and fight the ogre and orcs if
you wish. The stairs up are at (x=400, y=800).

***ITEMS***
(x=400, y=200) 93 gold.

Sheverash Tower, Level 2 (AR5402)
o======================================================================o
21) There are a number of swordsmen and archers on this level. Having so
many capable Fighters really comes in handy here. The only thing that
can be tricky about this area is the tendency for some of the Elven
Archers to shoot at your weaker party members. Spell buff before you go
upstairs and everything is fine. When everything is dead, the ramp up is
at (x=500, y=200).

***HOF***
After the Wizard's in Correlon's Tower, this should be a sinch. Again,
I can't help but expose the fact that even my 'weakest' character, the
Fighter/Mage/Thief, has a AC of -10 and 121 hit points. There's really
no weakness for the archers to exploit, and thus, no real strategy
involved in this fight.

Sheverash Tower, Level 3 (AR5403)
o======================================================================o
22) More archers and swordsmen. There are stairs up at (x=300, y=600)
and a passage at (x=100, y=500). I head up the stairs first.

**ITEMS***
(x=650, y=250) Scroll of Beltyn's Burning Blood, Shandon Gem, 95 gold.
(x=800, y=530) Arrows of the Hand x40.

Sheverash Tower, Level 4 (AR5404)
o======================================================================o
23) There are a bunch of wraith spiders up here. This should be easy
EXP. After I'm done, I head back down the stairs and exit via the
passage on the western edge of the map (x=50, y=500.)

***ITEMS***
(x=700, y=470) Hippogriff Riders of the Hand, 57 gold.

Walkway between Sheverash Tower and Labelas Tower (AR5502)
o======================================================================o
24) On the walkway you'll find three swordsmen, two archers, a cleric
and a wizard. I have my Fighter/Thief sneak up while the rest of my
party engages. I take out the Cleric with a backstab, and melee with the
wizard. The exit is at (x=50, y=400).

***HOF***
Again with the wizards. I Haste and simply blitz past the swordsmen and
kill the wizard, then the cleric. Then I just let the AI take over and
mop up.

Labelas Tower, Level 4 (AR5104)
o======================================================================o
25) There are several spell casters in this level, and when you start a
fight in the center of the level, more will come from the side rooms.
With a number of spell casters all letting loose at once, things can go
bad quickly. I prepare all the spell buffs I can, particularly Haste,
which will make this whole thing go down easier. The stairs up are at
(x=900, y=800).

***HOF***
Still with the Haste in effect from before, I run in and again focus
on the wizards. Thankfully they're more focused on buffing themselves
and their allies than they are on unleashing offensive magic, at least
at first. Put them down quickly and you'll have no troubles.

***ITEMS***
(x=330, y=320) Diary of Evayne, Robe of the Hand, 82 gold,
	       Potion of Clarity.
	       (6th play: Instead of the Robe of the Hand I found a
	       Dagger +2.)
(x=1000, y=450) Scroll of Protection from Normal Missiles,
		Potion of Heroism, Potion of Invisibility.
(x=200, y=460) Scroll of Improved Invisibility*1,
	       Scroll of Greater Malison*2, Potion of Genius.

*1: This spell is an invaluable defensive measure. Invisibility is good
and all, but even after you make yourself known the -4 penalty on attack
rolls enemies suffer and the +4 bonus on saves you recieve are a good
reason to use this spell. on top of all of that, while invisible you
cannot be targeted by spells, even after you've acted. You can still be
hurt by area effect spells, however. It's another defensive measure for
my Fighter/Mage.
*2: Greater Malison lowers the saves of enemies by 2. This is a great
first strike spell that makes all other spells work more often. Hitting
the enemy with two Greater Malisons from two Mages using Improved
Invisibility is a good start to a fight. Afterward, everything else is
much more likely to succeed, especially Slow, Confusion, and stun
effects from weapons. This goes to my Fighter/Mage/Thief.

Labelas Tower, Level 5 (AR5102)
o======================================================================o
26) On this library level you'll find Custhantos. He cannot be convinced
that he is dead and the Hand has fallen, but he will give you a variety
of books. Of particular interest are Elmath's Compendium, Ecology of the
Unicorn, and Mythal Theory. The stairs up are at (x=700, y=700).

Labelas Tower, Level 6 (AR5102)
o======================================================================o
27) On top of this tower you'll find Larrel, Gelarith, and the broken
astrolabe. Larrel is not in any condition to help you with the
Heartstone Gem, so talk to Gelarith instead. If you haven't figured it
out already, you'll have to find the missing peices of the astrolabe in
order to fix it. Somehow this will help Larrel. Now lets get that piece
from Kaylessa.
<---------------------------------------------------------------------->
28) Kaylessa thanks you, and asks one last favor of you. You guessed it,
let her die in battle as well. Kill her, and this quest is done.

***REWARD***
(For putting Kaylessa's soldiers to rest)
EXP	52500
Item	Piece of Broken Machinery, Kaylessa's Gloves*1,
	Boots of Speed*2.
	(3rd play: Instead of Kaylessa's Gloves, I got Kaylessa's Bow.)
	(Alternatively, you could also find Kaylessa's Ring*3 here.)

*1: These go to my Fighter/Thief. The extra dexterity wont increase his
AC, but it will increase his missile adjustment, hencing giving him a
+1 THAC0 with his bow, and the dexterity will also give him +5% to all
Thief skills. No other character can get better use out of it. I give
his Gauntlets of Weapon Skill to my Paladin, who isn't as well off in
the THAC0 department due to her lack of grand mastery.
*2: Boots of Speed are nice little items that double the wearer's speed.
The problem is, this is a good benefit for ANY character, deciding who
gets to use them is tricky business. I ultimately give them to my
Fighter/Thief, since I use him to hit-and-run so much. He'll be able to
get into and out of sticky situations without worrying about geting
boxed in. Also, it'll give him the ground to hide again after attacking.
*3: A ring that adds 15% to Hide in Shadows which is only usable by
Rangers. Even when my second Fighter/Cleric was a Ranger/Cleric for
variety's sakes, I'd still prefer the Ring of Holiness/Ring of Free
Action over this.
<---------------------------------------------------------------------->

29) Now to give Gelarith the peices of machinery. Give him the piece you
got from the shadow, the piece you found in the war room, the piece you
found in Solonor Tower, and the piece you got from Kaylessa. After you
give him all these peices, you can talk to Larrel. He'll tell you about
the fall of the Hand if you wish, and tell you exactly why restoring the
astrolabe restored him. Get Larrel to use the Heartstone Gem to find the
evil plaguing the north to finish off that quest as well. Your next
destination is Dorn' Deep, and Larrel is nice enough to send you there.

***REWARD***
(For restoring sections of the astrolabe)
EXP	35000
EXP	35000
EXP	24000
EXP	24000

***REWARD***
(For giving Larrel the Heartstone Gem)
EXP	54000
<---------------------------------------------------------------------->
30) You can also head back to Kuldahar and buy some new toys from
Orrick. Hold Monster is a very nice spell, and should not be missed.
Next time you return to town be sure to give the book on Mythal Theory
to Orrick and finally finish that quest.

***REWARD**
(For retrieving a book on mythals for Orrick)
EXP	24000
Item	Girdle of Labelas*1

	-or-

EXP	24000
Item	Mithran's Cloak*2

*1: Grants the wearer Freedom of Action and lets them cast Haste 1/day.
I give this to my Paladin to give her Free Action and the ability to
Haste herself as needed.
*2: I'm not sure if it's level or luck that prompts Orrick to give you
this gift instead, but this is by far the superior item to get. Of
course, if you're having trouble finding room for Rings of
Protection +2 you might not have much use for this cloak, but with a
+3 AC and +2 Saves, it's worth hanging onto. Ultimately the Wailing of
Virgins wins out in Heart of Fury mode, as its own AC modifiers are
comparable, and it's immunity to fear-based effects and Emotion:
Hopelessness and Symbol of Hopelessness make up for the lack of saves.
Best of all, it can be worn with any sort of armor.

o======================================================================o
|				Chapter 4			       |
o======================================================================o
|								       |
|			       Dorn's Deep 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK007}
		1) To Dorn's Deep
		2) Dorn's Deep, Caverns
		3) Orog Cave
		4) Banter with Bandoth
		5) Orc Cave
		6) Ettin Cave
		7) Dorn's Deep, Drow and Orog Bridge
		8) Mythril Full Plate +2
		9) The Octagon
		10) Krilag's Cave
		11) Dorn's Deep, Puzzle Level
		12) Dorn's Deep, Puzzle Interior
		13) Dorn's Deep, Dead Forge
		14) Dorn's Deep, Catacombs
		15) Dorn's Deep, Hall of Heroes
		16) Dorn's Deep, Live Forge

Dorn's Deep, Exterior (AR6000)
o======================================================================o
1) You'll have to kill some pesky orogs on your way to the entrance to a
cave (x=500, y=100). They're push-overs.

Dorn's Deep, Caverns (AR6001)
o======================================================================o
2) The first beasts you'll probably encounter are blue myconids. They're
not tough at all, but they do like to spray spores at you. These can
stun you or cause you to go berserk, either way it's not fun. You can
go down the ramp to the west to engage them in melee, or go along the
ledge to the east. They'll still see you, and you can shoot at them, but
they'll ultimately find their way up to you. There are also ettins. They
are tough, but ultimately aren't really much of a threat. There's a
fight with a large number of myconids at the south end of the map, and
in the middle there's a trio of ettins. Other than that, this level is
just a crossroads. You should first head east along the northern ledge.
Visit the Orog Cave (AR6008), then visit Bandoth's Tower (AR6009) in
the north eastern corner of the level, then head south from where you
entered to explore the middle regions of the area.

***HOF***
Predictably, there are more Ettins here than usual, but they don't have
any tricks up their sleeves. With everything having so many extra
hit points, Ettins don't seem very special anymore, in fact they seem
underpowered, if anything.

There are a number of places to go, as follows:
There's a cave at on top of the north ledge at (x=2100, y=200) (AR6008).
There's a doorway at (x=3000, y=600) (AR6014).
There's a cave below the north ledge at (x=1500, y=500) (AR6009).
There's a large cave at (x=2300, y=1800) (AR6007).
There's an exit beyond the bridge to the east of the map at
(x=3500, y=1700)

Dorn's Deep, Orog Cave (AR6008)
o======================================================================o
3) Just a bunch of orogs for you to beat up.

Dorn's Deep, Bandoth's Tower (AR6014)
o======================================================================o
4) The only thing of note in this area is Bandoth (x=500, y=500) who
will tell you how to get deeper into Dorn's Deep if you recover some
Razorvine his apprentice was supposed to be carrying. He'll also sell
you some stuff, notably a Scroll of Feeblemind*1, Scroll of Conjure
Elemental (Earth, Fire, and Water) and a Scroll of Summon Shadow. He
also sells potions, of particular interest are the potions of giant
strength, master thievery, and magic shielding. I have plenty of gold at
this point, so I buy whatever catches my eye (read above).

Dorn's Deep, Orc Cave (AR6009)
o======================================================================o
5) This cave is filled with orcs. Nothing you can't handle.

Dorn's Deep, Ettin Cave (AR6007)
o======================================================================o
6) There's a quartet of ettins in here, so you might want to Haste and
use some offensive magic (Slow and Confusion come to mind.) Search the
skeleton and return the extract to Bandoth for experience and
information. He'll tell you to go to the south eastern corner of the
level outside to find Dorn's Deep beyond a bridge, and to search a room
full of statues to find a lever which will open the way to the lower
regions of Dorn'd Deep.

***REWARD***
(For locating Bandoth's razorvine extract)
EXP	42000

***ITEMS***
(x=700, y550) Container of Razorvine Extract*1.

*1: This is what Bandoth wants. Notice the Planescape: Torment
reference in the item description. Who knows how Mourns-for-Trees got
ahold of-and subsequently lost-this stuff.

Dorn's Deep, Level 1 (AR6002)
o======================================================================o
7) This area opens up into a big fight. Some drow, some orogs, some
orcs. You'll be blocked on the bridge by a number of orogs and drow,
while two drow sorcerers and orc archers shoot at you from the sides.
Haste is essential, and casting Slow on the enemies on the bridge is
recommended. With the sorcerers starting with Mirror Image, I just
dropped a Greater Command on each side, centered on the sorcerers.
Hopefully this will take out many of the archers and the sorcerers as
well. Then just deal with all the melee fighters, and when you're ready
focus on the sorcerers. Note that the dark elves you'll be facing in
this level typically carry magical weapons-Long Swords +1 will be
pretty standard fare. If you haven't saturated the market for them by
now, you can stand to earn a pretty penny or two by selling them off in
bulk. The Orogs here often carry High-Quality weapons, for what it's
worth.

***HOF***
This battle isn't very different in the higher difficulties. A Symbol of
Hopelessness on either side is enough to disrupt the archers, and
hopefully take down one of the mages. If that doesn't work, there's
always missile fire. For the rest of the level, the rules we learned in
the Severed Hand apply: pay the mages special attention and they won't
abuse you with any bad spells.

<---------------------------------------------------------------------->
8) Head up the eastern side of the map. In the room with sarcophagi
you'll encounter a group of Orogs, and in the forge you'll find some
dark elves, including a pair of crossbowmen who shoot poisoned bolts.
Kill them and grab the loot off the ground near the middle furnace.

***ITEMS***
(x=2395, y=640) Mythril Field Plate Armor +2*1, Axe of Caged Souls,
		Heavy Cross Bow of Accuracy, Bolt of Biting x10,
		Bolt of Lightning x10.

*1: This goes to my Paladin for now. She gives her Ring of Protection +2
to my Fighter/Mage. The Mantle of the Coming Storm goes to my
Fighter/Mage/Thief. Everybody wins.
<---------------------------------------------------------------------->
9) Now kill your way down to the south west. Ignore the room with the
large circular table in the center of the room and instead look for a
dark-elf occupied room with an octagonal recess carved into the floor.
At (x=600, y=800) you'll find a entrance to some caves, which is where
we should head next.

Dorn's Deep, Krilag's Cave (AR6003)
o======================================================================o
10) There is an umber hulk at (x=1800, y=700) who claims to be a
transformed red wizard named Saablic Tan. He'll send you on a quest to
kill an orog chieftan. The chieftan in question is at (x=2320, y=2000).
He's not much of a conversationalist. When he falls he'll drop the Cairn
Blade*1, a Note to Krilag, Krilag's Badge*2, and some gold. You'll get
some EXP for just picking up the badge, which you should take back to
Saablic Tan. When you report of your success, you'll recieve extra EXP.
Now return to Dorn's Deep and head to the room with the circular table.
Take a good look at the runs enscribed on each ring of the circle, as
they are the keys to getting through the next level as painlessly as
possible. There is a secret door at (x=1600, y=500) leading to a puzzle
area, which is where you want to go in order to continue on.

***HOF***
The only real difference in Heart of Fury mode is the number of Neo
Orog Generals you'll fight en route to Krilag. Krilag himself, and his
entourage are nothing special.

***REWARD***
(For retrieving Kirlag's Badge)
EXP	35000

***REWARD***
(For eliminating the orog chieftan for Saablic Tan)
56000

***ITEMS***
(x=690, y=1940) Kalabac's Journal, Battle Axe +3: Fatigue.
		(4th play: Charged Battle Axe +2.)

*1: A +4 Two Handed Sword. This goes to my Fighter/Mage.
*2: This is the item Saablic Tan wants. Note that you need to hold onto
this item for a pretty long time in order to use it to progress the
story later. Do not drop this item, as it will disappear in earlier
versions of the game, and nobody likes a show stopper. Even in later
versions, dropping it or misplacing it means you'll have to track it
down. Save yourself the trouble now and make a nice cozy spot for it
in your inventory.

Dorn's Deep, Puzzle Level (AR6010)
o======================================================================o
11) The floor of the room is set up like a giant dwarven dartboard.
Stepping on the wrong symbol will trigger a trap and generally cause you
some pain. The correct symbols are the ones on the table in the room
above. 1) The hammer and anvil, 2) the crossed objects (not the swords),
3) the co-centric circles. Once you've solved all three, head upstairs
and pull the switch at (x=1680, y=540), and head back through the
secret door. You can now go down the stairs at (x=800, y=600.)

***REWARD***
(For solving the dwarven riddle and pulling the lever)
EXP	56000

Dorn's Deep, Puzzle Interior (AR6011)
o======================================================================o
12) Not much to see here, the exit is at (x=600, y=450), and there's a
trap on the floor near the dead body.

***ITEMS***
(x=470, y=440) Dver's Note.

***TRAPS***
(x=400, y=450)

Dorn's Deep, Dead Forge (AR6004)
o======================================================================o
13) The spirit of Norlinor is at (x=1420, y=770). He'll ask you to
destroy a necromancer named Terikan. He'll also talk about the failure
of dwarven-elven relations. When you're done chatting, there are three
new places to go, arches at (x=1100, y=700), (x=1500, y=600), and
(x=1800, y=700). I pick the first of the choices, since it'll put me at
a flank and in a good position to disable any traps I might face.

Dorn's Deep, Catacombs (AR6005)
o======================================================================o
14) You'll be assaulted by some undead you could've beaten back in the
Vale of Shadows. Smash them. Be wary of traps as you go about killing
the undead.. there are a fair number of them, and they're more lethal
than any Wight, Ghoul, or Ghast. Head up the western side of the level
first and loot the sarcophagi you find there. Once it's all done,
looted, and disarmed you can look towards the neglected middle path.
Atop the center staircase you'll find your lich. First time you kill him,
you'll get  10000 EXP. He'll keep respawning periodically, but with no
reward for subsequent killings. The stairs up to the next level are at
(x=1600, y=450).

***HOF***
Our friendly lich will be joined by two Greater Mummies this time
around. The spells they hurl at you are not to be taken lightly, and
they should be occupied in melee, as well as the lich. This is spreading
the party pretty thin, but they can handle the melee while the archers
shoot the enemies down one at a time. Haste is almost required to
clear the stairs quickly and get to your targets before they unleash
their spells.

***ITEMS***
(x=920, y=1500) Large Shield +1, +4 vrs. Missiles*1, Chaos Dagger +3,
		Static Darts x10.
		(4th play: Instead of the Chaos Dagger +3, I found a
		Mage Dagger +3.)
(x=1200, y=1550) Battle Axe.
(x=1000, y=1400) Battle Axe.
(x=1250, y=1500) Warhammer +3: Lifegiver.
		 (3rd play: Reinforced Large Shield +2*2)
		 (6th play: Large Shield of Strength +1*3)
(x=1000, y=1350) Warhammer, Small Shield +1.
(x=1300, y=1400) Inferno Arrows +2 x10.
(x=600, y=600) Dagger +1.
(x=700, y=600) Bastard Sword +2: Conflagration.
	       (3rd play: Hold Fast*4.)
	       (6th play: Short Sword of Shadows +3.)
(x=750, y=600) Empty.
(x=500, y=850) Halberd.
(x=500, y=900) Bullets of Fire +2 x10.
(x=450, y=970) War Hammer +1.
(x=400, y=1050) Two Handed Sword, Two Handed Sword +1.
(x=300, y=1150) Empty.
(x=400, y=1150) Large Shield +1, +4 vs. Missiles.
(x=450, y=1150) Buckler, Static Darts +3 x10.
(x=500, y=1150) Empty.
(x=1100, y=860) Arrows of Piercing x10.
(x=1200, y=850) Scarab of Defense.
		(4th play: White Bishop.)
(x=1500, y=950) Empty.
(x=1600, y=1030) Short Sword +1.
(x=1300, y=600) Long Sword.
(x=1400, y=600) Terikan's Key.
(x=1370, y=530) Heavy Cross Bow of Accuracy.
(x=1450, y=500) Bullets of Fire +2 x10.

***TRAPS***
(x=850, y=1560)
(x=920, y=1500)
(x=1250, y=1500)
(x=620, y=730)
(x=700, y=600)
(x=600, y=950)
(x=450, y=970)
(x=400, y=1050)
(x=450, y=1150)
(x=1200, y=850)

*1: I finally switch out Stoutward for this superior item. It might not
lower my overall armor class, but it does wonders when she comes under
missile fire. You will find at least two of these shields in here, and
you have a chance to find the superior shield below, as well. All in
all, this is a great room for shields.
*2: Superior to even Nym's Rhino Beetle Shield.
*3: While it only has an AC bonus of 2 (+1 AC vs. Missile Weapons), the
10% slashing/piercing resistance makes it at least somewhat considerable
defensively. Really, however, its +1 bonus to Strength with no real
downsides is what makes it interesting. Sure, all the new shields you're
finding here are more defensive than this one, but there are some real
advantages to having a 19 strength. Thinking long-term, you can combine
it with a Girdle of Stromnos to get up to 20 Strength, and even further
still, you won't have to use Gauntlets of Ogre Power, allowing you to
use Gauntlets of Weapon Specialization.. It just depends how far you
want to push your offense.
*4: This is a +3 Long Sword that has a 15% chance of casting Hold
Person, gives a +1 bonus to AC, and 15% slashing resistance.

Dorn's Deep, Hall of Heroes (AR6006)
o======================================================================o
15) More lichery, more undead. There's a greater mummy in one of the
tombs that can be rather annoying. Fortunately, he likes to cast spells
rather than attack. There is a door at (x=500, y=400) that requires a
key to unlock.. so we might as well deal with Terikan. The phylactery is
located at (x=430, y=990). Once you have it in your inventory, take it
into Jamoth's tomb to end this quest. Now I head back to the forge.

***HOF***
There are more Greater Mummies around, but they are all individually
encountered in tombs, and hence, not much of a threat.

***REWARD***
(For taking Terikan's phylactery into Jamoth tomb)
EXP	52500

***ITEMS***
(x=1200, y=1650) Mail of Life*1.
(x=2200, y=1070) Short Sword of Shadows +3.
		 (3rd Play: Hold Fast. Again.)
		 (6th play: Bastard Sword +2: Conflaguration.)
(x=1000, y=1450) Owain's Lullabye.
(x=950, y=870) Scroll of Monster Summoning III, Potion of Infravision,
	       Red Potion, Axe of Caged Souls.
(x=750, y=1250) Reznath's Journal.
(x=660, y=720) Blessed Helm of Lathender*2.
(x=500, y=1050) Terikan's Journal, Scroll of Domination,
		Scroll of Chaos*3, Scroll of Antimagic Shell*4.
(x=430, y=990) Terikan's Phylactery*5.
(x=1450, y=470) Journal of Evayne*6.

***TRAPS***
(x=1200, y=1650)
(x=2200, y=1070)
(x=1600, y=750)
(x=500, y=1050)
(x=430, y=990)

*1: I give this to my Ranger/Cleric. She can't sneak, but AC is more
important. She'll ditch it later when my Paladin gets better armor and
hands off the Mythril Field Plate +2.
*2: I give this to my Paladin. Now with a -11 AC, she can cure disease,
poison, and paralysis, and that's without counting her spells.
*3: Like Confusion, but better. What's not to like?
*4: A potentially useful defensive spell for the Fighter/Mage. It
completely protects him from magic, but makes him unable to use any
himself. Against foes that are magically strong, but physically weak,
it's worth a consideration.
*5: This is what you need to destroy Terikan. Just take it into Jamoth's
tomb.
***QUEST***
*6: If you give this to Larrel, you'll get some EXP. Yummy EXP.

***REWARD***
(For giving Evayne's diary from Dorn's Deep to Larrel)
EXP	56000

Dorn's Deep, Live Forge (AR6013)
o======================================================================o
16) When you return to the forge area, it will be lit up. Norlinor
thanks you, and goes about his rest. Now you can get the key to Wyrm's
Tooth (x=1370, y=1140). Head back to the Hall of Heroes and go through
the door at the end of the hall you couldn't open earlier. Two Bronze
Sentries will be guarding the way.. they're more or less just an easy
5000 EXP.

***HOF***
Now there are four Bronze Sentries, and they pack a whallop. They are
able to quickly cut down any one of my front line fighters, so Haste is
a must, and debuffs that normally dull enemy combatants won't affect
them. You may want to consider getting a Greater Shield of Lathander up
until one of them falls. It also helps to withdraw injured party
members from the front line. By now, my Paladin, and my Fighter/Clerics
can cast Heal on themselves when needed before returning to the fray.

***REWARD***
(For restoring the forge to working order, allowing the dwarves to rest)
EXP	84000
ITEM	Forge Key*1, Celebrant's Blade*2.

*1: This opens the door at (x=500, y400) in (AR6006). You know, that
locked door in the Hall of Heroes we couldn't get open earlier.
*2: A Battle Axe +4. It's a good alternate weapon for my Paladin.

o======================================================================o
|				Chapter 5			       |
o======================================================================o
|								       |
|			       Wyrm's Tooth 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK008}
		1) Outside of the Frozen Aquarium
		2) Frozen Aquarium
		3) Warm Room
		4) Obtaining the Engineering Manual
		5) Obtaining the key from Kerish
		6) Siding with Slaves or Salamanders
		7) Fixing the Bridge
		8) Wyrm's Tooth Wilderness
		9) Dealing with Frostbite
		10) Duping Joril
		11) Robbing Giants
		12) Helping More Slaves..
		13) Kontik's Revenge
		14) Clearing the Way

Wyrm's Tooth, Aquarium Exterior (AR7005)
o======================================================================o
1) This is basically a crossroads area, littered with Ice trolls, snow
trolls, ettins, and yeti. You're fine. By now, with a leading line
boasting a -9, -9, and -7 AC, there's not much strategy involved. At
least they drop gems. Make sure you get close enough to the bridge in
the south western corner of the map to trigger the pop up 'The bridge is
in poor shape and may collapse. You may not cross it. There's an
entrance to a large structure at (x=1900, y=1300) in the center of the
map, which leads to the Frozen Aquarium (AR7001). The three doors south
of the aquarium at (x=2300, y=2200), (x=2150, y=2200), and
(x=2000, y=2200) all lead to (AR7002). If you need to get back to
Kuldahar with any speed, you should exit via the stairs in the north
western corner of the map (x=3600, y=200), which will take you to
another crossroads area (AR7000). After exploring the place, I head
into the large central structure at (x=1900, y=1300).

Frozen Aquarium (AR7001)
o======================================================================o
2) You'll be accosted by some salamanders when you enter. I choose the
peaceful route and speak with their leader, Kerish (x=3400, y=1000.)
He'll tell you about the old leader, Kreg, and how he was replaced by
Joril. He'll also give you a quest to kill the leader of the rebellious
slaves. I tell him I'll think about it. You can now go about and talk to
various trolls and salamanders, a few of them even have something
interesting to say. Keep in mind that you'll take damage from the
salamanders' cold aura as you walk around. Note: If you want to be evil
and side with the salamanders, make sure you get Soth to give you the
Engineering Manual BEFORE you make the slaves hostile. This means you
should follow the normal 'good' path and help the slaves for a spell.
On that note, you'll find an escaped slave named Vera Elles at
(x=220, y=1250). She isn't too talkative right now, but you can steal an
Amulet of Protection +1 from her. When you're done messing around, there
are stairs down at (x=2350, y=2400).

***HOF***
If you start any fights in this area, just keep in mind that the Frost
Salamanders now have a lot more staying power, which means a group of
them will deal a good bit of cold damage over the course of a battle.
Also be extra wary of Winter Wolves, whose frozen breath will deal more
damage now. If you have Boots of the North, now is a good time to strap
them on.

Warm Room (AR7003)
o======================================================================o
3) You can find Gareth at (x=1420, y=300). If you tell him you've talked
to Vera, you'll get some tasty EXP. Gareth will also ask you to retrieve
a key from the salamander's above. In time, in time. Note that there are
two doorways on the southern side of the room, both of which lead to
(AR7002). This area contains three doors on the southern side which lead
out to the glacier (AR7005), and three doors on the northern side, the
left and rightmost of which return you back to (AR7003). The middle
door, which has a gate covering it is a quick route to the wilderness
area of Wyrm's Tooth that exits to the overworld map (the same area you
can reach by exiting the north western corner of the map in (AR7005).)
It will remain shut until you get the key for these poor slaves.

***REWARD***
(For telling the slaves that Vera is still alive)
EXP	60000

***ITEMS***
(x=1330, y=300) Note to Kerish.
<---------------------------------------------------------------------->
4) Head to the eastern side of the level, where you can find Soth
(x=100, y=330). You can ask him if there's a book here that tells you
how to repair the bridge in (AR7005). What luck, there is! If you have
an empty inventory slot, the book will be placed in your inventory,
otherwise, it appears under where Soth spawns when you help the slaves,
or when you kill them (see below.) Once you're done with Gareth and
Soth, head back up and find Kerish.

***REWARD***
(For recieving a book on how to fix the Wyrm's Tooth bridge)
EXP	112500
ITEMS	(x=100, y=340) Engineering Manual.
<---------------------------------------------------------------------->
5) Talk to Kerish and ask for the key. Either option will work. When you
have it, you'll get some EXP. Now that you've gone this far, there are
two routes to take, the (EVIL) and the (GOOD).If you choose to go the
evil route, you can go back and kill Vera. Talk to her and get her to
admit she's the leader of the slaves, then kill her. If you want to go
good, go down to (AR7003).

***REWARD***
(For recieving the key from Kerish)
EXP	60000

After you kill Vera, report to Kerish for some EXP. He'll then send you
down to (AR7003) in order to deal with the rest of the slaves.

***REWARD*** (EVIL)
(For killing Vera, the leader of the slaves)
EXP	80000
<---------------------------------------------------------------------->
6) Whether you're good or bad, it's time to talk to Gareth. Talk to him,
and either give him the key (GOOD) or demand they return to slavery
(EVIL). Either way, you get the same reward. You could also kill Vera,
and still give the key to the slaves, they don't seem to mind too much.
If you demand they return to slavery, they decide they'd rather die free
than live enslaved. After they're dead, return to Kerish to end the
quest. (You get the EXP immediately if you give them the key). If you
let them go, head upstairs and talk to Vera. If you're evil and kill
her, her head's worth 80000 EXP, if you play nice and free the slaves
without killing Vera, you'll get 80000 EXP anyways. The only bonus for
being evil is the Leather Armor +2 and the Dagger +2 Vera has. Oh, and
you wont have to fight the trolls, salamanders, and winter wolves if you
don't let the slaves go. I prefer to go good all the way, and clear the
level on my way to Vera. Just be prepared, the cold auras of the
salamanders can add up fighting several at once. When Kerish dies, he'll
drop Splendelard's Protector, and the Spear of Kerish.

***REWARD*** (GOOD or EVIL)
(For giving Gareth the key to exit)
EXP	60000

***REWARD*** (GOOD)
(For freeing the slaves and putting Vera's mind at ease)
EXP	80000
<---------------------------------------------------------------------->
7) Now I head back to (AR7005) and go to the bridge, which can now be
fixed. When you're close enough, you'll fix the bridge automatically.
You COULD save Joril for later, and head into Lower Dorn's Deep, but
you'll just have to backtrack, so we might as well get it over with now.
First things first though, I need to head back to town and unload some
loot. I head up the stairs on the north eastern corner of the map.

***REWARD***
(For repairing the Wyrm's Tooth bridge leading to Joril's cave)
EXP	60000

Wyrm's Tooth, Wilderness (AR7000)
o======================================================================o
8) There are three ways to go here (four, if you count backtracking to
the aquarium area.) First you can head to the room south of the warm
room under the aquarium by going through the cave at (x=600, y=200.)
(This area will be locked until you get the key from Kerish.) You can
also go into the cave at (x=1100, y=600), which will take you to
lower Dorn's Deep and to chapter 6. Somehow, I can't imagine that the
designers really intended for you to move on yet, as you'll get
dialogue talking about things you haven't done yet until AFTER dealing
with the frost giants. Finally, there's a world map transition at
(x=1100, y=20), which will take you anywhere you need to go. When you
are done, head back beyond the bridge (AR7005) and exit the screen in
the south western corner of the map (x=400, y=2200).

Frost Giant Caves (AR7004)
o======================================================================o
9) Upon entering, you'll be immediately set upon by some winter wolves.
Their breath is worse than their bite. Continue west until you find a
white wyrm named Frostbite at (x=2550, y=2050). He'll talk with you,
but should you tell it that needs to stop eating humans, you'll be in
for a fight. They can actually be pretty tough, too. Frostbitecould hit
my Paladin with a -12 AC on a roll of 16 which makes its THAC0 at LEAST
4. They also do a fair amount of damage. A few spell buffs is more than
they can deal with, however. (Slow helps too). At least they give good
EXP. And they drop gems.

***HOF***
I didn't find this area any more challenging to my Heart of Fury party
than it was to my original play-through party. The Winter Wolves can do
some cheap damage, but the Frost Giants aren't very powerful-at least
not compared to the Bronze Sentries we fought earlier. Keep Haste on and
you'll be fine.

***ITEMS***
(x=2800, y=1970) 246 gold, Fire Agate Gem x2, Skydrop Gem x1,
		 Iol Gem x2, Moonstone Gem x1, Star Diopside Gem x1,
		 Diamond x2, Pearl x1.
(x=2870, y=1900) 715 gold, Gold Ring, Fire Opal Ring,
		 Mythril Field Plate Armor +2*1, Broken Armor,
		 Long Bow of Marksmanship, Cittern of War.
(x=1900, y=1950) Potion of Power, Potion of Healing x2, Red Potion,
		 Gauntlets of Infernal Damnation, Ring of Holiness*2,
		 Scroll of Symbol of Pain.

*1: Another one?, I guess this will replace Kresselack's Plate Mail on
my Fighter/cleric. It's been a long run old friend, but you've met your
match.
*2: This baby grants an extra spell slot from 1st-4th level. I put this
on my Ranger/Cleric, since she's less combat hardy than my
Fighter/Cleric.
<---------------------------------------------------------------------->
10) Continue west You'll find some frost giant guards, at about
(x=1900, y=2400). You can ignore them if you wish, or pick a fight with
them. Ignoring them is more lucrative, though. If you want to continue
to ignore the giants, you could go talk to Davin (see below) and
complete his quests. It will ultimately end with you fighting the
giants, however. It's just simpler to kill everything as you go through
the cave. Plus, you can still get Davin's quest EXP even after you kill
everything he wants you to kill. Joril is at (x=1200, y=2050). You can
actually trick Joril into giving you his badge, it's actually harder to
pick a fight with him than to trick him. Just don't challenge him to a
fight or call him a jackass, and threaten him by asking him to think
who will come next if he attacks you, and you should be good. You can
also gain more EXP by revealing yourself to Joril by demanding he
releases the slaves. Why this gives you EXP is beyond me. On top of
that, you get EXP for gaining possession of the badge-period-in addition
to tricking Joril. If you do the two options above, you'll get a
whopping 240000 EXP. Since demanding the freedom of the slaves results
in a fight, you also get that EXP, too. I'd suggest spell-buffing to
the max before talking to Joril. He's got a lot of friends, and frost
giants hit hard. Fortunately, if you're careful, only a winter wolf and
two frost giant guards will be around when you are fighting Joril, after
they're dead, you can kill the two guards you passed and take the others
out at your leisure. When Joril dies he'll drop a Black Opal Gem x1,
Chain Mail +2, Joril's Axe, Redemption, and Joril's Badge, if you didn't
trick it off of him earlier. (3rd play: Instead of Redemption, I found a
Fire Flail +3.) (6th play: Giant's Sleep.)

***REWARD***
(For tricking Joril into giving up his badge)
EXP	80000

***REWARD***
(For revealing yourself to Joril)
EXP	180000

-----or-----

***REWARD***
(For picking up Joril's badge)
EXP	80000
<---------------------------------------------------------------------->
11) Joril might be dead, but there's still plenty to kill and loot.
Head west to find some side caverns where the frost giants keep kip.
Kill them and take their loot. And their little dogs, too.

***ITEMS***
(x=150, y=1750)	Potion of Healing x2, Potion of Heroism,
		Scroll of Raise Dead.
(x=600, y=1820) Potion of Insulation, Potion of Invisibility.
(x=300, y=1350) Potion of Fortitude, Potion of Genius,
		wand of the Heavens, Scroll of Insect Plague.
(x=1420, y=1250) Potion of Master Thievery, Potion of Mind Focusing.
(x=300, y=900) Potion of Cold Resistance, Potion of Fire Breath,
	       Scroll of Spike Stones, Dagger of Venom*1.
(x=400, y=650) Potion of Clarity, Potion of Cloud Giant Strength,
	       Cloak of Protection +2*2, Scroll of Champion's Strength.
(x=430, y=630) Potion of Absorption, Potion of Agility,
	       Leather Armor +2, Dagger +2: Longtooth*3.
(x=1100, y=550) Oil of Speed, Elixer of Health, Blur Deck*4.
		Scimitar +3: Frostbrand*5.
(x=900, y=1100) Potion of Invulnerability, Potion of Magic Shielding,
		Darts of Stunning x13.

*1: The Dagger of Venom is a decent weapon, I just dont have any use
for it.
*2: I find it hard to wear this, what with all the magical armor. If
you really need a ring slot empty, you can replace a Ring of Protection
with this cloak.
*3: Another decent weapon I don't have room for. A dagger with 1d6 base
damage.. Eh, Dagger of venom is still better.
*4: Can it really hurt to have another? I give this one to my
Fighter/Thief.
*5: Did you really think you'd get through Icewind Dale without finding
Drizzt's future scimitar? It's better than the Flaming Longsword +2, at
least.
<---------------------------------------------------------------------->
12) You'll find Davin at (x=1680, y=1400). If you tell him you killed
Frostbite, you'll get rewarded for ending the sacrifices. Next he'll ask
you to help the slaves escape. He wants you to clear out a small cave to
the north (x=1800, y=700) before kill the giant guarding the slaves. If
you've already killed the giant, you still can follow the quest like
normal and get the EXP by clearing out the cave. If you've already
cleared it out from the earlier entrance, all the better. You can free
the slaves by clearing out the north passage, or by killing Joril and
the frost giants (or both). Either way nets you the same reward.

***REWARD***
(For killing Frostbite, saving Davin and the other slaves)
EXP	120000
<---------------------------------------------------------------------->
13) If you haven't searched the caves the slaves hope to escape through,
now is the time to do so. Enter the small cave at (x=1800, y=700) and
smite the yetis nearby. Continue south until you find Kontik
(x=2630, y=1600), and this little mage seeks retribution for killing
Lysan. I lead with my Fighter/Thief, and one backstab is enough to rid
myself of Kontik. The black ice knights she has with her take a little
bit more effort, but not so much. When Kontik falls you can loot a
random gem, a Robe of the Evil Archmagi*1, a Ring of Protection +2*2,
Kontik's Ring of Wizardry*3, Static Short Sword +3, Breath of Auril
(3rd play: Instead of the Static Short Sword +3, I recieved a Two
Handed Sword +3: Bane.) (6th play: Long Sword +3: Enforcer*4.)

(x=2500, y=1550) Scroll of Chain Lightning*5, Barrel of Pure Water*6
		 Scroll of Globe of Invulnerabiltiy*7
		 Potion of Mirrored Eyes.
(x=2390, y=1650) Scroll of Otiluke's Freezing Sphere*8,
    		 Potion of Regeneration, Potion of Stone Form,
		 Potion of Storm Giant Strength.

*1: This robe sounds nice enough, but frankly, it's not any better than
the Robe of Enfusing.
*2: Unfortunately, I dont really have a place for this. All my armor is
magical, and my Fighter/Mage/Thief is wearing the Mantle of the Coming
Storm. I could ditch that for the Ring of Protection +2, and increase
my AC by 1 and my saves a bit, but I'd lose my 30% resistance to fire
and cold. Tough choice.
*3: This. Is. Nice. Doubles 1st and 2nd level spells, and increases cold
damage you deal by 15%. Who cares about the cold damage, doubled spells
makes this awesome. I give this to my Fighter/Mage/Thief, since I have a
different strategy for my Fighter/Mage. She can toss out 1st and 2nd
level spells like candy now.
*4: A would-be 'mage' sword, obviously designed to be used by the
enterprising Fighter/Mage. It's a +3 Long Sword with 5% Magic Resistance
and bonus 1st and 2nd spell slots. Unfortunately, I'd rather have
something like a defending weapon or an action weapon on a Fighter/Mage
(armor class and bonus attacks are always welcome) and 1st and 2nd
level spell slots aren't exactly mind-blowing.
*5: This is a nifty-if not party friendly-6th level offensive spell.
For added shock (pun intended) you can light up groups of enemies before
wading in with your melee fighters. This goes to my Fighter/Mage/Thief.

***QUEST***
*6: Give this to Valestis in the Severed Hand for some EXP.

***REWARD***
(For restoring water to the Arboretum)
EXP	120000

*7: Another defensive consideration, it makes you immune to 4th level
spells and lower. I give this to my Fighter/Mage.
*8: Another good offensive spell, this time party friendly! It goes to
my Fighter/Mage/Thief.
<---------------------------------------------------------------------->
14) Continue east and kill the trolls which inhabit the eastern caves,
which will connect to the main tunnel at (x=3400, y=2100). When
everything is dead return to the slaves and tell them that they can
leave. You can clear either the tunnels where Kontik and the trolls
were, or you can clear Joril and Frostbite.. either way. Return to
to the Wyrm's Tooth Wilderness area (AR7000) that has the world map
transition on it and enter the cave at (x=1100, y=600), and watch the
end of Chapter 5.

***REWARD***
(For clearing a path for Davin and the slaves to escape)
EXP	180000

o======================================================================o
|				Chapter 6			       |
o======================================================================o
|								       |
|			     Lower Dorn's Deep 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK009}
		1) Gaining Access
		2) Killing Kelly
		3) A Port in the Storm
		4) Seth and the Welcoming Party
		5) Marketh's Palace, Antechamber
		6) Fleezum and Bathed-in-Blood
		7) Ginafae and some Potatoes
		8) Flozum and the Girdle of Stromnos
		9) Dealing with Marketh
		10) Malavon's Slums
		11) Pale Justice
		12) Some Useful Spells..
		13) Dealing with Malavon
		14) Into the Pit
		15) Feeding the Poor
		16) Umber Hulk Ambush
		17) Beorn's Inspection
		18) Nym
		19) Dirty.. err.. Dainty Llew
		20) Beorn's Request
		21) Slaying Shikata the Salamander
		22) One... Black... Hearted... Bitch.
		23) Marketh's Palace, Temple of Ilmater
		24) To Poquelin
		25) Poquelin's Monologue

Lower Dorn's Deep, Smelter Level (AR8001)
o======================================================================o
1) This level is one large smelter. As you'd expect from all the lava,
salamanders love this place (the good old fire ones, not the freaks from
before). Also you'll be playing with tarnished sentries, golems that
enjoy throwing axes at you, and aren't fooled by stealth. I go about
clearing the level-the only magical consideration I require for the deed
is as usual-haste. The tower at (x=2950, y=1850) will shoot arrows at
you if you get close, so I make a point of going and clearing it out
early. Talk to the slave girl at (x=3400, y=2080) to get the key.

***HOF***
Salamanders are capable of cheap aura damage just like their cold
counterparts, so try to not engage too many at one time. At least the
Tarnished Sentries aren't nearly as strong as Bronze Sentries.

Lower Dorn's Deep, Smelter Level, Tower (AR8002)
o======================================================================o
2) Inside the tower are a number of archers, whom are quite capable of
causing me harm, despite my armor class. A Hold Monster fixes things.
The leader "Kelly" has Full Plate Armor +1*1, while all of the archers
have Arrows of Piercing. When they're all dead, the slave girl who
gave you the key will thank you for freeing her.

***HOF***
You can expect to take more damage this time around, and the archers
within can be pretty lethal once you enter the tower, but I didn't
require a strategy any more refined than a simple Haste spell.

***REWARD***
(For capturing the watchtower and freeing Fengla)
EXP	80000

*1: My Paladin can wear this for now, although she's about to upgrade
soon.
<---------------------------------------------------------------------->
3) There is a door leading up at (x=200, y=200) to (AR8014), a small
room which contains some beds-a good spot to rest, as the game will
point out if you search the beds. When I'm done with the tower, I head
back to (AR8001).
<---------------------------------------------------------------------->
4) Now I head up a ramp to the north to reach the palace along the
eastern edge of the level. Up to the east by the entrance to Marketh's
Palace is Seth. You can avoid a conflict by either answering his
questions 1) Purple, 2) Marketh, and 3) Ilmater. Or if in (AR8009) you
enter the palace from the exit at (x=2000, y=2800) he'll disappear. It's
much more lucrative to kill him, however. Of course, if he goes hostile
he'll just dart away. Cast invisibility on the entirity of your party
(sans one character) and surround Seth. Then with the visible character,
talk to him. When he goes hostile, give him everything you've got-he's
not very strong. When he dies he'll drop Studded Leather Armor +2, Small
Shield +1, The Salamander's Tongue, and Guantlets of Elven Might*1.
Whatever you do, don't try to be clever and just sneak attack him while
he's not hostile. The conversation with him will start when he dies and
cause the application to hang.

***HOF***
I didn't find these thieves to be nearly as lethal as I feared. Sure,
you can get hit for 80 damage by a sneak attack, but compared to the
Fire Giants later on.. it's not that threatening. Just be sure to cast
Stoneskin on your Mages so the thieves can't score any cheap kills.

*1: These would almost be decent.. but they can only be used by dual
or multi-classed Fighters, and they set your Strength at 18/51
regardless of what your real strength is. Otherwise, +1 AC and saves is
good business. I did find a way around this restriction. I equipped
them on my Fighter/Cleric, and after they were on, equiped the Girdle
of Stromnos (which you'll find later). As long as the Strength enhancing
girdle goes on AFTER the gauntlets, it sets my Strength to 19. Good
times.

Marketh's Palace, Antechamber (AR8005)
o======================================================================o
5) It would seem like the natural thing to do would be to go into the
palace in front of which Seth stood. And this time, the natural thing
to do is the right thing to do. Your first task in this area is to kill
the shriekers (noisy mushrooms) lying about. They'll constantly summon
blind minotaurs, salamanders, and boneguard skeletons, which makes them
annoying, if not threatening. Once they're dead talk to Callard at
(x=1550, y=900). Talk to him and get a portrait of Marketh. Once that's
done head through the doorway at (x=1600, y=300).

There are several exits from here:
(x=500, y=1800) leads back to (AR8001).
(x=900, y=500) leads to the Slums near Malavon's Sanctuary (AR8009).
(x=1600, y=300) leads to Marketh's Palace (AR8006).
(x=2100, y=300) leads to (AR8012).
(x=2500, y=1500) leads to (AR8008).

Marketh's Palace, Level 1 (AR8006)
o======================================================================o
6) There are thieves sneaking around here, with only one goal-to
backstab your party. I send my Paladin first, the thieves don't really
have an answer for -12 AC. Inside room at (x=700, y=700) is Fleezum
(x=350, y=890). Talking to him will result in a fight, which is just
fine. He's a powerful Fighter, but he's only one powerful fighter
against a party. When he dies, he'll drop 44 gold, a helmet,
Bathed-In-Blood*1, a Large Shield +1, Oil of Null Effect, and a Long
Sword +1.

***ITEMS***
(x=320, y=820) Short Sword, Bastard Sword, Mace,
	       Star-Forged War Hammer +4*2.
	       (3rd play: Sanctified War Hammer +3.)
	       (4th play: Static Star +3*3.)
	       (6th play: Morning Star +4: Defender*4)
(x=400, y=650) Potion of Cloud Giant Strength x2, Potion of Agility,
	       Oil of Speed.

*1: This is great armor, with a -1 AC. I give it to my Paladin,to
complete her red theme.
*2: A +4 War Hammer with 10% magic resistance and +2 save versus spells?
My Sanctified Morning Star +3 has finally met its match.
*3: A +3 Morning Star that has a 15% chance to stun and a 25% chance to
deal 2d3 electrical damage.
*4: It took a while to dethrone the Giving Star, but here it is. A +4
Morning Star that gives +2 to AC and +15% magic resistance, 20% slashing
and piercing resistance. A highly enchanted weapon with great defensive
mods too? Yes please. My Fighter/Cleric is glad to have this little toy.
<---------------------------------------------------------------------->
7) Head west and go through a door to the south to find Ginafae
(x=700, y=1190). You can ask her how she got here, and she'll tell you a
bit about herself and Malavon, and also why she can't leave. If you ask
about her eye, she'll reveal that Marketh hit her, but she'll ask you
not to kill him. Okay.. You don't get any reward.. or really, any
update if you don't kill him. Might as well kill him and let Ginafae
sulk.
<---------------------------------------------------------------------->
8) You can search the rooms to the north, which are just a kitchen and
a mess, but more interesting is the room to the south west. Inside this
room at (x=1500, y=1200) is Flozum, Fleezum's brother. Kill him, and
you'll get the Girdle of Stromnos*1, a Long Sword +1, a Large Shield +1,
a Helmet, and a suit of Plate Mail. If you haven't killed Fleezum yet,
and you have Marketh's portrait, you can have some silly dialogue with
Flozum. once you're done with this level, head up the stair at
(x=2200, y=1000).

***ITEMS***
(x=1400, y=1200) Potion of Clarity x2, Potion of Insight.
(x=1550, y=1300) Potion of Insulation.
(x=1800, y=700) Sack of Potatoes*2.

*1: I give this to my Fighter/Cleric. My Paladin could use it, since she
doesn't have grand mastery, but her THAC0 is already lower, and with
three attacks a round, my Fighter/Cleric would simply get more use out
of it. Equip the Gauntlets of Elven Might first, and you'll get the
AC benefit and saves from them, while retaining the 19 strength of the
girdle.
*2: A certain gnome would be very appreciative if you brought him these,
so hang on to them.

Marketh's Palace, Level 2 (AR8007)
o======================================================================o
9) More thieves, but we know how to deal with them already. Inside the
room at roughly (x=1400, y=400) is Marketh. If you've dispatched all the
thieves, this is a suprisingly easy fight. You can take his badge and
let him go, but you won't get any of his loot. This is the one time in
the game when talking to him with a Paladin is a bad idea-or a cleric,
for that matter. I take my Fighter/Mage in. Maybe it's the low Charisma,
or the Stoneskin, or the fact that he's not any class even remotely
tied to a diety, but with this character I get the option to make him
hand over all his loot as well. Marketh, obviously realizing that to
fight me now would be suicide, capitualtes. If you choose to fight him,
he'll get a kraken society mage to help him out, but that's hardly
anything to worry about, just hit him with some missile fire, and maybe
a dispel magic if he gets any defenses up. I send my Paladin in alone
and fight it out with Marketh, and let the rest of my party kill the
mage. When he dies he'll drop 201 gold, Black Dragon Scale*1, Ring of
the Gorgon, and the scimitar Valiant*2, the mage will drop 50 gold, a
Robe of Enfusing, a Static Dagger +1, and Bracers of Defense A.C. 6.
The only down-side about not killing Marketh (besides the experience
you won't gain) is the fact that the Kraken Society mage won't show up..
which is just some loot you won't get. On the way back down, you can
talk to Ginafae, who isn't very happy if you killed Marketh. To hell
with her. If you let Marketh go, she's still there for some reason. Must
be because of that whole death thing if she leaves. Well, lets be nice
and deal with Malavon for her. Head back out into the antechamber of
the palace (AR8005) and exit at (x=1000, y=500).

***HOF***
There's actually some incentive to play nice with Marketh this time
around. He'll bring in four Kraken Society Mages who are fond of
dropping Horrid Wilting on the party, and all of them come to play
with Stoneskin ready. Either play nice and let Marketh go or be ready
to blast the arriving mages with several Dispel Magics. If you do decide
to fight, I suggest running back to the stairs after talking to Marketh,
where one of the mages will be waiting-alone. You can jump on him and
quickly cut him down, then kill Marketh. Afterwards, just wait for the
other three to show up and hit them with dispel magics before training
your archer on them. Hopefully you can disrupt their spells, if not, it
can quickly become a very touchy battle, as one bad Cone of Cold can
wipe out several characters. Another option is to have the Fighter/Mage
and Fighter/Mage/Thief cast invisibility on the rest of the party, then
have them cast Antimagic Shell on themselves. Let the mages blow through
some of their spells on the protected party mages, then bring forth
the rest of the party, having the Paladin and Fighter/Clerics hit the
mages with Dispel Magic before running in. Don't be fooled into thinking
that you can just cut down the Kraken Society Mages with cheaply
protected spellcasters-they'll Tensers after they burst through enough
spells, and Antimagic Shell will cancel out your own magical
protections, including the Blur effect of the Shimmering Sash. Another
cheap, though admittably effective tactic is to use hit-and-run
tactics from the stairs.

***REWARD***
(For retrieving Marketh's badge)
EXP	150000

***ITEMS***
(x=1570, y=420) Potion of Freedom.
(x=1600, y=300) Potion of Explosions.
(x=1550, y=250) Empty.
(x=1250, y=240) Potion of Stone Form.
(x=1260, y=200) Potion of Invulnerability,
		Studded Leather Armor of Resistance +3.
		(3rd play: Short Sword of Health +4.)
(x=1180, y=310) Potion of Mirrored Eyes, Potion of Master Thievery.

*1: This armor gives a better AC bonus than my Shadowed Studded Leather,
gives 25% acid resistance, and +2 saves versus spells. It's not a huge
improvement, but my stealth is high enough that my Fighter/Thief doesn't
really need the boost. Plus, it makes him look cooler.
*2: A +2 large sword that give an extra attack a round. On my
Fighter/Thief with grand mastery, that's four attacks a round. I still
hold onto the Frostbrand-a +3 weapon will come in handy later.

Lower Dorn's Deep, Slums (AR8009)
o======================================================================o
10) Here' you'll fight blind minotaurs and umber hulks. Have plenty of
dispel magics about, or a chaotic commands spell to counter the
confusion effect the umber hulks will cause. Umber Hulks will burst out
of buildings in ambush every once in a while, so keep your guard up.
Also be cautious around the eye symbols on the ground, as they are
trapped.

***TRAPS***
(x=1300, y=2170)
<---------------------------------------------------------------------->
11) Head east, where you can find an area transition that will take you
back to the smelter area (AR8001). Go north over another eye-trap and
two Umber Hulks will pop out of buildings nearby. Kill them and go
through the eastern most of the two buildings to find a body inside.
Loot it and claim the sword Pale Justice.

***ITEMS***
(x=920, y=1340) Pale Justice*1.

***TRAPS***
(x=2050, y=2600)

*1: This is it, the reason I made a Paladin in Icewind Dale. Pale
Justice looks just like a normal long sword, but don't be fooled. It's a
+4 long sword, +7 versus evil that makes you immune to Cloak of Fear,
Horror, Dire Charm, and Symbol of Hopelessness. My Paladin is set for
the rest of the game.
<---------------------------------------------------------------------->
12) To the north you'll find Malavon's Sactuary (x=1900, y=1100). Loot
around this level and explore it completely before continuing on, as
there are some nice spells lying around.

***ITEMS***
(x=2270, y=1750) Scroll of Mordenkainen's Sword*1,
	 	 Scroll of Power Word: Stun*2.
(x=3060, y=1700) Scroll of Power Word: Silence*3,
		 Scroll of Summon Monster V*4.

*1: My Fighter/Mage is already more potent than this spell in melee
combat. I give it to my Fighter/Mage/Thief to boost her melee
capabilites.
*2: This spell gives you the ability to stun any creature with less than
90 hitpoints. Considering that even my toughest fighters only have
140ish, most creatures will be vulnerable to this spell so long as
they're injured. I give it to my Fighter/Mage, who has no 7th level
spells.
*3: A silence spell that allows no saving throw. It only works for two
rounds, but barring magic resistance, this neutralizes any spellcaster
for two rounds. Enough time to eliminate some baddies, or to take down
the offending wizard. This goes to my Fighter/Mage/Thief.
*4: Like all the other summons, but better. I give this to my
Fighter/Mage/Thief.
as well.

Malavon's Sanctuary (AR8010)
o======================================================================o
13) There are some umber hulks around, but the real fight is with
Malavon on the eastern side of the map. Prepare to the max, he wont come
alone. When you go over to him, he'll demand you drop your weapons and
threaten to kill a number of Svirfneblins. They're dead anyways, but if
you must be good, send your weakest, least gear-dependant character up
alone. Only they will be forced to disarm. After Malavon goes hostile
and has his golems release their gas, retreat back into the previous
room. You dont want to fight umber hulks and iron golems in the gas with
Malavon firing at you. I kill the golems back in the previous room (they
need +2 weapons to hit) and then send my Fighter/Cleric, buffed up with
Haste and Entropy Shield to deal with Malavon. He's really not capable
of harming her at all. When he dies, the REAL Malavon appears, and
attacks. He's more powerful than his simulucrum was, but with my buffs
and my gear, dogging him in melee is more than he can withstand. You
get 11000 EXP for killing the fake Malavon, 50000 EXP for killing the
real Malavon, and 337500 EXP for picking up his badge. The fake Malavon
drops a Robe of the Evil Archmagi, the real Malavon drops the Robe of
the Watcher*1, Malavon's Badge, the dagger Fire Kiss, and a Scroll of
Malavon's Rage*2. Be sure to loot this place, if you have any love for
your mages at all. This is the location of most of the high-end spells
in the main game.

***HOF***
First things first, we're smart enough NOT to run into the room with
Malavon and his golems, right? Lure them out to you, and you can
usually destroy the golems and the Umber Hulks before even bringing
Malavon into the fight. Either have your archers focus on the Umber
Hulks, or more constructively, have them switch to melee weapons to
team up on the Golems. +2 missiles won't cut it anymore, and the
golems are by far the more dangerous foes. Malavon himself isn't even
spell buffed, and his first form dies with ease. Once the real Malavon
shows up, he runs pretty much like he did in the normal game, albeit
with a lot more hitpoints. He will have a mage named Ilair show up, as
well as a host of Invisible Stalkers, which were more annoying than
threatening. I pummeled Malavon as soon as his second form showed up,
and when he Dimension Doors away, I promptly focus all of my attacks
on Ilair. Once she dies, I focus on Invisible Stalkers and wait for
Malavon to show up again. I do not allow my party to chase him through
his complex.

***REWARD***
(For retrieving Malavon's badge)
EXP	337500

***ITEMS***
(x=2000, y=300) Potion of Holy Transference.
(x=2100, y=700) Scroll of Death Fog*3, Scroll of Death Spell*4,
		Scroll of Disintigrate*5, Scroll of Shades.
(x=2160, y=730) Potion of Absorption x2, Potion of Cold Resistance x2,
		Potion of Defense, Scroll of Incendiarry Cloud*6,
		Scroll of Power Word: Kill*7.
(x=2180, y=770) Amulet of Dark Flesh, Scroll of Finger of Death*8,
		Scroll of Mass Invisibility*9, Potion of Genius,
		Potion of Firebreath x2.
(x=2170, y=830) Potion of Invisibility x2, Potion of Invulnerability,
		Scroll of Tenser's Transformation*10,
		Scroll of Flesh to Stone*11, Seeds*12.
(x=1900, y=830) Potion of Magic Shielding x2, Potion of Magic Shielding,
		Oil of Null Effect*13
		Scroll of Summon Monster Summoning VII*14.

*1: Now this is better. It has a base armor class equal to Plate Mail.
It goes to my Fighter/Mage to bring his AC down to -3. It's even better
if you have Elven Chain Mail of the Hand +3 to hand down to your
Fighter/Mage/Thief.
*2: A collateral damage area effect spell? Definately only suited for my
Fighter/Mage.
*3: This spell does some nice damage to baddies, but unfortunately, it's
not party friendly. The only situation in which I can imagine this would
be useful is if it were cast, and my Fighter/Mage entered with an
Antimagic Shell active.
*4: You can kill a whole bunch of weak monsters. Or you could just
butcher them and save the 6th level spell slot for something more fun.
*5: Another instant-death spell, but this can actually work on big foes.
Be careful using it, it can destroy items in that monsters' inventory.
You probably want to avoid using it unless you KNOW the monster doesn't
have any items to pick up.
*6: This is another damaging area-effect cloud spell. It deals, over
three rounds, 1d2*caster level x2, 1d4*caster level damage. For a 16th
level caster, that's 24-64 damage IF THEY SAVE. Double that if they
dont. 48-128 damage outdoes pretty much any other spell out there. The
downside, it needs two rounds to start up, and is not party friendly
(unless they're immune to fire, which can be done). I give it to my
Fighter/Mage, as he'll be able to cast the spell long before my
Fighter/Mage/Thief can.
*7: Power Word: Kill kills one target of up to 60 hitpoints with no save
allowed. Against mages, or weakened foes, this is awesome. At 9th level,
it doesn't matter who you give it to, it'll be a while before you can
cast it, and in Heart of Winter Mode? Forget it.
*8: Finger of Death is probably my favorite spell ever. I'm not sure
why, but I sure love it in paper and pencil play. The target saves, or
it dies, simple as that. No hitpoint maximum, no destruction of
equipment, and hey, even if they succeed, they still take 3-17 damage.
(2d8+1). This goes to my Fighter/Mage.
*9: Like Invisibility, but in a 30-foot radius. Even if it dispels
after attacking, it's still a great first-strike spell. My
Fighter/Mage/Thief takes it.
*10: Tenser's Transformation is a great spell for a mage to beef up
their combat stats. It would certainly help my Fighter/Mage/Thief catch
up on her melee skills. Unfortunately for her, it'll help my
Fighter/Mage more. The game doesn't take into account the possibility of
going nine levels of Fighter before dual-classing into a Mage. On my
Fighter/Mage, his THAC0 goes from 12 to 7, his hitpoints go from 132 to
264 and he gets four attacks a round. You can't cast spells while
Tenser's is active, but if you spell buff beforehand, you wont need to.
*11: This spell, for the purposes of gameplay, kills a monster. If you
get ahold of a Stone to Flesh spell, you can use this spell as a drawn
out Otiluke's Resilient Sphere. You have better spells (see above).

***QUEST***
*12: Take these seeds back to the Severed Hand and give them to
Valestis.

***REWARD***
(For restoring plants to the Arboretum)
EXP	150000

*13: Head back to Marketh's Palace and-if you haven't kill Marketh-
talk to Ginafae and give her this potion. You'll get some EXP for
being such a nice guy (or gal.)

***REWARD***
(For removing the contingencies on Ginafae, setting her free)
EXP	80000

*14: Probably the best monster summoning spell in the game. It'll be a
while.

Lower Dorn's Deep, Smelter Level (AR8001)
o======================================================================o
14) Head back out into (AR8001) and travel north of where you originally
entered the level. Inside the house at (x=2320, y600) (AR8015) is Norl,
who will have some interesting things to say about Marketh and Poquelin.
Interesting, but not useful. There's an elevator down at (x=800, y=700)
which you should now take.

Lower Dorn's Deep, The Pit (AR8003)
o======================================================================o
15) Down the elevator at (x=800, y=700) in (AR8001) you'll find Tarnelm.
Or he'll find you, rather. Either way, he'll ask for some food, and to
kill some salamanders. He'll also talk a bit about Marketh and Malavon.
Also on this level are some giant beetles and umber hulks. The beetles
are weak, but the umber hulks can cause confusion on your characters.
Keep some dispel magics on hand, and you'll be fine. Make sure to pick
up the rhino beetle shells you find. You'll have a use for them soon
enough. Anyways, give Tarnelm the potatoes, and he'll tell you how to
find the other Svirfneblins.

***REWARD***
(For giving Tarnhelm the potatoes)
EXP	80000
<---------------------------------------------------------------------->
16) Head to the area around (x=2000, y=800). Eventually some umber hulks
will pop out and attack. There are quite a few of them, so you might
want to spell buff, and lead with somebody immune to confusion (say,
somebody wearing the Robe of the Watcher, with Tenser's Transformation
cast?) There are three entrances: (x=1800, y=700), (x=2000, y=700), and
(x=2200, y=700).

Lower Dorn's Deep, Svirfneblin Sanctuary (AR8004)
o======================================================================o
17) When you enter this area, a svirfneblin named Beorn will talk to
you. I tell him I'm not here to hurt innocents, and he asks me to meet
him in the temple for more business. Sure.. after we're done shopping.
<---------------------------------------------------------------------->
18) The drow merchant, Nym, is at (x=380, y=1240). He'll admit he stole
and sold the artifacts made by the elves of the Hand and the dwarves of
Dorn's deep to the goblins. You can get angry at him, but it's a better
idea to shop first. Mystery of the Dead*1 is a great shield, and I buy
all the scrolls I don't have, and the gem/scroll/potion containers, the
Potions of Fire Giant Strength, and the Cage of Squirrels*2, and the
Cage of Exotic Birds*3.

*1: Mystery of the Dead replaces my Fighter/Cleric's Large Shield +1,
+4 versus Missiles.
*2: Give the Cage of Squirrels to Valestis for some yummy EXP.

***REWARD***
(For bringing squirrels to the Arboretum)
EXP	84000

*3: Give the Cage of Exotic Birds to Valestis for more yummy EXP. That's
right, you're pretty much buying EXP from Nym. Once you bring this final
item to Valestis, the Arboretum is restored, and Valestis goes off to
find his rest.

***REWARD***
(For bringing birds to the Arboretum)
EXP	84000
<---------------------------------------------------------------------->
19) At (x=1630, y=1330) you'll find Dirty/Dainty Llew. He'll sell you
some potions, and turn some of that Rhino beetle shell you got earlier
into a Rhino Beetle Shield for you. This is one of the few places where
Charisma and gender matter! If you ask with an ugly male, you'll get a
price of 10000 gold, if you ask with a high Charisma male, the price
will be 9000 gold. If you ask with a 'lady' the price will be 7000 gold,
and if you ask with a 'pretty lady' the price will be 5000 gold. It'll
take three days to have the shield completed. Take the finished shield
to Nym, and have him enchant it for 30000 gold. In ten more days, you'll
have Nym's Rhino Beetle Shield*2. To this end, you can rest at the
house at (x=950, y=900), if you need to pass the game-time quickly.

*1: A shield with +3 AC, +1 versus missiles, and 15% fire resistance.
I'd rather have better AC against EVERYTHING, than good AC versus
missiles. The fire resistance seals the deal. As of right now, my
Paladin has an AC of -12, my Fighter/Cleric and Ranger Cleric both have
-10. Nice. Of course, if you have the Red Knights Shield, Mystery of
the Dead, and a Reinforced Large Shield +2, it becomes difficult to find
a home for this poor shield.
<---------------------------------------------------------------------->
20) When you're done buying, selling, sleeping, and whatnot, head to
(x=1430, y=500) to talk to Beorn. He'll ask you to save their priest
Guello, and protect them from some umber hulks. I now head back to
Marketh's Palace, Antechamber (AR8005) and exit via the east exit at
(x=2500, y=1500).

Lower Dorn's Deep, Mines (AR8008)
o======================================================================o
21) A salamander named Shikata will approach you. A fight is inevitable.
Kill it, and take his weapon, Slayer. If you use spears, this is THE
weapon to use. In this level you'll find Guello. He'll ask you to kill
Shikata and his salamanders. Check. Talk to him when the level is clear
and he'll announce that his kin are leaving when the time is right. I
head back to (AR8004) and talk to Guello again to finish this quest. I
now head back to the mines, and through the door on the eastern side of
the map (x=2400, y=1000).

***HOF***
I didn't find this area particularly challenging-Symbols of Hopelessness
immobilized plenty of the Salamanders, after which I took them out at
whim.

***REWARD***
(For saving Guello and his people)
EXP	80000

Lower Dorn's Deep, Fire Lake (AR8011)
o======================================================================o
22) A fire giant will come to chat with you. If you ask where Ilmadia
is, you'll avoid a fight. I head to the east first, and deal with some
salamanders and elementals. There's a door at (x=2000, y=600) that leads
to (AR8012), and a door at (x=900, y=700) that leads back to (AR8008).
You'll find Maiden Ilmadia in the south-east portion of the map. You can
chit-chat with her for a bit, but ultimately, a fight ensues. I spell
buffed to the max, and sent my Fighter/Mage in alone to deal with her.
With spell buffs, he took out Maiden Ilmadia and three fire giants, and
wasn't hit once. When Maiden Ilmadia falls, she'll leave behind 85 gold,
Oil of Speed, Maiden Ilmadia's Badge, Black Swan Armor*1, Alamion, and
The Argent Shield*2.

***HOF***
Lets be honest here. Fire Giants do wretched damage, sometimes in the
range of 90 points per hit. Haste is mandatory, and so is pulling back
injured party members so they can be healed. Maiden Ilmadia is no less
lethal, and this time she comes with a pair of Priest-Mages of Vhaeraun.
These two typically fight very well-for clerics-and they come into the
fight spell buffed with Stoneskin. Fortunately they won't show up until
after most of the fighting is done. They'll probably be the last two
you kill, and if you're expedient you can be ready for them. I pick a
fight as soon as I enter the level and hold my ground. As the enemies
come from the south hit them with periodic Symbol of Hopelessness. This
does take away from my front-line presence, but it's a necessary evil in
this case. Hopefully some of the Fire Giants will be immobilized and
gum up the works, allow you to  deal with the front-runners and keep
blasting the newcomers with more Symbols of Hopelessness. For this fight
I even make use of my Fighter/Mage's 9th level spells and cast Summon
Monster VII near the area where I focus my Symbols of Hopelessness. This
will draw some fire from me, slow down new enemies, and allow my
monsters to attack helpless enemies. For what it's worth, the Priest-
Mages of Vhaeraun drop Mage Robes of Cold Resistance and Sanctified
Morning Stars +3.

***REWARD***
(For retrieving Maiden Ilmadia's badge)
EXP	225000

***ITEMS***
(x=1800, y=2100) Two Handed Axe of Greater Phasing.
		 (3rd play: Cancerous Bastard Sword +4.)
		 (4th play: Bastard Sword +3: Defender*3.)
		 (5th play: Star Forged Halberd +3*4.)
		 (6th play: Two Handed Sword +4: Backbiter*5.)
(x=1880, y=2100) Repeating Heavy Cross Bow*6.
		 (6th play: Reinforced Heavy Crossbow.*7)
(x=1970, y=2080) Elixer of Health x2, Potion of Magic Shielding.

*1: Although it's not as protective as the Mythril Field Plate +2, I
like this armor better. I'll sacrifice one point of AC for the
resistances that this armor gives. Besides, the 'Black Swan Armor', and
'Mystery of the Dead' just seem to belong together.
*2: Unfortunately, you need to be an elf or half-elf to use this shield.
It's arguably better than Nym's Rhino Beetle Shield (25% magic
resistance for the win.)
*3: A +3 Bastard Sword that adds 2 to AC and a 10% resistance bonus to
crushing, slashing, piercing, and missile attacks, and it gives a +1
bonus on Saving Throws. Frankly, this sword gives the other one-handed
swords in the game a run for their money. If I had only found it
earlier..)
*4: One of the better Halberds in the main game, it's a +3 weapon that
adds one point to Dexterity and gives a 5% resistance bonus to slashing
and piercing. Also it has a 15% chance to stun targets. Not bad.
*5: A +4 Two Handed Sword that deals an additional 1d6 piercing damage.
Unfortunately it has a 25% chance to hit the wielder for 1d4 piercing
damage, making it more of a pain in the ass than anything else.
*6: +5 THAC0 and damage, three attacks per round. This is the best Cross
Bow you can find.
*7: +7 Damage and +4 THAC0, but it only has two attacks per round.
It's not as good as the Repeating Heavy Crossbow, but it's still an
improvement over the Heavy Crossbow of Accuracy.

Marketh's Palace, Temple of Ilmater (AR8012)
o======================================================================o
23) You'll be beset by some boneguard skeletons. There are numerous
priests about this level, protected by some magical field. They're not
hostile, and tend to be addle-brained. Only Perdiem really has anything
to say. There are also plenty of boneguard skeletons, zombie lords, and
greater mummies. There's also the idol which controls everything
(x=910, y=580). It'll cast Flame Strike, Sol's Searing Orb, Flesh to
Stone, Finger of Death and deals magic damage while it's alive. Kill it,
and you destroy the undead here as well. If you want to milk the place
for EXP, ignore it until everything else is dead. Focus on greater
mummies first, their Emotion: Hopelessness spells are a real pain in the
ass. You'll get 10000 EXP for destroying the idol, and the globes will
disappear from around the priests.

***HOF***
There are just too many enemies here to bother contending with them all.
The Boneguard Skeletons may not be the direst of threats, but their
hitpoints will keep them in your way. This allows the Greater Mummies
to really tear you apart with their spells, and a character struck by
Symbol of Hopelessness can be quickly torn to shreds by the Boneguard
Skeletons. My solution is simple, if inelegant. Before entering this
area Haste, and protect your weaker party members with Stoneskin and
Greater Invisibility-heck, if you've got enough to go around, hit
everybody with Greater Invisibility. Then rush into the level, past all
the enemies, and directly attack the Idol. Once it dies, so do all the
undead.

Sister Incylia is located at (x=450 y=1010).
Brother Adson is located at (x=950, y=1430).
Brother Perdiem is located at (x=1070, y=1010).
Brother Harken is located at (x=1660, y=700).
<---------------------------------------------------------------------->
24) Once the idol is destroyed talk to Perdiem, he'll be of better sense
now, and will give you his badge. He'll also tell you about Poquelin.

***REWARD***
(For retrieving Brother Perdiem's badge)
EXP	150000

Below are the following locks that need the various badges of Poquelin's
lieutenants to unlock, from west to east.
(x=750, y=450) Marketh's Badge.
(x=780, y=450) Malavon's Badge.
(x=830, y=450) Maiden Ilmadia's Badge.
(x=800, y=450) Krilag's Badge.
(x=850, y=450) Joril's Badge.
(x=870, y=430) Brother Perdiem's Badge.

Activate them all with the badges in your inventory, and get ready for
a fight.. When you're ready, ascend the stairs at (x=900, y=300). If
you go up those stairs, you wont be returning to Kuldahar this game.
Make your final preparations before you go.
<---------------------------------------------------------------------->
25) Upstairs in Poquelin. In typical villian fashion, he'll reveal all
his plans before attacking. A number of monsters will continue to spawn
to defend him (pretty much everything you've fought in Lower Dorns
Deep), while he casts spells. Fortunately, he's not all that aggressive.
Keep on Poquelin, and this fight will be quick. Frankly, he simply
cannot withstand a spell-buffed Tensers assault from my Fighter/Mage,
much less my whole party. When the fight is over, so is chapter 6.

***HOF***
I spell-buff to the max and treat Poquelin just like the Idol on the
level before. I turn the party AI off and rush him. He goes down
disappointingly quickly.

o======================================================================o
|				Chapter 7			       |
o======================================================================o
|								       |
|			    Easthaven {WLK010}			       |
|								       |
o======================================================================o
Sequence of Events:
		1) Return to Easthaven
		2) The Restored Blade of Aihonen
		3) Old Jed's Hideout
		4) Finding the Townsfolk
		5) Temple of Tempus
		6) The Resting Room
		7) Putting Down Pomab
		8) Battle With Belhifet

Easthaven (AR1100)
o======================================================================o
1) After the chapter ends, you'll appear in Easthaven. If you're not too
beat up, make use of the remaining spell buffs you have by exploring
the town. You'll fight cyclops, but frankly, they're not as strong as
the frost and fire giants you've already killed.

***HOF***
I was still spell-buffed after my disturbingly short battle with
Poquelin, and it was a minor thing to run about slaying Cyclopses.
<---------------------------------------------------------------------->
2) At (x=330, y=2530) you'll find Jhonen. He'll tell you about what
happened, and suggest you find Everard, whom might know a way into the
crystal tower. If you gave him the sword back at the beginning of the
game, you'll also get a special present. Remember when I told you to do
the right thing for Jhonen? Yeah, this is why.

***REWARD*** (GOOD)
(For recieving the Restored Blade of Aihonen from Jhonen)
EXP	280000
ITEM	Restored Blade of Aihonen*1

*1: This +1 Long Sword is +5 within 'a dragon's flight of Lac
Dinneshere'. So, while in chapter 7, you've got a +5 Long Sword that
gives you +5 hitpoints and 25% fire and cold resistance. My
Fighter/Thief has a sword to see him through the end of the game. Also,
on subsequent play throughs, the sword remains +5 throughout the game.
Hey, a dragon's flight is apparently a good distance!
<---------------------------------------------------------------------->
3) In front of Grisella's (x=2920, y=400) you'll find a cyclops
threatening somebody through the door. Kill it, and investigate.
Downstairs, you'll find a senseless Jed. More importantly, you can rest
down here.
<---------------------------------------------------------------------->
4) Over around (x=2600, y=2000) you'll find the townsfolk. Talk to
Everard (the armored guy). He'll tell you how to get into the tower.
Also.. You.. Can steal two more potions of healing from him. Bleh.
Time to head over to the ice tower. After talking to Everard you can
find the entrance at (x=700, y=600).

***REWARD***
(For freeing Everard and learning how to enter Cryshal-Tirith)
EXP	280000

Easthaven, Temple of Tempus, Level 1 (AR1101)
o======================================================================o
5) After you enter, Everard will come in and try to force the wards
leading to Jarod's Stone, leaving you to search for an alternate route.
Note that Everard can heal you.. but he wont do it for free. I guess
some things are more important the saving the world. Pssh. Relgious
people. The stairs up are at (x=500, y=400).

Easthaven, Temple of Tempus, Level 2 (AR1102)
o======================================================================o
6) All you can do in here is rest. How nice of them. The next level is
at (x=100, y=800).

Easthaven, Temple of Tempus, Level 3 (AR1103)
o======================================================================o
7) Upstairs you'll find Pomab, who is apparently in league with Poquelin.
This is a rather unconventional fight, as Pomab will split into many
duplicates, and you'll have to deal with cryshal sentries. Pomab will
shoot lighting bolts at you, and the crystal sentries reanimate if you
kill them. Haste your party, and send them after Pomab. Once you kill
them all, the fight is over. He'll leave behind 58 gold and a wand of
Lightning Bolt. Rest on the level below if you need to, the ladder up is
at (x=670, y=300).

***HOF***
Really, I didn't find this fight any more challenging than before. A
hasted, well-buffed party just stormed in and eventually cut down the
right Pomab. For once the HOW AI worked to my advantage. The Cryshal
Sentries focused on my mages, who were well protected with Improved
Invisibility and Stoneskin. My Paladin and a Fighter/Cleric took some
superficial damage before Pomab died.

Easthaven, Temple of Tempus, Level 4 (AR1104)
o======================================================================o
8) In this room is the crystal shard (Crenshinibon) and a mirror you can
go through (x=200, y=230). Dont bother spell buffing, as you'll be
dispelled before the final fight begins..

Your final fight is against Poquelin-in his true form as the demon
Belhifet. He comes with two iron golems, mostly as an annoyance at this
point. Have your fighters drink potions of giant strength, make sure to
get a haste out. I have my Paladin 'stall' Belhifet while the rest of my
party casts a few benificial spells. Casting Greater Shield of Lathender
on my Paladin buys me the time I need to put pretty much any buffs up I
want. Focus on Belhifet, for the fight ends when he dies. with my party
set up as they are, this isn't much of a end fight. When Belhifet falls,
watch the ending cinematic, and get ready for the expansion if you've
got it. Otherwise, fin.

(3rd play: At the end of the third playthrough, I decided to test my
suspicion that my Fighter/Mage, fully spell buffed, could take on
Belhifet-alone. Alas, normal mode simply isn't any challenge, as
Belhifet falls without so much as scratching my Fighter/Mage. Heart of
Fury mode is a different story, however.)

***HOF***
No such cheap victory will be forthcoming this time around. Belhifet
comes to play with two Cornuguns as well as his normal two Iron Golems.
None of the four are much of a threat compared to Belhifet, however, as
he will tear down your spell buffs with his attacks, and no single
character will last long against him. As soon as the fight starts I
cast a simple Haste spell, then attack one of the Iron Golems. Don't
even bother with missile weapons, as only the Coruguns will be
injured by anything less than a +3 weapon. Once Belhifet starts picking
on a character, quickly remove them from combat. Belhifet will give
chase, and the rest of your party may merrily continue to kill their
target. Turn off party AI and focus on one enemy at a time. Once the
Iron Golems fall, focus on the Cornuguns until only Belhifet is left.
Draw away wounded party members (hopefully the Paladin or the Clerics
so they can just heal themselves) and return them to the fight once
successful. Keep casting Hastes with your Fighter/Mage/Thief as they
fall away-she really has nothing better to do. Once all of his minions
were gone, Belhifet died very quickly, indeed.

o======================================================================o
|				End				       |
o======================================================================o
|								       |
|			Final Stats {FIN001}			       |
|								       |
o======================================================================o
Below are the following stats and equipment allocations of my character
as of the end of the game.

Final Stats, first playthrough					{FIN002}
o======================================================================o

Catylania Ceiriladon
<---------------------------------------------------------------------->
Paladin 14
Experience: 1808109
HP: 151
AC: -12
Weapon: Pale Justice
	Throwing Axe +2
	Battle Axe +2: Defender
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: The Red Knight's Shield
Gloves: Gauntlets of Weapon Skill
Belt: 	Girdle of Labelas
Ring:	Ring of Lesser Resistance
	Ring of Resistance

Amirule Alteslay
<---------------------------------------------------------------------->
Fighter 9/Cleric 14
Experience: 1557474 + 250000
HP: 136
AC: -8
Weapon: The Giving Star
	Conlan's Hammer
Helm:	Dead Man's Face
Armor:	Black Swan Armor
Shield: Mystery of the Dead
Belt: 	Girdle of Stromnos
Ring:	Ring of Free Action

Ceyalya Ceiriladon
<---------------------------------------------------------------------->
Ranger 9/Cleric 14
Experience: 1505489 + 300000
HP: 136
AC: -10
Weapon: Star-Forged War Hammer +4
	Edley's Sling
Helm:	Helmet
Armor:	Mythril Full Plate Mail +2
Shield: Nym's Rhino Beetle Shield
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
	Ring of Holiness

Kmir Volgstaag
<---------------------------------------------------------------------->
Fighter 9/Thief 17
Experience: 1556141 + 250000
HP: 146
AC: -3 (-5)
Weapon: Restored Blade of Aihonen
	Long Bow +2: Defender
Cloak:	Shadowed Cloak
Helm:	Rogue's Cowl
Amulet: Necklace of Missiles
Armor:	Black Dragon Scale
Gloves: Kaylessa's Gloves
Belt: 	Girdle of Gond
Ring:	Ring of the Warrior
	Ring of Shadows

Eraithul
<---------------------------------------------------------------------->
Fighter 9/Mage 14
Experience: 1555757 + 250000
HP: 134
AC: -3
Weapon: Cairn Blade
	Repeating Heavy Crossbow
Cloak:	Cloak of Protection +2
Helm:	Helmet
Armor:	Robe of the Watcher

Syrenil "Softstep"
<---------------------------------------------------------------------->
Thief 11/Mage 14
Experience: 1584470 + 220000
HP: 85
AC: -3
Weapon: Short Bow +1
Helm:	Sune's Laurel of Favor
Amulet: Necklace of Metaspell Influence
Armor:	Robe of Enfusing
Ring:	Kontik's Ring of Wizardry
	Ring of Protection +2


Final Stats, sixth playthrough					{FIN003}
o======================================================================o

Catylania Ceiriladon
<---------------------------------------------------------------------->
Paladin 21
Experience: 4252384
HP: 172
AC: -12
Weapon: Pale Justice
	Throwing Axe +2
	Battle Axe +2: Defender
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: The Red Knight's Shield
Belt: 	Girdle of Labelas
Ring:	Ring of Lesser Resistance
	Ring of Resistance
Boots:	Boots of Speed

Amirule Alteslay
<---------------------------------------------------------------------->
Fighter 9/Cleric 25
Experience: 4000358 + 250000
HP: 158
AC: -11
Weapon: Morning Star +4: Defender
	Edley's Sling
Helm:	Dead Man's Face
Armor:	Black Swan Armor
Shield: Mystery of the Dead
Gloves:	Gauntlets of Elven Might
Belt: 	Girdle of Stromnos
Ring:	Ring of Free Action

Ceyalya Ceiriladon
<---------------------------------------------------------------------->
Fighter 9/Cleric 25
Experience: 3998974 + 250000
HP: 158
AC: -10
Weapon: Sanctified War Hammer +2
	Sling +1
Helm:	Helmet
Armor:	Full Plate +1
Shield: Reinforced Large Shield +2
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
	Ring of Holiness

Kmir Volgstaag
<---------------------------------------------------------------------->
Fighter 9/Thief 24
Experience: 3251330 + 1000000
HP: 164
AC: -3
Weapon: Restored Blade of Aihonen
	Kaylessa's Bow
Helm:	Rogue's Cowl
Amulet: Necklace of Missiles
Armor:	Black Dragon Scale
Gloves: Gauntlets of Weapon Skill
Ring:	Ring of Shadows

Eraithul
<---------------------------------------------------------------------->
Fighter 9/Mage 14
Experience: 3245577 + 1000000
HP: 141
AC: -3
Weapon: Cairn Blade
	Reinforced Heavy Crossbow
Helm:	Helmet
Amulet: Necklace of Metaspell Influence
Armor:	Robe of the Watcher
Belt:	Girdle of Beatification
Ring:   Ring of Protection +2

Syrenil "Softstep"
<---------------------------------------------------------------------->
Thief 14/Mage 18
Experience: 3366271 + 880000
HP: 92
AC: -3
Weapon: Short Bow +1
Helm:	Sune's Laurel of Favor
Amulet: Symbol of Labelas Enoreth
Armor:	Elven Chainmail of the Hand +3
Ring:	Kontik's Ring of Wizardry

Final Stats, Heart of Fury					{FIN004}
o======================================================================o

Catylania Ceiriladon
<---------------------------------------------------------------------->
Paladin 30
Experience: 8000000
HP: 199
AC: -13 (-14)
Weapon: Pale Justice
	Throwing Axe +2
	Long Sword of Action +4
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Boots:	Boots of Speed

Amilrule Alteslay
<---------------------------------------------------------------------->
Fighter 9/Cleric 30
Experience: 250000 + 7750000
HP: 178
AC: -13 (-15)
Weapon: Morning Star +4: Defender
	Three White Doves
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Holiness
Boots:	Boots of Speed

Ceyalya Ceiriladon
<---------------------------------------------------------------------->
Fighter 9/Cleric 30
Experience: 250000 + 7750000
HP: 178
AC: -13 (-15)
Weapon: War Hammer +4: Defender
	Three White Doves
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Bathed-in-Blood
Shield: Waukeen's Defender
Gloves:	Gauntlets of Ogre Power
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Holiness
Boots:	Boots of Speed

Kmir Volgstaag
<---------------------------------------------------------------------->
Fighter 12/Thief 30
Experience: 1000000 + 7000000
HP: 191
AC: -7 (-8)
Weapon: Long Bow +4: Hammer
	Singing Blade of Aihonen (or Long Sword of Action +4)
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Studded Leather +4: Shadowed
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Shadows
Boots:	Shadowed Boots

Eraithul
<---------------------------------------------------------------------->
Fighter 12/Mage 28
Experience: 1000000 + 7000000
HP: 161
AC: -9
Weapon: Repeating Heavy Crossbow
	Hand of Gloomfrost
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Robe of the Watcher
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Greater Resistance
Boots:	Boots of Speed

Syrinel "Softstep"
<---------------------------------------------------------------------->
Fighter 18/Mage 17/Thief 21
Experience: 2635942 + 2635942 + 2635942
HP: 130
AC: -10
Weapon: Long Bow +4: Hammer
Cloak:	Wailing of Virgins
Helm:	Blessed Helm of Lathender
Amulet:	Black Wolf Talisman
Armor:	Robe of the Watcher
Gloves:	Gauntlets of Weapon Expertise
Belt: 	Shimmering Sash
Ring:	Ring of Free Action
Ring:   Ring of Greater Resistance
Boots:	Shadowed Boots

o======================================================================o
|			     Chapter 1				       |
o======================================================================o
|								       |
|    			     Lonelywood 			       |
|								       |
o======================================================================o
Sequence of Events:						{WLK011}
		1) Hjollder's Quest
		2) Whining Rawleigh
		3) House-broken Hailee
		4) Emmerich Hawk's House
		5) Purvis's House (aka Ring of Free Action dispenser)
		6) Tybald Dunn's House
		7) Waukeen's Temple
		8) Learning a Secret
		9) Whistling Gallows Inn
		10) Some Upstairs Looting
		11) The Three D's
		12) Baldemar's House
		13) Young Ned
		14) Barbarian Camp
		15) Angaar's Assassination Avoidance
		16) Baldemar's Confession
		17) Digby Bites the Dust
		18) Burial Isle
		19) Eidon's Tower
		20) The Polar Bear Spirit
		21) Skaldar the Spirit Shaman
		22) Vexing Thoughts
		23) Catacombs
		24) Desecration Displayed
		25) Dolan Pushes Up Daisies
		26) Gloom Frost
		27) Treasures from Tiernan
		28) Seeking the Seer
		29) Exposing Wylfdene
		30) Routing the Tribe of the Great Wyrm
		31) Assault of the Hosttower
		32) Tribe of the Great Wyrm Island
		33) Arctic Enemies
		34) More Arctic Enemies
		35) Xactile the Sahuagin
		36) Sahuagin's Domain
		37) Showdown with Icasaracht

Lonelywood, Exterior (AR9100)
o======================================================================o
1) You'll appear in the town of Lonelywood, and have to suffer the
conversation of the barbarian Hjollder. You might remember his bit-role
in Kuldahar. He'll tell you that Jerod has returned, and the barbarians
of Icewind Dale are preparing to war against the civilzations of Ten
Towns. Point of the conversation: You need to travel to Hengorot in an
attempt to stop the impending war. What, do you think, are the odds that
you'll be able to do this without crawling through dungeons and killing
hundreds of bad guys? None, I think.
<---------------------------------------------------------------------->
2) Head over to the east to find Rawleigh Gallaway, who will bitch
about being stuck due to the barbarian threat. Chat him up and he'll
tell you where the barbarians are, updating your world map.
<---------------------------------------------------------------------->
3) Up at (x=1770, y=2200) you will find Hailee Dunn, who complains that
her brother fell down the well. She's too afraid to be lowered down to
get him, so you'll have to get some rope from her dad. Eh.. Don't worry,
there's no rush

Emmerich Hawk's House (AR9104)
o======================================================================o
4) Over at (x=3000, y=2250) you'll find the home of Emmerich Hawk, who
will tell you where the barbarians are, relate a story about his falling
out of favor, and sell you some bows and ammunition.

Purvis's House (AR9110)
o======================================================================o
5) At (x3350, y=1300) you'll find Purvis's House (AR9110). If you talk
to him, he'll just dully ask if you need a hole dug for a latrine.
Yeah.. I mind myself to remain suspicious of him-a dumb character in
town who looks like a rogue, and carries a Ring of Free Action on him?
I don't buy it. Oh! By the way, you can steal another Ring of Free
Action from him.

Tybald Dunn's House (AR9105)
o======================================================================o
6) Over at (x=2800, y=400) you'll find Tybald Dunn's house. Talk to him
and he'll reveal that his daughter is full of crap, and he doesn't even
have a son. He also doesn't seem too fond of this Baldemar character.
After you speak to his wife at the Whistling Gallows Inn (AR9101) and
Quinn Silverfinger at Waukeen's Temple (AR9103) return to Tybald and
tell him about business opportunities down in Targos for some
experience.

***REWARD***
(For changing Tyblad's fortunes)
EXP	20000

***ITEMS***
(x=750, y=250) Boots of the North*1.

*1: Well, they're not all that useful, but I'll put them on a front
line character in case we run into some winter wolves, or something
else with an icy breath.

Waukeen's Temple (AR9103)
o======================================================================o
7) At (x=2300 y=1850) you'll find the temple to Waukeen, which is run by
a halfling named Quinn Silverfinger (x=330, y=480). Quinn apparently
doesn't like somebody by the name of Baldemar. Sure. Mention Tybald
Dunn and his business woes to get some good news for Tybald. Go through
the two curtains to reach the back room and open a secret door at
(x=800, y=200) to get at a trapped treasure chest beyond. Note that you
can also buy some pretty premium gear-if you've got a lot of gold on
you.

***ITEMS***
(x=800, y=200) 1500 gold, Diamond x3, Emerald x2, Quinn's Fancy Sling*1.

***TRAPS***
(x=800, y=200)

*1: Fresh into the game and we're already finding weapons that put the
ones in the original game to shame. Lets hope this keeps up.

Three White Doves: A wonderful Mace, it's a +3 weapon that deals double
damage against outsiders and undead.. this includes a great deals of the
games' enemies. Not only that, it have a flat percentage chance to
destroy undead (depending on their hit dice) and a flat 5% chance to
destroy outsiders. It would be a good idea to grab this weapon if you
ever plan to tackle Heart of Fury mode.

Waukeen's Defender: The Reinforced Large Shield +2 has met its match.
Granted, this isn't a tremendously more useful shield, but the +3 AC
bonus, +2 bonus to all saves, and 10% magic resistance is slightly
better than +3 AC, +1 AC vs. Missles, and 15% resistance to fire
and crushing damage.
<---------------------------------------------------------------------->
8) Armed with the knowledge needed to thwart little Hailee's tale, head
back to the well and confront the little girl. She throws a tantrum at
being exposed, but at least you get some experience from the whole
affair. You can talk to her some more and find out that Purvis has only
been in town a couple of weeks.. suspicious enough timing.. and that
the owner of the inn bought it for some 'magic mirror' which he can
walk through.

***REWARD***
(For exposing Hailee's tale)
EXP	15000

***REWARD***
(For learning a secret)
EXP 	15000

Whistling Gallows Inn (AR9101)/(AR9102)
o======================================================================o
9) Head north from the well to find the Whistling Gallows Inn
(x=2250, y=1150). Lovely name. At (x=980, y=420) you'll find a dwarf
named Roald Tunnelfist, who had a run-in with the barbarians we're
intersted in. Wandering around is the drunkard Ambere Dunn, wife of
Tybald and mother of Hailee-neither of which she is fond of. You can
sleep with her for a reputation loss by promising to take her away from
here.. and/or you can convince her to quit taking her family for
granted. If you go back and talk to Hailee after convincing her mother
to go home, you can convince Hailee to go home for some more experience
At (x=750, y=420) you can find Murdaugh, who you can-with a little gold-
coerce into singing a tale about love lost and his abandoned quest for
the glacier rose. Finally Kieran Nye wanders behind the bar. Ask Nye
what the deal is about the mirror, and he'll ask you to keep quiet,
revealing that he's a former Hosttower mage from Luskan. He'll offer you
access to premium magical gear to keep your mouth shut, too. Take him up
on his offer and peruse his wares. Of note is Jamison's Sling*1, and
numerous mage spells, new and old, that you may not yet have two copies
of. Of note here are the spells Confusion*2, Lower Resistance*3,
Trollish Fortitude*4, and Abi-Dalzim's Horrid Wilting*5. Lastly, you can
steal a Ring of Greater Resistance*6 from Kieran. Once you're done
shopping, loot the rooms to the south for some of Kiernan's gear. Make
sure to go through the secret door 'mirror' at (x=350, y=600).

***REWARD***
(For bringing the Dunn family closer again)
EXP	15000

***REWARD***
(For convincing Hailee to go home)
EXP	15000

***ITEMS***
(x=300, y=600) Robe of the Neutral Archmagi
(x=450, y=480) Scroll of Seven Eyes

*1: A sling with +4 damage and +4 THAC0. It's a nice sling, if you can
afford it.
*2: A second copy of this will come in handy.
*3: When facing enemies with high magic resistance, this spell is a
must. At 30+1 resistance removed per level, one casting from my mages
can obliterate even the highest magic resistance. It might not be
useful for every fight, but when it does come in handy, it'll come in
handy in a big way.
*4: Pop this on my Fighter/Mage before going into Tensers and he
becomes even more invincible. He'll regain 100 hit points over the
course of 20 rounds once this spell is cast.
*5: What was the one of the best offensive spells in Baldur's Gate 2 is
now just a moderately useful offensive spell. Why? In Icewind Dale,
collateral damage applies. Still, 1d8 damage per caster level is nothing
to ignore, and the fact that it out-damages and out-ranges Fireball
makes it worth grabbing. Besides, it's not like 8th-level spells have
any better candidates for memorization so far.
*6: If you thought its lesser versions were good, feast your eyes on
this beauty. With an AC bonus of 2, 25% resistance to crushing, and
+3 saves vs. spells, it's a truly potent defensive measure for any
character. Unfortunately, it can't be worn with other defensive
measures, but it sure beats the hell out of a ring of protection +2.
<---------------------------------------------------------------------->
10) Upstairs you can find yourself a bit of loot if you look around.
If nothing else the Rogue Stone will sell for a good bit of coins.

***ITEMS***
(x=1100, y=970) Rogue Stone, Translocation Arrows x5
(x=480, y=480) 1 gold
(x=600, y=750) Traveller's Robe
(x=350, y=550) Tainted Oil of Speed

Three D's House (AR9108)
o======================================================================o
11) At (x=350, y=400) you'll find the house of the Three D's-Digby,
Dolan, and Doogal, to be exact. These three hunter/trappers are the boys
who have been angering Emmerich Hawk.

Baldemar's House (AR9106)/(AR9107)
o======================================================================o
12) Head over to Baldemar's House, which is at (x=1550, y=700). Inside
you can find his irritable wife, Arden Thurlow, who has a rather low
opinion of her husband, and the house she lives in. When you're done
messing around downstairs, head up the stairs at (x=500, y=500).
You'll find Baldemar at (x=700, y=350), he doesn't have much to say, and
what he does say is riddled with holes. Grab his letter and leave.

***ITEMS*** (AR9106)
(x=530, y=200) Elixers of Health x4

***ITEMS*** (AR9107)
(x=400, y=270) Council Letter
<---------------------------------------------------------------------->
13) Along the western end of the map you'll find Young Ned. Nephew of
Old Jed. He'll tell you about the nearby boat, and about the 'three D's'
who are causing trouble for Emmerich. Yay. Now that you've played around
in Lonelywood, it's time to leave. Exit the town on its eastern side.

Barbarian Camp (AR9200)
o======================================================================o
14) Once you reach the barbarian camp a barbarian named Angaar will
speak to you. Ask him for an audience with Wylfdene and one will be
granted.. eventually. When you're done being escorted over to Hengorot,
talk to Wylfdene and ask about him being blessed and guided by Jerrod
for some experience. If you stick to your guns and try and press for
peace, you'll be further rewarded. It's all for nothing, however, and as
Wylfdene is preparing to make a very big mistake by attacking a party
of well-armed folks such as ourselves, Hjollder steps in. He doesn't do
much good, but he does get you out on Hengorot without a fight.

***REWARD***
(For learning of Wylfdene's bonding with the spirit of Jerrod)
EXP	84000

***REWARD***
(For trying to reason with Wylfdene)
EXP	84000
<---------------------------------------------------------------------->
15) Not much further, however. Once you're back outside, Angaar tells
you that he was ordered to kill you. Ask about Hjollder for some
experience, and avoid a fight for yet more experience. Well, that leaves
us with one thing to do, I guess. Time to head for this cheerily-named
Burial Isle. Talk to Angaar again and ask him some questions to get more
information out of him. Note that as a party we've gained a total of
416,000 experience, or 69,000~ experience a member without doing a bit
of fighting. It seems that-despite the warning at the beginning of the
expansion-the designers wanted to buff your party up before throwing
anything at you. Still not enough, you say? Very well. Head back to
Baldemar's House (AR9106)/(AR9107).

***REWARD***
(For gaining information from Angaar about Hjollder's banishment)
EXP	42000

***REWARD***
(For convincing Angaar not to do battle with you)
EXP	42000

***REWARD***
(For gaining infromation from Angaar about the assassination attempt)
EXP	42000

***REWARD***
(For gaining infromation from Angaar about Wylfdene)
EXP	42000
<---------------------------------------------------------------------->
16) Confront Baldemar about the assassination plot and threaten to
expose him. Keep pressuring him until he admits to it, and details the
plot. Threaten him to go straight for a rather ridiculous reward.

***REWARD***
(For uncovering the plot and convincing Baldemar to come clean)
EXP	420000
<---------------------------------------------------------------------->
17) Now go talk to Purvis, who will reveal he just buried Digby. Hmm..
Steal another Ring of Free Action from him and go talk to Emmerich.
He'll tell you that Digby was probably killed by the same wolf that
attacked him earlier. Oh well, there's not much we can do for poor Digby
right now. Head over to Young Ned and ask him to take you to Burial
Isle.

Burial Isle (AR9300)
o======================================================================o
18) There's not too much to worry about here-Barrow Wights, Ghost
Shaman, and Drowned Dead will be the primary foes on the surface. If

you're weak, you're going to suffer, as these enemies have decent hit
points and can readily hit characters with -3 AC fairly at will. But if
you have a very low AC (like the -10, -11, and -12 my front-line
characters are sporting) you'll only suffer superficial damage. There
are a few entrances into the catacombs on the island, but first there
are some things to see above ground. Head over to the west to find a
tower at (x=550, y=2350).

***HOF Mode***
Keep Haste up at all times and don't draw in more enemies than you can
handle-same rules as always, really. Again, this is another instance in
which Three White Doves shines, as it'll greatly quicken your killing
abilities. In fact, in some of the larger fights, I can't imagine
winning without Three White Doves. It's an immense help to outright
destroy enemies when they're this stong, and even with a small chance
to work, I'd say half the undead here fall to my Fighter/Clerics.

Edion's Tower (AR9301)
o======================================================================o
19) The only thing of note within this tower is the wizard Edion
Caradoc (x=300, y=320). He'll say he's dying, but seeing as he still
has some time left, he might as well do business with you. As he's a
wizard, you can expect him to sell objects of the magey variety. The
armor that the Barrow Wights drop will sell for a bit-especially if you
sell in bulk. The items of interest will be discussed below. When you're
done 'shopping', as it were, head back out into the island.

Edion's Ring of Wizardry: Doubling 5th level spells sounds like a good
idea, and really, you can never have enough Chaos spells, and Hold
Monster and Lower Resistance are good, too. Really though, I wish it
were 3rd or 4th level spells instead. Most enemies so far have been
undead, and 5th level spells aren't really stellar.

Ulcaster Academy Ring: The spells this ring grants aren't all that
useful, and +2 Save vs. Spells isn't a huge benefit. Oh, and the fact
that it can only be worn by single-classed mages only makes it
completely useless.

Cyclocone: Sure, it allows you to cast Whirlwind, but the best thing it
does is it gives you a +1 bonus to AC-and it stacks with other items.
Of course, if you have other gear from the original game (Rogue's Cowl
or Blessed Helm of Lathander) you can safely skip on this item.

Girdle of Ogre Blood: You'd think this item gives you strength.. like
Gauntlets of Ogre Power, but no, it makes you regenerate. Maybe they got
Ogres and Trolls confused? Anyways, if you haven't made multiple play-
throughs of the main game, you can still make use of this belt. Just
give it to a front-liner. The summoning ogres is a small perk.

Shield of the Revenant: By now you've likely found better shields. If
not, it's a potential upgrade from a Large Shield +1, +4 vs. Missiles.
<---------------------------------------------------------------------->
20) There is a Polar Bear Spirit at (x=2800, y=850), who demands that
you leave the island, as you apparently upset the dead. As long as you
agree to leave it'll leave you alone. Whether or not you actually leave
is another story. If you openly defy the bear, he'll summon some Wolf
Spirits and Black Bear Spirits. They can be a handful, but if you spell
buff they'll die easily enough.

***HOF Mode***
I didn't find this fight too much more difficult in Heart of Fury mode,
just keep on eye on characters as they engage the Polar Bear Spirit, as
he can whittle them to near-death in two or three hits.
<---------------------------------------------------------------------->
21) At (x=930, y=1130) you'll find a ghost named Skaldar and his buddies
demanding that.. you guessed it.. you leave. If you kill them, you'll
get some experience, but none of them will drop anything. When you're
done here, head up into a burial mound at (x=3000, y=1920).

Catacombs (AR9400)
o======================================================================o
22) As soon as you enter you'll be harassed by some Barrow Wights and
other assorted undead. At (x=3070, y=1150) you'll find a creature called
Vexing Thoughts, who claims to be a Glabrezu commander of the si.. yeah,
a demon. If you try to dominate it, you'll get a suit of armor*1 named
after the demon. Unfortunately, putting it on is fatal, as your
character will turn into the Glabrezu's true form-Chalimandren. I didn't
find him too tough, but since this kills a character and you don't even
get the armor in the end, I don't see a point. On the other hand, if you
decide to work for it by killing an innocent you'll get the armor
without the whole death-thing-unless you choose to summon the Glabrezu
whilst wearing the armor, anyways. If you really want this armor, don't
go around killing folks in Lonelywood. The entire town will turn against
you and that's just a pain in the ass. If there is any one NPC that can
be killed without seriously causing trouble, it would be the dwarf
Tiernan, whom we'll meet later.. just make sure you get all his quests
done first.

*1: With an Armor Class of 1, 100% cold resistance, and a +2 bonus to
Constitution, this armor is pretty enticing. Of course, when you put it
on and die it'll seem somewhat less useful.
<---------------------------------------------------------------------->
23) Once you're done with Vexing Thoughts, make your way to the south
western corner of the map. You'll find the tomb of Wylfdene, guarded by
a spirit named Mebdinga (x=550, y=1920). She'll tell you about some evil
and get angry when you ask too many questions. Put her down when she
gets irate and proceed to loot Wylfene's sarcophagus.

***ITEMS***
(x=1730, y=1950) Jade Ring, High Quality Battle Axe, Small Shield +1
(x=1530, y=1980) High Quality Bastard Sword, 309 gold
(x=1270, y=2000) Scroll of Heal x2, Yeti Pelt, Inferno Arrows +2 x12
(x=1250, y=1950) Young Rage*1, 740 gold
(x=1180, y=1900) Battle Axe +3: Fatigue@2, Fire Darts +2 x20
(x=450, y=1800) Wylfdene's Tribal Insignia, 735 gold

***TRAPS***
(x=1270, y=2000)
(x=1250, y=1950)

*1: Ah, a rare +5 weapon. It would be a consideration for my Paladin,
but alas, the 5% berserk chance per hit makes this more trouble than
it's worth.
*2: This is a more plausible weapon for my Paladin, as it has a hefty
+3 enchantment and a 20% chance to slow enemies (which is pretty much a
death sentence for enemy fighters). Still, I prefer to stick to Pale
Justice.
<---------------------------------------------------------------------->
24) Now loot the rest of the catacombs in order to find some fairly
nice (and expensive) loot. When you're done exit the catacombs at
(x=300, y=600). Up top, on this isolated little island you'll find
Hjollder. You'll get a huge quest reward for finding him.. which is
fine, considering it actually feels like we've done something for it
this time. Tell him that you suspect that Wylfdene is not a nice guy,
and Hjollder will tell you to find proof. Show him Wylfdene's Tribal
Insignia and you'll get another huge experience reward. He'll tell you
to go find the Gloomfrost Seer and then whisk himself away. Head back
to Lonelywood.

***REWARD***
(For finding Hjollder)
EXP	280000

***REWARD***
(For giving Wylfdene's insignia to Hjollder as proof)
EXP	420000

***ITEMS***
(x=200, y=1350) 325 gold
(x=270, y=1370) Scroll of Holy Smite, Scroll of Blade Barrier,
		Moonbar Gem x6, 169 gold
(x=2450, y=780) Horn Coral Gem x12, 153 gold
(x=2550, y=750) Svian's Club*1, 525 gold
(x=2580, y=820) Broken Armor, Elixer of Health,
	        Scroll of Protection from Cold
(x=1700, y=750) Blood Iron*3, 318 gold
(x=1680, y=850) Cloak of Displacement*2
(x=1870, y=750) Battle Axe +1, Chain Mail +1, Arrows +2 x21,
		Water Opal x4

***TRAPS***
(x=200, y=1350)
(x=270, y=1370)
(x=2450, y=780)
(x=2550, y=750)
(x=1700, y=750)

*1: A +5 club. No special effects, but if you really like clubs..
*2: If there is anything better to put into you cloak slot, I have not
yet found it. The save and AC bonus versus missiles is just wonderful.
*3: A +4 short sword that heals you for three hit points every time you
score a hit. This sword almost calls for a short sword build fighter.
Frankly, however it's not so impressive that I'd dispense with Pale
Justice, and since it's a piercing weapon, my Fighter/Clerics can't use
it. Alas, I just don't have a place for it.
<---------------------------------------------------------------------->
25) Back at town you'll be attacked by a Greater Werewolf outside of
the Whistling Gallows inn.. at least, if you're out at night. Talk to
Purvis again and you'll find out that Dolan was also killed by the wolf.
Steal yet another (this will be the third) Ring of Free Action from
and go by Emmerich's house at night, you'll notice that he just isn't
there.. Hmm.. Confront him in the morning and you can reason with him
that he's probably the werewolf. Since he also told us that Doogal-the
lone survivor of the three D's-went to Kieran to try and buy a magical
blade, go pay Kieran a visit. He'll tell you that he sent Doogal away.
Ask for a way to cure Emmerich and he'll give you an amulet 'Selune's
Caress' which will prevent Emmerich from transforming or spreading the
curse. Give it to Emmerich and you'll get another huge experience
reward. Whew. Now head off to Gloom Frost.

***REWARD***
(For discovering Emmerich is the werewolf)
EXP	420000

***REWARD***
(For curing Emmerich)
EXP	420000

Gloom Frost (AR9500)
o======================================================================o
26) The exterior of Gloom Frost is a pretty big step backwards in terms
of challenge. You'll be fighting the same enemies you fought back in
Wyrm's Tooth. Glacial Yetis, Snow Trolls, Frost Salamanders, winter
Wolves, and the odd Frost Giant. Over at (x=3200, y=1595) you'll find
Tiernon's Sundered Shield, which, as it stands, is not a very useful
item. Work your way up the paths to the north western corner of the
map and exit the screen at (x=1250, y=350). Ignore the creepy eyes as
you go through the level.

***ITEMS***
(x=2400, y=820) Flaming Oil

Tiernan's Forge (AR9501)
o======================================================================o
27) Once inside you'll come across a Remorhaz.. the fight doesn't live
up to expectations. They can do a great amount of damage in a single
hit, however, so keep them far away from your archers. They'll appear
behind you and generally be a bother as you explore this area.
Eventually you'll come across the dwarf Tiernon (x=3280, y=620). He'll
warn you not to harm the seer, and tell you that she forsaw her death
due to you. Be nice and he'll craft a mirror for you, which will allow
you to access the seer. Before you go, there are several things Tiernan
can do for you:

The Singing Blade of Aihonen: Break conversation with him and he'll ask
to see the blade of Aihonen. Give it over and he'll convert it to the
Singing Blade of Aihonen, which has a few spell-like abilities. It's not
a huge upgrade, but anything is welcome. Especially when it's free.

Sundered Shield of Tiernon: Ask him about the shield you found and he'll
upgrade it for free to a shield that gives +3 AC, +10% resistance to all
physical attacks andallows you to cast Unfailing Endurance 1/day. It
also allows you to grant yourself an additional +2 AC and +15%
resistance to all physical attacks 1/day. So.. when it's at its peak
it'll give you a +5 AC and 25% resistance to all physical damage.. if
only temporarily.

Glacier Rose: Ask him to craft a rose for you and he'll agree readily
enough. Take it back to Murdaugh for one of the largest single
experience rewards in the game.

***REWARD***
(For giving Murdaugh a Glacier Rose)
EXP	630000

Gloomfrost Weapon: Talk to Tiernan and get him to tell you why he came
down here. Long story short, he came here to make his life's work, a
masterpiece weapon made out of ice. Bravely volunteer to assist him and
he'll make you one of several types of weapons, either a Two-Handed
Sword, a Long Sword, a Mace, a Dagger, or a Halberd. Either way, you get
a +4 weapon with 10% fire and cold resistance, the ability to cast Storm
Shell 1/day, and a percentage chance to cast a spell on the target. I
typically create the two-handed sword, as Pale Justice, the Singing
Blade of Aihonen, and the Three White Doves are all good enough
weapons.. at least this new sword will be decidedly stronger than the
Cairn Blade.

***REWARD***
(For aiding Tiernon in creating his life's work)
EXP	80000
Item	Gloomfrost Weapon

And of course, you can also buy items from him. The Winter King's
Plate is interesting.. it's armor class isn't great, but it does allow
you to wear magical items with it.. like a cloak of protection for
example. All things considered it's about as good as the Black Swan
armor.. so long as you have a protection item to go with it. Perhaps
that Ring of Greater Resistance we stole earlier? If you want the armor
Vexing Thoughts, kill Tiernan when you're done with him. This will
satisfy the Glabrezu's request without sending the entire NPC population
into an uproar.

***HOF Mode***
I must admit, I thought Remorhazes would be much more trouble in Heart
of Fury mode than they actually are. That is, I expected them to nearly
kill one of my fighters in one hit, instead they take two or three, and
that's hardly anything new, is it?

Seer's Domain (AR9502)
o======================================================================o
28) Exit the map at (x=2600, y=50) to reach the next level. Here you'll
find Ice Golem Sentries, which aren't as lethal as they might seem.
They can, however, stun you,  which is the same lame thing Bombardier
Beetles did-and it ignores Free Action. There are also traps you need
to look out for as you make your way through the level.. but they are
mostly ice-magic traps. They'll do a little damage, but they won't
kill anybody. Go through the meandering level, which is designed, as
usual, to make you waste as much time as possible. When you get to a
dead-end in the east, a doorway will simply appear if you have the
mirror. Continue through and talk to the Seer at (x=3250, y=320). She
will tell you that the mirror you used to get to the Seer will force
whatever is possessing Wylfdene to assume her true form. She will also
mention some folks you've met before in the main game, and will make
another rare Planescape: Torment reference. When she's done babbling,
she'll teleport you out of this level and back to the Gloom Frost
exterior, which saves some time.

***HOF Mode***
The Ice Golem Sentries are still a pain. They take more abuse than the
Remorhazes did, and if they stun you, things can go bad quickly. I'd
suggest not getting involved in fights with more than three of them at
once, and if you get into a situation where you have to-spell buff. My
clerics-when fully buffed-have an AC of -23. It makes a difference.

***REWARD***
(For learning Wylfdene's weakness)
EXP	280000

***TRAPS***
(x=1300, y=1150)
(x=450, y=2000)
(x=1100, y=2500)
(x=1800, y=2180)
(x=2550, y=1750)
(x=2400, y=2050)
(x=3580, y=2080)
(x=3150, y=1300)
<---------------------------------------------------------------------->
29) Buy whatever you need from town and return to the barbarian camp.
It's not too hard to convince Angaar to grant you a second audience
with Wylfdene. Get him to look into the mirror for some quest
experience. The Seer shows up and gets herself killed, after which all
the Wyrm Tribe Warriors go hostile and attack. Take the cloak*1 off
her.

***REWARD***
(For exposing Wylfdene and revealing the dragon queen Icasaracht)
EXP	84000

*1: Wailing of Virgins gives a +4 AC bonus vs crushing, piercing, and
missile attacks, and +2 AC vs slashing attacks, as well as making the
wearer immune to all fear-based effects. Sure, it's technically
cursed, but why would you want to take it off anyways? I put it on one
of my Fighter/Clerics.

Barbarian Camp (AR9200)
o======================================================================o
30) When you're done in Hengorot, head outside to continue the fight.
Once all the Wyrm Tribe Warriors are dead you'll get some experience
for helping the Elk tribe win out. Outside of Hengorot you can find
Beornen (x=3220, y=620), who will tell you about this wyrm-of course
earning you some juicy experience. Loot the area, as it has plenty of
decent loot just waiting to be claimed. Hjollder is over at
(x=1150, y=550), who will tell you were he thinks the wyrm's spirit
fled. Always with the virgins, isn't it? One would think they'd just
put out to avoid this sacrifice nonsense. Make sure you're ready before
you elect to go. You know, to buy arrows and such so you don't run out
when you're on an island with no way to return?

***ITEMS***
(x=3400, y=1000) Halberd of Sparks +1
(x=3290, y=1290) Ogrien's Scale*1
(x=700, y=2450) Reinforced Large Shield +1, Studded Leather Armor
(x=360, y=1570) Potion of Regeneration, Ring of Protection +2
(x=320, y=1180) Warhammer +2, Studded Leather Armor +2,
		Potion of Extra Healing, High Quality Long Sword
(x=420, y=800) Potion of Healing, Elixer of Health
(x=1900, y=900) Potion of Strength
(x=1940, y=900) Potion of Magic Shielding, Potion of Fortitude

***REWARD***
(For learning the identity of Icasaracht, the dragon matriarch)
EXP	120000

***REWARD***
(For the tribe of the Elk prevailing over the tribe of the Great Wyrm)
EXP	300000

*1: Another suit of armor that is deceptively lack-luster. With an
AC of 2, it's nearly as good as the Black Swan armor. Of course, it's
ability-Animal Rage 3/day-is pretty lame, but it can be worn along
protective items. At the end of the day, if you were intrigued by
the Winter King's Plate, you might be intrigued by this armor. It's
one point of armor class versus 25% resistance to cold and fire.
<---------------------------------------------------------------------->
31) Go visit the shops you need to visit one more time in Lonelywood.
If you visit Kieran again at the Whistling Gallows you'll be bothered by
a wizard named Vaarglan when you leave, asking if you seen a former
collegue of his. If you rat Kieran out, some mercs will dimension door
in and go assault the inn-although things won't turn out in their favor.
If you play dumb or outright provoke them, you'll get the pleasure of
killing them yourself. More importantly, you'll get all their loot if
you kill them yourself.. and they will give you the best single-battle
drop of loot in the game, as you can see below. And if that's not good
enough, go talk to Kieran, who will thank you for standing up for him.

***REWARD***
(You protected Kieran from Hosttower assassins)
EXP	630000

Mercenary Warrior: Full Plate +1, Large Shield +1, Long Sword of
Action +4*1, Gauntlets of Weapon Expertise*2, 74 gold.

Mercenary Warrior: Full Plate +1, Gauntlets of Ogre Power*3, Battle Axe
of Fatigue +3, 32 gold.

Priestess of Shar: Shadowed Plate Mail Armor*4, Fast Flail +2, 42 gold.

Mercenary Thief: Short Sword of Backstabbing*5, Boots of Stealth*6
Studded Leather +4: Shadowed*7, 99 gold.

Vaarglan: Robe of the Neutral Archmagi, Ring of Free Action,
Golden Girdle*8, Ring of Protection +2, Barrier Amulet*9, Wand of
Paralyzation, 113 gold.

Alpheus: Mage Robe of Fire Resistance, Bracer of Defense A.C. 6, Amulet
of Metaspell Influence, Potion of Magic Shielding, Potion of Extra
Healing x2.

***HOF Mode***
Another battle that didn't turn out as bad as I thought it might. I
cast haste on the party and got on top of the two mages early. Once they
are dead, there's little potential that the rest of the enemies can
surprise you.

*1: Frankly, this gives Pale Justice a run for its money. Granted most
everything in the game counts as evil, and gives Pale Justice a +7
bonus, but this sword is a +4 Long Sword that grants an extra attack
per round, a +1 AC bonus, and 15% slashing resistance.
*2: +1 THAC0 and +2 damage? Yes please. I put them on my Fighter/Thief,
who hands off his Gauntlets of Weapon Skill to the friendly
Fighter/Mage/Thief, who needs help in the THAC0 department.
*3: Gauntlets that raise your strength 18/00. If you're lucky (or
patient) you can just roll this. However, as I did not, these gauntlets
will serve my Paladin well, giving her a somewhat needed boost to
THAC0 and damage. She's the natural pick as she's the only character
besides my Fighter/Mage/Thief who isn't a grand master of a weapon type.
*4: If you didn't find one in the Severed Hand, or if you just want
another, it's never a bad thing to have 0 AC armor with a +3 AC
modifier against missiles.
*5: It's really just a +3 short sword with a speed factor of 0. By now
I've sold better weapons.
*6: The Shadowed Boots are better, but my Fighter/Mage/Thief is glad
just to have something to put on her feet.
*7: It has a better AC bonus than the Black Dragon Scale, +30% Stealth,
and 20% resistance to piercing, slashing, fire, and electricity.. it
doesn't look as cool, nor does it have the +2 saves versus spells, but
I still dub this the ultimate Thief armor.
*8: If you have the Girdle of Stromnos or Shimmering Sash, you can
ignore this girdle. Since my Fighter/Thief has nothing, I give it to
him.
*9: It might seem useful at first glance, but since it can only be
used by a Mage (who can just cast the spells themselves) it's really
not worth using.

Tribe of the Great Wyrm Island (AR9600)
o======================================================================o
32) Head back to the Barbarian Camp when you're ready and talk to either
Hjollder or Beornen, both of which can take you to where you need to
go. Once you're there, a shaman named Jorn will tend to your wounds.
Beornen is around, but he won't take you back until you deal with the
wyrm. The loot in the camp should prepare you for the trolls and
scrags ahead. Kill your way up the island until you find some Ice
Gold Sentries near a door. Kill them, and the way will open. Enter the
door at (x=1100, y=400) to continue on.

***HOF Mode***
This area, and the next several locations are more annoying than
difficult, mostly because of the Trolls and the need to put them down
with fire. Just Haste, kill everything, and rest to replenish your spell
stores when needed.

***ITEMS***
(x=600, y=1900) Flaming Oil x4
(x=580, y=1950) Flaming Oil x5
(x=1800, y=1700) Namji's Robe*1

*1: A robe with an AC of 5 and surprisingly fast regeneration. Since
it's not as protective as the Robe of the Watcher, and it can only be
worn by single-classed mages, it's useless to me.

Icasaracht's Lair, Level 1 (AR9601)
o======================================================================o
33) As soon as you enter you'll be attacked by a vertiable menagerie of
arctic enemies. This encounter will pretty much set the tone for the
rest of the level. Kill your way to the south western corner of the
level and exit at (x=200, y=1100).

***ITEMS***
(x=1370, y=920) Cloak of Invisibilty*1, Flaming Oil x7

*1: It lets you use invisibility three times per day. Frankly, however,
it's more a novelty item than a constant defensive item. I have a
Fighter/Thief and a Fighter/Mage/Thief who can both sneak just fine, and
there are spells for the rare instance in which I feel like making more
characters invisible.

Icasaracht's Lair, Level 2 (AR9602)
o======================================================================o
34) You'll face some pretty stiff resistance once you enter the level.
Spell buffing will make this fight easier, but the real annoying
element are the snow trolls interspersed amongst the foes, which require
especial fire-or-acid attention in order to keep down. Then there is
the Water Elemental Kin, which you'll have to kill with spells or
missiles, as you can't approach it in melee. Save it until the end and
then blast it with horrid wilting, which can kill it in one shot if
you're lucky. Later on in the level you'll encounter various undead,
the Iced and Frozen varieties of which can harass you with cold
element spells.
<---------------------------------------------------------------------->
35) In the center of the map you'll cross the tail of a long dead and
frozen creature, which transitions your movement from the western side
of the map to the eastern side. It also marks the change from trolls
to undead. Travel south, then west until you find an odd grouping
including a sahuagin, Xactile. It's not very hostile, really, and it
will even offer to heal you. You can even rob its alter and it won't
care! When you're done, exit the level at (x=600, y=2100).

***HOF Mode***
The undead here can be obnoxious, what with their constant use of spells.
Anything that hurts you without having to make a 'to hit' roll is not
healthy for you. Fortunately there's relatively few of them around, and
Three White Doves helps to make them fewer.

***ITEMS***
(x=3150, y=1100) 524 gold
(x=2700, y=900) Wand of Lightning
(x=3150, y=700) Chain Mail +2, Amulet of Protection +1, 1000 gold
(x=3400, y=1020) King's Tears, Emerald
(x=3250, y=1710) Potion of Hill Giant Strength, Potion of Heroism,
		 Ancient Armor
(x=2900, y=1600) Potion of Magic Blocking, Ring of Protection +2,
		 Ring of Infravision*2
(x=1000, y=2220) Ring of the Will-o-Wisp
(x=1600, y=1700) Mythral Field Plate Armor +2, Cloak of Protection +2,
		 Gauntlets of Ogre Power*3, Large Shield +1,
		 Bastard Sword +1, +3 vs. Shapeshifters

Icasaracht's Lair, Level 3 (AR9603)
o======================================================================o
36) At least this level looks more hospitable. The Sahuagin beg to
differ, however. They like to start out fights by casting Miscast
Magic. Unfortunately for them, we don't need magic to rout them. The
more dangerous part of this level are the ever-annoying Water Elemental
Kin and traps, of which there are plenty about. Pick a fight with the
Ice Golem Sentries and a horde of Sahuagin will pour down from behind
them. Kill them all (a single haste spell was more than sufficient to
power my party to an easy victory). Behind them are some better armed
Sahuagin, including a prince who will drop some goodies when he dies,
including a Plain Key, a Cloak of Protection +1, and Coral Plate
Armor*1. His retinue will drop Shark Skin Armor and Spears +1. Loot the
urns sitting around, smash the object at (x=1200, y=760), then go
through the door at (x=1400, y=450). Before you go, equip the best
arrows, bolts, and slings you have, and spell buff as much as you can.

***HOF Mode***
I provoked the Sahuagin at the back of the level by attacking the Ice
Golem Sentries, then quickly retreated back to the beginning of the
level as to avoid drawing more Sahuagin and the Water Elemental Kin into
the fight. Once engaged I summon some monsters in the back to occupy the
archers while I destroy the enemies attacking me in melee in detail.
Superiorly spell-buffed, I then just wade into the back and destroy the
remaining Sahuagin, easy as pie.

***ITEMS***
(x=1000, y=550) Debian's Rob of Smiting*2
(x=820, y=520) The Icon of Power*3
(x=720, y=600) Lover*4
(x=630, y=570) Pestilent Dawn*5
(x=470, y=670) Sceptre of Tyranny*6
(x=360, y=850) The Unstrung Harp*7

***TRAPS***
(x=1450, y=1260)
(x=1520, y=1100)
(x=1700, y=940)
(x=1400, y=920)
(x=1300, y=1000)
(x=1250, y=900)
(x=1150, y=1100)
(x=1200, y=1345)
(x=1020, y=1200)
(x=900, y=1250)
(x=900, y=1180)
(x=900, y=940)
(x=920, y=900)
(x=1150, y=1100)
(x=900, y=1050)

*1: This, like all the sahuagin armor you're about to find, is pretty
useless. This specimen has a decent AC, and can be worn with other
magical items. The -2 dexterity makes it particularly unworthy, however.
*2: A +3 club that deals extra damage against golems and outsiders.
Golems aren't too troublesome, and the fact that you only have a 5%
chance to deal extra damage makes it less useful than other weapons
we've already found.
*3: A +3 Halberd with the ability to cast Symbol of Pain 3/day. There
are better halberds out there.
*4: Lover is a +4 throwing dagger that returns to the wielder's hand.
Fair enough, we found a battle axe that does the same thing. Unless
you've specialized in small swords, however, you'll be better served by
a bow.
*5: Pestilent Dawn is a +4 morning star that can disease enemies and
protects you from disease. It just doesn't stack up against Three
White Doves or the Morning Star +4: Defender I already have.
*6: Sceptre of Tyranny is a pretty neat club. Its +4 enchantment bonus
is powerful, and being immune to fear is always good. Unfortunately I
don't have any club-users in my party.
*7: Bards are pretty useless, and this forces you to have a good bard
with 13 wisdom. What do you get in return? The ability to cast Heal once
per day. By now, my clerics can do this much more often, and many other
things besides.

Icasaracht's Lair, Level 4 (AR96040
o======================================================================o
37) You'll be confronted by Icasaracht the dragon-certainly getting
big dragons on the Infinity Engine was the crowning glory of Bioware.
Unlike in Baldur's Gate 2, however, they take the role here they
deserve: the end boss. The dragon will talk about its motives if you
let it, but a fight is inevitable. I set all my characters (including a
Tensers'd Fighter/Mage) on the dragon. She'll get some Sahuagin to aid
her, but I focus on the dragon, who falls before my Fighter/Mage/Thief
can get off more then three spells. After that you'll get a little scene
of Icasaracht's spirit going into a soul gem, which will bother you with
spells while you mop up the Sahuagin. At least be sure to kill and loot
the king, as he has some choice gear on him. After that, go after
Icasaracht's Soul Stone. Once it's destroyed, you've won. The mighty
dragon might not have a horde for you to loot, but I'm content with
the Guantlets of Ogre Power and the Cloak of Displacement dropped by
the Sahuagin King. Exit the level and you'll get the ending cinematic.
Now all that's left is to complete Heart of Fury mode, for those of you
with a mind for challenge and nothing better to do.

***HOF Mode***
You need to spell-buff to the max before enter the chamber with
Icasaracht-that should be no surprise. Still, even with a titanic party
there's only one saving grace in this fight-my Fighter/Mage. His ability
to use Improved Invisibility, Mirror Image, Haste, Stoneskin, and
Tenser's gives him the defenses needed to survive against Icasaracht,
who will kill even the strongest of fighters with stunning speed. As
soon as the chatter ends I send him forward to engage Icasarcht. Once
her Sahuagin show up, I disengage my clerics and hit them with
Symbol of Hopelessness and hope for the best. They are not much of a
threat in themselves, but if they dispel my spellbuffs, I'm toast, so
I need to really make sure to get the Underpriestesses down. If they
are thwarted, there should be no problem killing Icasaracht, who just
doesn't have an answer for my Fighter/Mages' defenses. If your spell
buffs are stripped, make sure to get another Stoneskin up at least,
and perhaps recast Tensers if things aren't out of hand. She comes with
one new attack-a wing buffet, and it does negligable damage and may
stun you.. but I've rarely had trouble with it. Once the dragon falls
head over to the orb as usual-almost every time I've done this fight
my Symbols of Hopelessness dominate the Sahuagin, taking them out of
the fight in short order. Once Icasaracht falls, and the Sahuagin are
disabled, it's a small matter to run up and destroy Icasaracht's Soul
Stone. Congrats, you didn't just beat Icewind Dale, you've mastered it.

***REWARD***
(For saving the northern lands from the threat of Icasaracht)
EXP	500000

o======================================================================o
|								       |
|		Miscellaneous Information {MSC001}		       |
|								       |
o======================================================================o

EXP Tables {MSC002}
o======================================================================o
Experiences values assume you are playing on normal difficulty. Changing
the difficulty will give you more or less experience.

Acolyte				420 EXP
Albion				3000 EXP
Alpheus				4000 EXP
Armored Skeleton		56 EXP, 900 EXP
Bandoth				8000 EXP
Barrow Wight			3750 EXP
Berg Yeti			3000 EXP
Bergclaw			3000 EXP
Black Bear Spirit		4500 EXP
Black Ice Knight		7000 EXP
Bladed Skeleton			1300 EXP
Blind Minotaur			3000 EXp
Blue Myconid			750 EXP
Bombardier Beetle		420 EXP
Bone Scavenger			3000 EXP
Boneguard Skeleton		4000 EXP
Bronze Sentry			5000 EXP
Burning Skeleton		1500 EXP
Chalimandren			25000 EXP
Chosen Zombie			975 EXP
Cold Bones			3000 EXP
Cold Wight			1400 EXP
Cornugun			50000 EXP ***HOF***
Creeping Doom			420 EXP
Drow Sorcerer			3000 EXP
Drow Spellsword			3000 EXP
Drow Vanguard			3000 EXP
Drowned Dead			4000 EXP
Earth Elemental			6000 EXP
Eidon Caradoc			41000 EXP
Eldathyn			1500 EXP
Ettin				3000 EXP
Fire Elemental			6000 EXP
Fire Giant			8000 EXP
Fleezum				3000 EXP
Flozum				3000 EXP
Frostbite			7000 EXP
Frost Giant			7000 EXP
Frost Giant Guard		8000 EXP
Frost Salamander		2000 EXP, 3000 EXP, 4000 EXP
Frozen bones			4000 EXP
Goblin				15 EXP
Goblin Archer Marshal		35 EXP
Goblin Elite			45 EXP
Geelo the Librarian		2000 EXP
Ghast				650 EXP
Ghost Shaman			4500 EXP
Ghoul				175 EXP
Glacier Yeti			1000 EXP
Greater Ice Troll		1000 EXP, 3000 EXP
Greater Mummy			8000 EXP
Greater Snow Troll		3000 EXP
High Archer			2500 EXP
High Baptist			1400 EXP
Histachii			120 EXP
Icasaracht			50000 EXP
Icasaracht's Soul Stone		50000 EXP
Ice Golem Sentry		14000 EXP
Ice Troll			175 EXP
Iced Bones			3000 EXP
Ilair				38000 EXP ***HOF***
Imbued Wight			1400 EXP
Iron Golem			13000 EXP
Joril				9000 EXP
Joril's Bodyguard		9000 EXP
Kaylessa			1300 EXP
Kelly				8000 EXP
Kerish				5000 EXP
Kontik				8000 EXP
Krilag				3000 EXP
Kraken Society Mage		11000 EXP
Lich				10000 EXP
Lesser Shadow			350 EXP
Lizard Man			65 EXP
Lizard Man King			1300 EXP
Lizard Man Shaman		850 EXP
Lysan				700 EXP
Maiden Ilmadia			7000 EXP
Malavon (Fake)			11000 EXP
Malavon (Real)			50000 EXP
Marketh				8000 EXP
Mebdinga			3750 EXP
Mercenary Thief			4000 EXP
Mercenary Warrior		3000 EXP
Mummy				3000 EXP
Myrkul's Sending		600 EXP
Mytos				1000 EXP
Neo Orog			270 EXP, 750 EXP
Neo Orog Avenger		270 EXP, 750 EXP
Neo Orog General		2000 EXP
Neo Orog Marauder		420 EXP, 1500 EXP
Ogre				270 EXP
Orc				15 EXP, 35 EXP
Orc Elite			35 EXP
Orc Shaman			35 EXP
Phase Spider			1400 EXP
Poison Zombie			1100 EXP
Polar Bear			1400 EXP
Polar Bear Spirit		15000 EXP
Presio				4000 EXP
Priest-Mage of Vhaeraun		42000 EXP ***HOF***
Priestess of Shar		3000 EXP
Red Myconid			1750 EXP
Remorhaz			10000 EXP
Rhinoceros Beetle		4000 EXP
Sahuagin			500 EXP
Sahuagin King			3000 EXP
Sahuagin Prince			2000 EXP
Sahuagin Royal Guard		3000 EXP
Sahuagin Underpriestess		2000 EXP
Salamander			2000 EXP
Scrag				3000 EXP
Serrated Skeleton		10000 EXP ***HOF***
Seth				7000 EXP
Severed Soul			7600 EXP ***HOF***
Shadowed Elven Acolyte		1100 EXP
Shadowed Elven Archer		1350 EXP
Shadowed Elven Cleric		1400 EXP
Shadowed Elven Officer		1500 EXP
Shadowed Elven Priest		1700 EXP
Shadowed Elven Swordsman	1300 EXP
Shadowed Elven Wizard		1750 EXP
Shadowed Goblin Archer		750 EXP
Shadowed Goblin Grunt		800 EXP
Shadowed Goblin Marksman	850 EXP
Shadowed Goblin Trainer		950 EXP
Shadowed Goblin Warrior		900 EXP
Shadowed Orc Archer		750 EXP
Shadowed Orc Grunt		800 EXP
Shadowed Orc Shaman		1100 EXP
Shadowed Ogre			1050 EXP
Shadowed Worg			850 EXP
Shattered Soul			1200 EXP
Sharra the Healer		2000 EXP
Shikata				5500 EXP
Shrieker			120 EXP
Skaldar				6000 EXP
Skeleton			65 EXP, 75 EXP
Skeleton Archer			125 EXP, 175 EXP, 200 EXP
Skeletal Mage			500 EXP
Snow Troll			1400 EXP
Spectral Guard			500 EXP
Spectral Knight			100 EXP
Sword Spider			2000 EXP
Talonite Priest			1000 EXP
Tarnished Sentry		6000 EXP
Tattered Skeleton		65 EXP, 75 EXP, 150 EXP
Temple Guardian			65, EXP, 100 EXP, 125 EXP, 150 EXP
The High Ritualist		1400 EXP
The High Summoner		1400 EXP
The High Torturer		1400 EXP
The Idol			10000 EXP
Therik				500 EXP
Thief				2000 EXP
Tough Lizard Man		310 EXP
Tower Archer			5000 EXP
Troll				1400 EXP
Tundra Yeti			3600 EXP ***HOF***
Uligar				35 EXP
Umber Hulk			4000 EXP
Undead Lieutenant		2000 EXP
Verbeeg				420 EXP
Wailing Virgin			3750 EXP
Water Elemental			6000 EXP
Water Kin Elemental		3500 EXP
White Wyrm			5000 EXP
Wight				1400 EXP
Winter Wolf			1000 EXP
Wolf				120 EXP
Wolf Spirit			4500 EXP
Wraith Spider			1400 EXP
Wyrm Tribe Warrior		4000 EXP
Yeti				420 EXP
Yeti Chieftan			600 EXP, 2000 EXP
Yuan-Ti				1400 EXP
Yuan-Ti Champion		2000 EXP
Yuan-Ti Elite			1400 EXP
Yuan-Ti Priest			1400 EXP
Yxunomei			46000 EXP
Vaarglan			8000 EXP
Vodyanoi			3000 EXP
Zombie				65 EXP
Zombie Lord			7000 EXP

Jester's Bag of Holding {MSC003}
o======================================================================o
Aquamarine Gem x1
Antidote x1
Arrows x20
Arrows +1 x20
Bolt +1 x20
Bullet +1 x20
Dagger
Dart x10
Dead Cat
Elixer of Health x1
Elven Healing Wine x1
Flaming Oil x1
Mummy's Tea x1
Oil of Speed x20 (Cursed)	(Still sells for a good bit though!)
Potion of Healing x1
Potion of Healing x1 (Cursed)
Potion of Infravision x1
Potion of Invulnerability x1
Potion of Mirrored Eyes x1
Scroll of Cure Light Wounds x1
Scroll of Cure Critical Wounds x1
Scroll of Flame Arrow x1
Scroll of Grease x1
Silver Ring
Skydrop Gem x1
Sunstone Gem x1
Throwing Dagger x10
Water Opal Gem x1

o======================================================================o
|								       |
|			Updates/Thanks {UPD001}			       |
|								       |
o======================================================================o

o======================================================================o
Version 1.01 to 1.02 changes (1/9/2012) (348,785 bytes)

  o=o	Added the 'Heart of Winter' expansion walkthrough

  o=o	Added 'Heart of Fury' notes during the Walkthrough.

  o=o	Modified my Thief/Mage dual-class character, and changed her
	into a Fighter/Mage/Thief multi-class for a stronger 'Heart of
	Fury' party.

  o=o	Updated the old character builds with new 'Heart of Fury'
	builds-typically just expanded Fighter levels before dual-
	classing.

  o=o	Added new general AD&D gameplay information, shamelessly taken
	from my Baldur's Gate FAQs.

  o=o	Converted the entire walkthrough, incorporating the new, better,
	organizational methods from later FAQs I wrote.

  o=o	Note that all these updates involved another three
	playthroughs.. Just because I love you all so much. You're
	welcome.

			   ***END OF FILE***
 

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