Legal Stuff
Version history
About this walkthrough 
General hints section
- Character Creation
- General hints
- Combat advice
- Magic spells
- Prologue
- Chapter one
- Chapter two
- Chapter three 
- Chapter four
- Chapter five
- Chapter six
Special Thanks

+--Legal Stuff--+

This walkthrough is copyright 2002 by Michael Berg. It may not 
be reproduced under any circumstances except for personal, 
private use. It may not be placed on any other web site 
outside of and It may not 
be distributed electronically outside the GameFAQs web site.

+--Version history--+

0.3 - This is the very first version of this walkthrough. Only 
the walkthrough of the prologue and the first two chapters are 

0.7 - I have worked a lot for the walkthrough. Now it goes 
until the end of Dragon's Eye. Since I wanted to post only 
Chapter 3 and 4 at first the general section will not be 
updated/created this time. But this will come in one of the 
next updates, I promise.

0.8 - There was some critic about this walkthrough. Well, of 
course it is not perfect! It was never meant to be!
But I think everybody will be very happy about this update. 
There are no longer long, long text blocks. I have made many 
little chapters with headlines of the text blocks. So now if 
you are looking for a special hint you will find the solution 
of the problem easily (I hope so, if not, please contact me 
and tell me what is the problem).
The walkthrough now goes to the end of Chapter five.

1.0 - Finally! The translation of the walkthrough is finished! 
Now the complete walkthrough is online.
I also added the "General Hints" section. Many user of the forum did send me tips I simply had to copy and 
paste. Of course, some of them I adapted slightly but I did 
not change the content!
And finally: Since I have quoted so many posts I have added a 
"Special thanks" section to thank for the support they gave to 
I hope you will find my walkthrough useful. Again I say: 
Contact me if you do not understand a thing. Or if there is 
something wrong. There will be an update in the next time in 
which I will fix some bugs of this walkthrough.

Preview: As I said: The next update will fix some bugs. I have 
received some mails already but I was not able to answer all 
of them so far. But I promise: Every mail will be answered (if 
there is no virus in it, of course ;-) ).

Please contact me if you have any suggestions for this 
walkthrough ( 

+--About this walkthrough--+

I have written this walkthrough for 
initially. The original version is in German and has many 
screenshots. I am working much with maps and waypoints. On this is not possible. I may only use text and 
I didn't want to draw maps with ASCII. This is no real fun. So 
I translated the walkthrough and re-wrote some parts so it 
works well with

The final version of this walkthrough will contain a 
walkthrough for all the six chapters and the prologue, some 
common hints and some hints for the character choosing. It 
will not contain a list of all items (DSimpson did that well 
anyway) and there will be no list of all the spells (this is 
explained in the manual and I'm not a big fan of magic in 
these games, I mostly use fighters and some basic spells like 
burning hands, fireball, lightning bolt, haste, improved 
haste, etc. And of course all kinds of healing spells.

I'm sure somebody will write a very detailled walkthrough some 
day but until that day this has to be sufficient. My 
walkthrough is meant for frustrated players who are struck at 
a certain place and who want to know what to do next ;-) .


I am not that good in writing general hints. So I posted 
several messages into the forum. Many people answered. Here I 
quote what they said:

Character Creation

Duergar are pretty bad, most other races are worth taking if 
you can see how their abilities will help you out. That 
includes all of the higher ECL races. 

3rd edition requires more planning. Have a good idea of what 
your character will be, what feats he or she will take, and 
when they will be taken. Feats have to be timed. Sometimes you 
get in a position where you can't have all of the prereqs for 
a feat you really need/want when you get a feat, so plan 
ahead. Make sure that your casters will have high enough stats 
to cast their full range of spells, this can also require 
planning. All in all a character is much more than his or her 
class and race. One thing to help you plan out your character 
is knowing that your characters will probably make it to level 
16-18 or so in their first run through the game. If you have 
extra ECL characters, they will be a respective number of 
levels lower. 

Having someone that can cast instant damage (i.e. a 
wizard/sorceror) is very useful. So is having someone who can 
heal afflictions and damage. You will also want someone able 
to sneak around and unlock traps. Apart from that, take what 
you want. Combat-heavy characters are very nice to have but 
certainly aren't 100% necessary. 

A common and useful character design is giving 4 fighter 
levels to a character. This allows weapon specialization. You 
do not have to be a fighter type to be useful in combat. 
Taking only 4 levels as a fighter can give a nice bit of 
attack bonus, 3 feats, and specialization. 

It is usually best to only take a lot of levels or a spell 
caster or very few. If you take very few, then you will get a 
lot of useful buffs (mirror image mainly), that will 
supplement your other class. If you take a lot then you will 
get a wide range of very nice spells and will have powerful 
spells when you need them. If you take half and half or so, 
you will sacrifice a lot of power. Yes, you can be level 30, 
but in the single player game, as mentioned, you will probably 
only make it to the high teens

sir xazm:

a simple party consists of 1 warrior, 1 rogue, 1 healer, 1 
mage, and 2 of anything else. while some classes are more 
powerful than others, you can easily beat the game using that 
simple party structure.

dogbert whisperwind:

On character creation, do not skimp on wisdom, even for 
fighters. Enemy priests have a nasty habit of dire-
charming/confusing/greater-commanding your tanks. Having a 
wisdom of 12 is a must, imho, for tanks. Since fighters have 
so many feats to spread around, put some of those feats into 
things like iron will (+2 to will saves), Discipline (+1 to 
will, +2 to concentration), Bull-headed (+1 on will saves, +2 
to intimidation). For a munchkin tank, take a half orc fighter 
and remove all points from int and cha and dump them all to 
str, con and dex, with the rest into wisdom. Dual to a 
barbarian at fighter level 4 to get weapon specialisation.

General Hints

sir xazm:

talk to everyone. do all the quests. save often. pay attention 
to the tips on the load/save screens. kill more, die less.

two handed weapons do more damage than weapon/shield or two 
weapon fighting. the only exception is if you have a high dex 
character with weapon finess, usually a rogue.

Armor class in 3rd edition dnd rules is dumb (not that it was 
anywhere near brilliant in previous versions). don't be 
suprised if your fighter wearing 300 lbs of metal has lower ac 
than your high dex rogue wearing a few trinkets.

attacks are maxed at 5. keep this in mind when using items or 
buffs that supposedly increase your # of attacks.

it's generally a good idea to max a character's best stat. 
healers max wis, wizards max int, sorcs max cha, rogues max 
dex, warriors max str or con, etc.


Well, it's pretty much common knowledge, but doing the Battle 
Square thing is way worth it, if for nothing else than the 
mace of disruption. That thing makes some battles way easy.
Also, when doing the Battle Square, you can hide the rest of 
your party in the hallway and they can help you out in the 
middle of the contest (healing, buff spells, summons etc...)

Combat advice

sir xazm:

if you know a big battle is coming, buff as much as you can. 
buff long duration spells first, then short duration. buff 
super long duration spells after each time you rest. if you 
want to play very safe, keep summoned pets in front of your 
lead character always and move around the map slowly; as soon 
as you see a mob, it will attack your pet instead of your 

a lot of fights are tough in this game, and you may have to 
change your tactics to beat some of them. if you lose a 
battle, learn from your mistakes and try something new after 
you load. if your fire spells didn't do anything, load up some 
lightning spells. if dmg spells didn't do the job, try crowd 
control spells. if you can't heal fast enough, keep santuaries 
handy. if blunt weapons aren't doing much damage, try using 
slashing weapons.

it's a good idea to keep the best + weapons you find. some 
mobs in the game can only be hit by higher + weapons, such as 
the iron golems that aren't hurt by anything less than a +3 

it's also a good idea to keep a variety of weapon damage 
types. some mobs resist slashing more than blunt, or resist 
blunt and slashing but not piercing.


Combat in IWD2 is different than a lot of Infinity Engine 
games. More often then not, the majority of the fights you 
fight in an area are large fights, that will severely tax your 
team. It is common to have to rest after a lot of your fights 
and stretching your team to fight several fights per rest 
period is challenging. 

Because of this, it is very important that you scout out your 
fights. Use wilderness lore and use your characters with high 
hide/move silently to scout ahead. You want to know what your 
enemy is, and you want to have a plan for destroying them. You 
can't always know this, but you should always know everything 
you can. 

Pick where and how you will fight. You might move several of 
your characters in hidden to take out a crucial enemy (usually 
a spellcaster). You might want to set up your summonable 
creatures. You will ALWAYS want to be buffed. Always. The 
first person spotted by the enemy will be the one that the 
enemy is most interested in. Do NOT expect to be able to drag 
only one enemy like you could in Baldur's Gate. Expect them to 
be smart and to all come to the aid of their ally. 

You want the first person spotted not to be in trouble when a 
ton of enemies charge him. You can try and make your 
summonables take these attacks. You can have that character 
run away. You can have that character ready to take any and 
all comers. There are several good tanks. One is simply 
fighter type with lots of hps and maybe a decent ac. Creatures 
tend to hit a lot no matter your ac, so the hps are more 
important than anything. Another is to have a caster that can 
buff himself up defensively. Good buffs (that aren't too high 
level) for this are mirror image, blur, stoneskin, and to a 
lesser extent mage armor and cat's grace. Mirror image is VERY 

You should include the usage of spells in your plan. Do you 
want to lure your enemies into a skull trap or delayed blast 
fireball? Will you pelt the casters with magic missiles? An 
interesting tactic can be the following: have your tank be a 
rogue or a monk with a high reflex save. Try to keep others 
out of the thick of things, then have your casters bombard the 
middle of the battle with area effect spells. The evasion 
skill will allow the rogue/monk to avoid most of the spells 
entirely, while the enemy will all be concentrated in a small 
area and will all be taking damage. Finally you might want to 
have a character concentrating on crowd control via charm 
spells, hold spells, chromatic orb, and other such spells. It 
can tremendously useful to have something nasty on the enemies 
side of the battle suddenly become completely immobilized. 

I said to buff always, so what should you buff with? You 
should always have cat's grace, bull's strength and endurance 
up on as many characters as possible. These spells add nice 
bonuses and they last for quite a long time. After level 5 or 
so you will almost never have these wear out on you before you 
rest. Mage armour should always be casted on those people who 
don't wear armor. Stoneskin also lasts long enough to use long 
before combat, so cast it on the characters who will go into 
the thick of things. Then, right before battle you will put on 
short duration spells. The most important of these is mirror 
image. Hopefully you saved a few slots for this after casting 
the stat increasing buffs. Blur is also great, and blink is if 
you don't mind the chance that your character's actions will 
be inneffective. Another crucial spell is haste, which both 
makes a character much more mobile and gives them a very nice 
boost to their combat effectiveness. 
Cleris have a whole line of useful spells too, and most of 
them are shorter duration. I'll leave you to figure these out 
on your own. 

Finally, summon spells are invaluable. They provide both 
damage and a meat shield for all your characters. Animate dead 
is almost unfair. Most summon spells are useful. Items that 
allow you to summon creatures are also very nice. It is best 
to summon creatures right before combat starts so that you can 
have them in place to take damage and deal it most 


Have at least 1 Dispel magic memorized ,when one of your pc's 
is hold\charm... just cast dispel magic on him\her.

If you don't have Dispel magic ,cast invisibility on your 
held\paralized character.

If an enemie caster in casting charm\domination equip the pc 
nearest to the enemie caster with an item that gives immnunity 
to charm\domination,cuz he probebly is the target.

Make sure to have at least one remove fear memorized

dualwield is great but a character with high Strength and a 2 
handed weapon can deal tons of damage per hit.

Scouth,Scouth,Scouth,Scouth,Scouth,Scouth a lot,use a 
rogue,ranger or any character that can hide,if you know how 
many enemies is oiuther and when they are and ho many time 
they will take can reach the other monster in the area to help 
then you can make most battles real easy.I use my thief to 
scout half of an area b4 sending my party ,after clering the 
enemies he scouths again and my party move to kill 
again,reapet until you clear everything.

To prevent hit and run tactics,the programmers add the "hit 
seeking" ablitie on monster,e.g.:In bg2 you send your thief to 
backstab an enemie and then you hide the enemies will just 
stand there waiting but in IWD2 if you you send your thief to 
backstab an enemie and then you turn invisible and run ,the 
monster will just move where your rest of your party is.
You can use the "hit seeking" in your favor:split your party 
in 2, move half of your party to one sideof the map and the 
other half of your party to other side of the map,send your 
thief to backstb someone then use a potion to turn invisible 
and the monster track and will find half of your party and 
when they are attacking your half party use the other half of 
your party to attack your enemies one their back.You could use 
summons and make 3 diffirent groups to attack your 
enemies.This is the "Hammerville Attack",i learn it with the 
dwarf in the entrence to Underdark.

Magic spells

sir xazm:

best nukes:

MAGIC MISSLE - old reliable.
CHROMATIC ORB - best when it stuns.
FIREBALL - old reliable #2.
LIGHTNING BOLT - not as good as fireball, but great back up 
when fighting solo enemies or fire resistant mobs.
SKULL TRAP - unlimited damage expansion, 30d6 at lvl 30. small 
area of effect. can be used as a trap or casting at a specific 
target can also set it off like a fireball.
DELAYED BLAST FIREBALL - improved fireball, unlimited damage 
expansion. can be used as a trap or casting at a specific 
target can also set it off like a normal fireball.
DISINTEGRATE - save or die, take dmg even if save. some 
players mentioned loot items can also be disintegrated using 
this spell.
FINGER OF DEATH - save or die, take dmg even if save.
HORRID WILTING - capped at 25d8, but save vs fortitude (as 
opposed to reflex for fireballs), which means good vs casters.
WAIL OF THE BANSHEE - area effect save or die. can also effect 
your characters, not including caster.

best buffs:

BLUR - 20% chance to be missed in combat. decent duration.
MIRROR IMAGE - automatically missed 2-8 times in combat. low 
PROTECTION FROM ARROWS - potency increases with level, capped 
at lvl 20. long duration.
STONESKIN - potency increases with level, capped at lvl 15. 
good idea to cast on whole party after every resting. long 
EMOTION HOPE - small area of effect, best when used before 
combat. decent duration.
MASS HASTE - offensive use with extra attacks, and defensive 
use for extra movement speed. one of the best group buffs in 
game. short duration.
SEVEN EYES - multi-use protection spell. a must have for front 
line mages. long cast time, best cast before combat. has 
offensive components, but mostly worthless. decent duration
AEGIS - best caster only target buff spell in game. quick 
casting time. short duration

best crowd control:

SLEEP - only good at lower levels.
COLOR SPRAY - best used at lower levels.
SLOW - best used only after casting stun type crowd control 
CHAOS - one of the best crowd control spells in game. saves vs 
will at -4, so can completely ruin a huge group of enemy 
POWER WORD BLIND - no save allowed. in theory, blinded 
creatures are supposed to miss 50% of the time. duration 
lowers as monster levels rise.
SYMBOL OF HOPELESSNESS - one of the best crowd control spells 
in game. shorter duration and doesn't have the save bonus of 
chaos, but has larger area of effect. saves vs will, so great 
vs tanks.

best other:

OTILUKE'S RESILIENT SPHERE - can completely remove an enemy 
from combat for the duration of the spell. can also be used 
MODENKAINEN's SWORD - 4d6+3 dmg, +17 to hit when you first get 
it, + to hit rises with level, can hit from any distance, is 
only considered a +3 weapon to determine what can be hit. can 
cast more spells even if you have mod sword, but will not be 
swinging during the actual casting. short duration.
ANY SUMMON MONSTER - bigger # the better.

best unbalanced spells:

ANIMATE DEAD - don't get if you have clerics. don't get if you 
want the game to be a challenge.
IMPROVED INVISIBILITY - can walk through and kill anything and 
absolutely nothing will see you for 99% of the game. don't get 
if you want the game to be a challenge.

notes on normal vs heart of fury:

damage spells are awesome in normal, but dramatically drop in 
usefulness in hof. crowd control spells are nice in normal, 
but dramatically increase in usefulness in hof. buff spells 
are nice in normal and a must in hof. otiluke's drops in value 
in hof as monsters make saves much easier, modenkainen's sword 
is just as useful in either, and summons are an absolutely 
100% must to get through hof.

dogbert whisperwind:

Conversely, use spells that target the will saves of enemy 
tanks. eg. Hold person, command, greater command, domination, 
hold monster, emotion despair, emotion fear etc etc. 

Against enemy spell casters, use spells that target either the 
fort or reflex. Disintegrate, dolorous decay, finger of death 
all come to mind as inst-kill spells that target fortitude.


Have at least 1 Dispel magic memorized ,when one of your pc's 
is hold\charm... just cast dispel magic on him\her.

If you don't have Dispel magic ,cast invisibility on your 
held\paralized character.

If an enemie caster in casting charm\domination equip the pc 
nearest to the enemie caster with an item that gives immnunity 
to charm\domination,cuz he probebly is the target.

Make sure to have at least one remove fear memorized


Improved invisibility is glitched, I imagine they'll fix it in 
the patch, don't use it if you're planning to have a fun game.



Targos Harbor

--- A wounded guard
After a long trip we finally arrived in Targos. We talked to 
the captain, then we met Reig Redwaters. He gave me a sword 
and an armor. His arm was wounded and because of me being a 
paladin I was able to give him first aid.

--- Jorun Tamewater's house
A little further to the south we found Jorun Tamewater who 
told us that his house was a safe place. It was in the 
southwestern corner of the harbor area. Inside our thief 
disarmed the treasure chest and broke the lock.

--- First healing potions
In the northern warehouse we found in a north eastern placed 
chest two healing potions, in the other chests were several 
more helpful items.

--- The tavern and the goblins in the warehouse
Near the northeastern warehouse was Brogan. He asked us to 
talk to the fighters in the tavern which was in the southern 
part of the town. There we talked to all the people and then 
we retured to Brogan. Now it was our job to clear the 
northeastern warehouse of goblins. Of course we looked in all 
the chests as well (to find a dead cat, for example).
By opening a trapdoor we arrived in a cave system. Our group 
killed all the goblins. When a message was displayed that all 
the goblins were dead we left the caverns. If this message 
does not appear you must run around and look for more goblins 
- even in the town streets.
Now we reported our success to Brogan.

--- An old woman and her cat
We also visited the old lady in the southernmost house. If we 
brought her a dead cat (we found in one of the boxes in the 
warehouse with the caverns) she was able to tell us some 
interesting storys.
Now we left the town's haven quarter. The exit was in the 

Targos city
--- Accepting the next job
We talked to Ulbrec Dinnsmore in the town hall which was 
located in the southern eastern part of the map.

--- A man talking to ghosts and a strange bottle
In the first house we met a man who talked to ghosts. He told 
us that we should return by night (but when we did so nothing 
After that we visited the inn (southwest). The owner talked 
about a ghost and gave a bottle to us. Our mage identified the 
bottle, after that we talked to the innkeeper again. Then we 
headed to the town hall to show the bottle to the mayor's 
wife. We shared the gotten information with the man who talked 
to ghosts (western house).
Our next goal was to talk to the ghost in the inn. So we 
waited until nightfall and went to the first floor of the inn. 
We found the ghost in one of the rooms and talked to her, then 
to the innkeeper who told us to go to the tavern in the harbor 
district. The owner of the tavern gave us a piece of the ship 
in which the ghost's husband sank. We showed it to her and 
asked her for a tear. After that we spoke to the innkeeper 
again and then to the mayor's wife who bought the bottle.

Now we visited the store (next to the town hall) and bought 
some equipment. Then we left this part of the town in the 

In front of the town
--- Drunken Niles
In the southeastern corner we met drunken Niles and had a 
serious talk with him. He ran away to report to the soldiers. 

--- A lession in smashing barrels
In front of the round wall we talked to the armsmaster, then 
our paladin smashed the barrel and gave some instructions to 
the soldiers.

--- The broken catapult
In one of the warehouses we have found a warhammer. A 
character with a high dipolmacy skill was able to persuade 
Caulder (northwest) to make use of it.

--- The broken crane
In the house in the southeastern corner we met the leader of 
the forces. He sent us to the northeastern part of the map, 
where we talked to Olap, a dwarf. He sent us to Lumbar 
Grundwall in the town (next to the store on the town map) who 
told us that the crane was out of order. We talked to Olap 
again who sent us to his brother standing on the street of the 
docks. We got a wheel from him which we put into the crane 
(this works just like a treasure chest: Just put the wheel 
into it). We reported our success to Olap and returned to the 
leader of the soldiers.

--- 300 arrows
This time he ordered us to talk to Isherwood at the western 
wall. He needed 300 arrows urgently. So we went to the store 
in the town where we got these arrows for free. But we had to 
put some persuading skill in it. After talking again to 
Isherwood we reported to the leader. 

--- Talking to Koluhm
He sent us to Koluhm, the man who spoke to ghosts. Once we did 
that (he is in the house in the southwest of the town map) we 
spoke to leader Shawford - again. 

--- The lazy soldiers in the tavern
This time we had to go to the tavern in the docking district. 
By using some pretty nice threattenings we were able to 
persuade the lazy soldiers to return to their posts.

--- Targos under attack!
Back to Shawford. Suddenly the goblins attacked! We left the 
building and moved into battle. The first guy to be killed was 
the goblin mage. Then we cared about the minions. When we 
proceeded we soon met Vghotan, one of the goblin's leaders. 
After his death a new wave of goblins broke the wall in the 
northeast section. We ran there and bet the green creatures 
(quicksave!). Now the most powerful goblin force invaded at 
the northern gate. We had to take out the leader Caballus at 
first, then the goblin soldiers.

--- Preparations for a new mission
After that hard fight we talked to Shawford who had returned 
to his house. Then we visited the store to buy supplies and 
Then we had a talk with Ulbrec in the town hall. After a long 
rest we left town through the shattered gate...


Shaengarne Ford
--- A warm welcome
Here we met the ork's leader - Torak. He sent some of his best 
warriors after us who caused big problems for our still 
unexperienced fighters. Bows were helpful while the fighters 
tried to break through the wall of barrels. They retreated 
sometimes to recover.
BUG WARNING: If Torak does not disappear DON'T TALK TO HIM! 
This might cause an endless cut scene and there is no way to 
shorten it. Just kill him.

--- Dareth Sprijngsong
We arrived at another wall of barrels. An ork fired an arrow 
at a barrel and we ran away because the barrel exploded 
several seconds later. Luckily some of the orks were killed in 
the explosion. We executed the survivors and finally met 
Dareth Sprijngsong in the north. He asked us to kill all the 
orks in this area, especially these at his house which was in 
the east. Then Dareth cleared the path near the entrance of 
the map. A little north of Dareth's prison we destroyed a 
wooden plank.

--- Dareth's wife
We explored the new path and found Dareth's wife in the very 
western part of the map. She told us about the ork's camp in 
the east and opened the path for us. 

--- Avoiding the ambush
Our party went northeast and killed all the orks. Then we went 
back to the western area and destroyed a second wooden plank a 
little east of the women's former hideout. The exit was in the 
north, but before we left we took a rest.

Shaengarne Ford - Torak's camp

--- Unexpected support
On the next map a hard battle took place. Luckily a strong 
female warrior was by our side. She ordered us to fight a 
special troll and to bring her the sword he stole from her.

--- Sneaking into Torak's camp
Right after that we met Kaitlin who asked us to save her 
village. In order to do this we had to open the gate. So we 
went east to Torak's camp. Torak was a coward. If we attacked 
him he would slay all the villagers. So our thief sneaked into 
his camp (using shadow ability) and moved the wheel that was 
next to the big gate. He used the shadow ability once more and 
left the camp.

--- Freeing the villagers
Then we entered the northwestern camp and killed all the 
enemies. After that we destroyed the barrels that were placed 
around the villagers' prison. 

--- Infiltrating Torak's camp
Now we entered Torak's camp once more and killed all his 
followers. We took the key Torak had with him and entered the 
cave in the north.

Shaengarne Ford - The troll caverns

--- Finding the sword - a hard battle
Inside we hacked through the masses of monsters. Our strongest 
weapons granted success. But finally we reached the 
southeastern room. Here the troll lived. The first thing we 
did after the dialogue was running away! Outside the cave we 
used some preparation spells and entered again. We were lucky 
- all of the troll's followers were shattered around the cave. 
The troll itself was a very mighty opponent. His attacks were 
devastating. Our mage used his most powerful spells to kill 
him. Once he was lying on the floor he cast a fire spell to 
kill him (you can use burning oil as well).
After this terribly hard battle we searched the troll's room 
and found the sword the warrior outside wanted to have. We 
returned it to her.

Shaengarne Ford - Torak's camp

--- Proceding...
With everything being done we went to the locked gate. Using 
Torak's key we were able to open it. We left the area.

Shaengarne Ford - The path to the river

Soon we met some rat-looking humans, a big battle started 
which we were able to survive because of bless and our strong 
We didn't find too much in this area, except of a huge 
spider's web. The exit was in the west.

Shaengarne Ford - The dam

--- Destroying the dam and fixing the bridge
In the next area our group was surprised by enemies, we 
destroyed the nearby wooden pillar and hacked through the map 
until we found another pillar. We destroyed it as well and 
took the wood. We used it to repair the bridge in the west.

Shaengarne Ford - The bridge

--- Defending the bridge
Finally we arrived at the bridge! But the enemies were about 
to destroy it! Nevertheless we had to proceed carefully 
because there were many enemies in this area. When we 
approached the bridge we met a mage called Xuki who had many 
powerful spells. One of our characters walked next to her and 
she cast all her spells on him. After she had cast the most 
powerful ones the othere came to her and killed her. After 
every enemy was dead a message appeared. But the bridge was 
destroyed nevertheless. We collected all the treasure and left 
the area in the west.


--- The next mission
We talked to Ulbrec Dinsmore in the town hall. Then we bought 
several spells at his wife's shop (haste is a very useful 
spell). In the store we bought some new armor and weapons, 
some shields as well. We stocked up our arrows. Right after a 
relaxing night in the inn we left town again, prepared for new 

Horde Fortress - In front of the gates

--- Ennelia
We talked to Ennelia about everything possible and offered a 
strong healing potion to her. 

--- The first two drums
After that we approached the valley carefully. Our heroes 
destroyed the drum which was located north of the eastern side 
of the bridge. The bow experts went to the northeast and shot 
the next drum which was placed on the other side of the 
valley. The bridge west of that point had three traps on it. 
Our thief was able to disarm them.

--- The northeastern and northwestern camps
Now we went to the small village in the east and killed every 
monster there. The leader had a key. Finally we went to the 
east. There was a third drum and another orc camp. There was a 
lot of treasure to collect in this area. 

--- Using the key
We went to the very southeast and opened the gate. After a 
small battle we entered the cave.

Horde Fortress - The cave (1)

--- Three hard fights
We granted us a relaxing rest. Then we explored the southern 
room where we were expected by hordes of goblins. The heroes 
searched the camp very carefully and found loads of nice 
The next room was full of orcs. They were no real problem, but 
there were the mages as well. They were tough opponents 
because it was difficult to reach them.
The most difficult room was that in the very southwest. We 
fled to the cavern's entrance to be able to leave it as soon 
as the characters got too much problems. This battle lasted a 

--- The password
We went to the tiny room in the middle of the map. Pondmuk, a 
goblin, lived there. He knew about the secret password for the 
door near the entrance but he only wanted to tell us if we 
brought him some spiders. We found them in the western room. 
We also got the spider's queen for the goblin and he told us 
the password.

--- Invading: Two options - 1: Invading from the back
But we didn't use the door at all. It seemed better to go to 
the northwest and use the back entrance to the camp. Once we 
were inside (near the door) we immediately destroyed the drum 
in the west. Then we killed all the monsters.

--- Invading: Two options - 2: Using the password
We used the password at the door near the entrance and had to 
fight throuth the hords of orks. We had to destroy the drum in 
the northwest immediately.

--- Strong monster Ypuog
In the southwest a very powerful monster called Ypuog lived. 
Once we killed it it left some leggings which we put into the 
inventory. After that we left the map in the northeast.

Horde Fortress - The cave (2)

--- Getting the first stone: Two options - 1: Give the 
leggings to the leader
In the next area we went west. After a while we met a goblin's 
leader whom we offered the leggings we found before.

--- Getting the first stone: Two options - 2: Kill them all
We went to the leader of the goblins and talked to him. He got 
angry so we had to fight him and his minions. After the fight 
we took the stone the leader had lost.

--- Two drums, a horde of monsters and the second stone
We returned to the entrance and went northwest this time. On 
our way to the stairway we met several monsters and found two 
drums. We eventually found a second stone.
We were able to kill the monsters in the cage by using arrows. 
This took long but they had no real chance.

--- Leaving the cave
The stairs were in the north of the cave. In order to leave 
the cave we needed the two stones we found on the map. 
Otherwise a terrible trap might have sprung that killed some 
of us.

Horde Fortress - Inside the fortress walls

Finally we were inside the castle walls. Hordes of monsters 
attacked, so we were forced to retreat to the cavern in order 
to recover sometimes. After some time all the monsters 
perished and we entered the castle.

Horde Fortress - Inside the fortress

--- Opening the door
In the first room several battles took place. After we killed 
the old ork we took the key he lost and unlocked the door.

--- Confronting the leader of the fortress
Then we moved to the center of the map and confronted the 
leader of the castle. Once we defeated him we explored all the 
rooms in order to find more items. 

--- Saving Braston
In the southern eastern room Braston was imprisoned, we 
escorted him outside. Then we went through the main entrance 
to the big area in front of the castle. We talked to Ennelia 
near the exit and left.

Targos city

--- Reporting to Ulbrec Dinnsmore
It was a long trip, but it finally seemed to have come to a 
good end. Exhausted we told Ulbrec Dinnsomore what we had 
achieved. But he had no mercy and got the next mission for us. 
Before we went to the airship (north of the town hall) we 
bought some equipment and spells and slept in the inn.
Then we visited Oswald and told him that we really intended to 
fly away.


Western Pass

--- Fight against the beetles
Right after we killed all the beetles inside the airship we 
talked to Oswald and took the book which was on the table. In 
it was detailled written what he wanted to have.
We left the ship, took some planks and went north where we 
destroyed the beetles' lair. We took all the potions that were 
inside the lair. There may be thrym extract as well.

--- Strange traders, dead traders
Further in the north we met several traders. At first we 
traded with them but then I talked to him about his evil aura. 
He transformed into a werewolf, a tough opponent. Our reward 
were many gold coins and some emeralds.
A little to the southeast we found the dead bodys of some 
traders. In their chest there were some emeralds (there should 
be also a diamond).

--- Captain Yurst
In the center of the map was Captain Yurst who was bombed with 
stones. South of him some spiders existed (spider silk!). We 
went to the east and confronted the giants. After we had 
killed them all we returned to Yurst.

--- Getting on the glacier, breaking the barrier
Now we went to the north. Soon some people blocked our way. 
Well, we proceeded anyway and met the leader of the town at 
the glacier. A battle followed. We returned to the south and 
fought the enemies who came for us. After that we moved on the 
hill and killed some more foes. Then our strongest warrior 
passed through the barrier. We left the area in the northeast.

The glacier

--- Crystal golems, levers and an amulet
After several battles we proceeded to the north. We met a 
crystal golem which was only weak to blunt weapons (hammers, 
axes, flails, hands). In the south (middle of the map) we 
found three levers. We pushed all of them and went back to the 
entrance. One or two powerful croaching monsters attacked us, 
we were really lucky that we survived! These monsters may have 
thrym extract with them as well!
From the entrance, we went northeast and found an amulet near 
the human statues. Now we were able to open all the doors on 
the glacier.

--- Some tough fights
We went a little back and chose the first door. Here the queen 
of these croaching monsters expected us! Our mage threw every 
spell towards her he had. When she died we fled (there is 
another powerful enemy right behind the barrier). After a rest 
we challenged him. 

--- The imprisoned dwarf, belladonna plant
Then we went to the little northeastern room and fought the 
two religious peolple. Now we went southeast and fought 
another crystal golem (axes, hammers, flails, ...). Then we 
killed the croaching monster and freed a dwarf who had a 
belladonna plant (for the airship).

--- Entering the ice temple - first try
Now it was time to proceed to the ice temple (northeastern 
path). The door was locked so we talked to the dwarf (south) 
and asked him to open the door for us. Important: All your 
character's HP should be maximum!
Inside the temple we met several gargoylelike monsters who 
told us about their fate. Here we were not able to do 
anything, so we left.

--- Sherincal, entering the ice temple
We headed for the main entrance where we met Sherincal, the 
mysterious foreign person who had talked to the keeper of the 
goblin fortress.
In the battle we found out that she was not too tough at all. 
In order to repair the stairs our bow specialists shot several 
arrows at the levers on the top of the stairway. Now we were 
able to proceed.

Ice Temple - the upper floor

--- Exploring the temple, the first high priestress
There was not much to do on the first floor. In the central 
room we killed a high priestress who had a key on her. We 
explored the whole floor and discovered two secret walls (one 
in the east and one in the west), but they were not too 
important at all.

--- The prision, Nathaniel and high priestress Lysara
We arrived at the prison (eastern section) and had a talk with 
Nathaniel. We went north and killed the second high priestress 
(Lysara). She had another key on her which we used to open the 
cells with the prisoners. But Nathaniel still missed his 

--- Understanding the deis
We went back to the room where we fought Lysara and looked at 
the Deis. I moved it to the east, then I went on the other 
side of it and turned it to the west. The antimagic-field 
disappeared. Now I got left of the Deis and turned it to the 
north, then I got to the right side and turned it to the north 
again (one whole round). The three huge northern doors opened. 
In order to open the room in the very center of the map I 
stood left of the Deis and turned it to the southwest, then I 
stood right and turned it to the northwest.
In the now accessable room we found a collection of spells. 

--- Informaiton about the imprisoned ghost
Two rooms further north (one of the small rooms near the 
center of the map) we talked to the man about the imprisioned 

--- Hidden stairs
The northernmost room we explored very carefully because there 
were many ice trolls inside. In the center of the room some 
stairs were hidden.

Ice temple - The lower floor

--- Exploring the map
On the next floor we explored all the rooms at first. There 
was not too much to discover on the first view. In the room 
west to the stairs we found a diary with some interesting 
information in it.

--- Nickademus
In the central room there was a locked door. Our thief broke 
the look so we met Nickademus. We walked around a little and 
he woke up. Now he ansered us a lot of questions.

--- The strange ghost room
We returned upstairs and "talked" to the picture in one of the 
eastern rooms and answered: "Lysan". We waited for the effect 
and went down the stairs. 
Now we were in a room with a shadow painted on the floor. I 
tried to open the northern door but it was not possible. Then 
we discovered a secret wall to the west. We went out of the 

--- A mirror and a lighning
Now we went northeast, then a long way to the southeast until 
we saw a mirror (above the central room). We moved the mirror 
so the front side showed to the east. Then we entered the 
central room. There we moved the machine with the lower lever 
so it showed to the northern exit. We pushed the upper lever 
so that a lightning was shot. It hit in the room with the 

--- The spirit in the ghost room
One character moved there and was now able to open the upper 
door. He entered and talked to the spirit. A whirlwind 
appeared and the door slammed shut. When the whirlwind 
disappeared the doors opened again.

--- Repairing the machine in the central room
If we damaged the machine in the central room (you must hit it 
with a lightning bolt) we went to the play room in the 
southeastern corner of the map and pushed the lower left 
levers until the golem said "Repair mode active" (or something 
like that. Then one of us used the southernmost lever.

--- The play room, a key
We went to the southeastern room, the play room. There we 
moved the three lower levers until the golem said "Battle 
sequence activated". By using one of the upper levers we could 
set the difficulty level. Once the game was activated it was 
the job of our strongest warrior to move on one of the plates. 
When he did a battle took place. He had to defeat his enemy in 
60 seconds. He wan if he managed to win a row of three fields 
(horizontal, diagonal, vertical). Now we got a key. 

--- Killing high priestress Oria, the Inner Sanctum
We used it at the locked door in the northeastern part of the 
area, then we confronted Oria, the last high priestress. Short 
before her death she cast a powerful spell and short after 
that she appeared again - invulnerable to all of our weapons! 
We rushed to the game room and played with the three lower 
levers the "inner sanctum". Now we were able to hurt Oria. 
Once she died we returned to our usual form of existence.
We went to the imprisioned gargoyles in the northern part of 
the first floor and talked to them. After that we left the ice 

Back to the ship

--- Giving the six ingrediences to Oswald
I had the six ingrediences for Oswald: 

- Wooden planks (found just outside the ship
- Two diamonds (you should have found some in Chapter two. If 
you sold them, get them back)
- A bottle of thrym extract (there may be one just on the 
ship, or in the beetle's lair or one of these huge crouching 
monsters has it
- Fresh spider silk (you encountered spiders in the east of 
the ship)
- Belladonna plant (the dwarf on the glacier who was 
imprisioned by one oh these huge crouching monsters presents 
it to you)
- A sword of your choice (it needs to be ordinary steel, so 
daggers and big swords should do, just don't try weapons which 
are very magic)

To give these ingrediences to Oswald we simply put them on the 
table in the ship. If we did right a graphic effect happened. 
Then we talked to Oswald and moved back to the ice temple.

Ice temple revisited

--- Talk to the picture in the upper level, treasure room
Now it was time to test all the possible answers you can give 
the picture on the wall. Here is a list:

- "Death to Kuldahar" - downstairs
- "Andora" - the place where the druid was
- "Lysan" - the room with the shadow on the floor
- "Auril, shower the..." - game room
- "In Auril's name..." - treasure room (you find loads of gold 
pieces there and Nathaniel's ring of ram)
- "bedroom" - Nickademus' room
- "from the sea" - the room with these gargoyles
- "hmmm..." - the airship

Especially the treasure room should be interesting.

--- The mirror room and Nathaniel's belongings
Now only one thing remained to be done. We had to get 
Nathaniel's things. So we visited the mirror room 
(southwestern section of the lower area) and shattered both 
mirrors. A furious battle took place. We had to take out the 
mages immediately. After we wan the battle we explored the 
room with the many coffins. Our thief looked around and 
noticed that one of the upper left coffins could be opened. So 
she opened it.
We went to the central room and moved the heavy machine so it 
was facing to the southern door. We pushed the other lever so 
that a flashlight was shot. It hit in the mirror room. Now we 
were able to open the door to the storeroom (southwesternmost 
room), where we found Nathaniel's belongings.
We got Nathaniel his bag and the ring (from the treasure room; 
Nathaniel is still in the jail). Now we followed him to the 
outside where we met some Neverwinter warriors. We left the 


The Wandering Village

--- A skeleton with a bad memory
After a welcome battle in the new region many wolves came from 
the cave in the north. Once we killed many of them the wolf's 
cave seemed to be empty. The skeleton in the south was missing 
its drinking horn. We moved to the village in the east.

--- Nym's dark prophecys and several new missions
Nym told us what might happen to us in this chapter of our 
journey. We had a talk with Suoma in the north of the village, 
after that we talked to Tahvo and Venla. Jari has a mission 
for us as well.
After buying some supplies and selling unusable things we left 
the village and left the map in the southeast.

The Fell Wood

--- The missing children
We met some ice trolls who had to be killed by fire or venom 
once they lay on the floor. The leader of them was immune to 
fire so we had to kill him by poison.
In a tent in the east was an ork we could talk to. But after 
the talk Limha appeared. She told us why she kidnapped the 
children. After that we fought her minion and left the tent. 
Limha sent four ice trolls after us who were not too difficult 
to kill. After that we confronted her personally. But that was 
not easy at all because she cast herself away all the time. 
But finally, we wan.

Fell Wood maze (first visit)

--- White wolf skin for Jari
We left the area in the east and lissened to the skeleton's 
warning. Then we left this area in the northwest. There we met 
some white wolves. We took their skins with us (for Jari). Now 
we chose the southwestern exit. We returned to the village.

The Wandering Village

--- Reporting success and accepting new work
Jari was happy about the wolves' skins and Venla was happy 
about the returned children. We talked to Suoma who sent us to 
Tahvo. From him we got the mission to take care about the 
skeleton near the village. Our journey took us back to Fell 

Fell Wood maze (second visit)

--- Finding the drinking horn
This part of the game did cost our party about two hours and 
you get the solution for free!
So here the short version: We took the following exits (from 
the map with the skelleton in it): Northeast, north, east, 
east. Now we met a druid. Then we exited southeast, northeast, 
southeast, northwest, southeast. Here we found the drinking 
horn we were looking for so long. We took the southwestern 
exit to leave the wood.

The Wandering Village

--- Returning the horn
We now returned the horn to Sordirsin, the skeleton. Then we 
looked into his grave. 

--- Another mission
We told Tahvo about our success, then we talked to Suoma who 
sent us to Kurttu. This woman asked us to find out something 
about the disappearence of Kyosti.

Fell Wood maze (third visit)

--- Will-o-wisps
We talked to the ghost at the entrance. He wanted us to kill 
three will-o-wisps. Great! Some more exploring in the big, 
dark forest. At first we returned to the place where we found 
the drinking horn (northeast, north, east, east, southeast, 
northeast, southeast, northwest, southeast). After that we 
chose these exits: Southeast, southeast, northeast, northwest, 
northwest, northeast, southeast. Here we met the enemies. They 
were powerful creatures. Once the clerics were not able to 
heal the fighters any more we had to leave the area and take a 
rest. The trick in the battle was to attack only one of the 
will-o-wisps at a time. They cast themselves away all the time 
but we tried to find out where it went and chased it.
After killing all three of them we chose the southeastern exit 
to return to the starting point.

--- Kyosti's fate
We had a talk with the ghost and asked about Kyosti. Then we 
left the forest and examined the northwestern part of the map 
with the big tent on it. Here we met the restless ghost. We 
talked to him.

Wandering Village

--- The leaders of the Legion of the Chimera
After the talk with Kurttu we spoke to Suoma but we were 
interrupted by the powerful leaders of the Legion of the 
Chimera. A fairly easy battle against some undead foes 
followed. They were best attacked with fire magic (burning 
hands, fireball). 

--- Gaining new informaiton (at last)
We talked to Suoma again, then we visited all the traders and 
bought some ropes (IMPORTANT, BUY 5 OF THEM! You will thank me 
later). After that we left town.

Fell Wood maze (final visit)

--- Exiting the forest
In the area where the ghost used to be we simply moved to the 
east (no, not a maze again ;-) ). There we had to fight a 
horde of treelike beings. Compared to the battle against the 
will-o-wisps this was very easy. A new exit in the northeast 
appeared, we finally were able to leave Fell Wood!

Cold Marshes

--- A rock puzzle
The next area was full of monsters. Near the starting point 
two hordes of spiders attacked us. In the middle of the map 
(south) we found some troll caverns, in the east we were 
attacked by barbarians.
A little further to the north we found several stones:

        / \ / \ / \ 
4th row  L   M   R
        \ / \ / \ /
            / \ / \ / \
3rd row      L   M   R
            \ / \ / \ /
        / \ / \ / \
2nd row  L   M   R
        \ / \ / \ /
        / \     / \ / \
1st row  L       M   R
        \ /     \ / \ /

While the fighters fought against the incoming monsters our 
thief moved the blocks: 1M, 2R, 1M, 2M, 3L, 1M, 2M, 3M, 4R. 
Now the path was free. We left the area.

River Caves

--- D-d-d- DRAGON!
In this rather small area we met several soldiers. They told 
me that the cave was inhabited by a huge dragon. They also 
promised us full support in the battle against this powerful 
creature. But when we got near the cave they all ran away. But 
that was no real problem: The dragon looked more powerful than 
he actually was. Some fireballs and burning hands killed him 

--- The cowardish soldiers
After the battle we had a serious talk with the soldiers. We 
soon found out that they were agents of the enemy. Suddenly 
they showed their true form and became undead warriors. These 
weaklings were no real threat for our group.
We entered the caverns. 

River Caves (upper level)

--- Another dragon, getting downstairs
It was a surprise to find out that another dragon inhabited 
them. But luckily he was not stronger than his brother. After 
the fight we looked around and picked up some interesting 
things that were lost by unlucky warriors.
In order to access the deeper regions of the cave we used one 
of the five ropes we bought in the Wandering Village (you did 
so, didn't you?).

River Caves (lower level)

--- A locked door
In the area below many enemies walked around. On the northern 
wall we were able to move a rock in order to find a locked 

--- Monsters, monsters, monsters everywhere!
We first went northeast (watch your step - at a certain point 
many, many enemies will attack you!), after winning this long 
and difficult battle we went throuth the last door on the 
southeastern wall to encounter more monsters.

--- Finding the key
After a long relaxing rest (you must climb up the rope to 
rest) we went back some screens. Eventually we found a 
passageway which led to the southernmost area of the map. Here 
we encountered many more monsters. Our mage used fireballs 
against the green slimes (but watch out! You do not have too 
many fireballs at this stage of the game. Don't waste them on 
only one or two slimes). In the eastern end of the path we 
found a key.

--- The slave camp - Option 1: Talk to them
This key fit to the locked door in the northwestern area of 
the map. We had a talk to the dwarves but we didn't provoke 
them because we had other things to do. They offered us a 
place to rest. In the storeroom we found some mining tools we 
had to use on the northeastern rocks in order to clear the 

--- The slave camp - Option 2: Kill them all
We told the slave traders that slavery was an illegal thing to 
do. They attacked us, we had to fight through masses of 
dwarven slavers. Fireballs were had devastating effects on the 
enemies. In the storeroom we found some mining tools which we 
used to clear the path in the northeast (If you choose this 
option you might not have to fight them in Chapter four, but 
I'm not sure yet).

River Caves (final area)

--- Big final fight in the caves
The next map was relaxing at first. But then we met a group of 
fighters with there warbears. They had been waiting for us and 
they have prepared themselves. In the battle we tried to take 
out the dangerous mages first (if that does not work retreat 
some meters and you will face only few opponents for a short 
while. Repeat this tactic). After the battle we picked up the 
key one of the mages lost and left the area.


Black Raven Monastery

--- Accessing the Monastery
Before getting over the bridge our thief looked for traps on 
it and fixed the bridge. We carefully got near the second 
bridge because the place behind it was full of yetis. Our two 
fighters blocked the bridge and fought the creatures, the 
clerics and the mage supported from the behind with arrows and 
By using the cave we arrived at the entrance of the monestry. 
We entered.

Black Raven Monastery - upper level

--- A talk to Aruna
In the entrance hall a man called Salisam Harbash talked to 
us. He told us to speak with Aruma Blane and to report 
immediately back to him after that. Aruma was in the 
southeastern room. There we had a talk with her who did not 
grant us passage to the Underdark. We reported to Salisam (in 
the entrance hall) and he made an offering.

--- Aruna's banishing - Option 1: Show letters to her
Our thief now broke the door next to Aruma's room. There we 
found some interesting letters. We showed them to Aruma who 
left the monestry 

--- Aruna's banishing - Option 2: Tell her about Salisam's 
We went to Aruna and told her what Salisam was planning to do 
(perhaps somebody tells me what happenes then - it is the 
"evil" choice).

--- Nonin's missing ring
Now we explored the monestry. In the central western room 
Nonin told us that he was missing his ring. In the 
southwestern room we were able to rest a bit. The thief broke 
the door near the entrance and found the thief who had stolen 
the ring.

--- Preparing for the eight chambers
After some dialogue with Salisam the stairs to the next floor 
were accessable.
In the cellar we talked to the master of the eight chambers 
who sent us to Nonin. We got the key to the storeroom from him 
and our strongest warrior (the barbarian) put all his 
belongings into a chest.

The eight chambers

After doing so we returned to the cellar. The barbarian told 
the man that he was prepared to enter the first chamber (after 
completing a chamber you are able to heal your character).

Chamber 1 (Stone): I pushed the golden button and chose a good 
axe (my favorite weapon). Then I looked at the northwestern 
wall. The stones did tell me a special message: The bright 
stones looked like the numbers on dices. They said: I, V, III, 
II, IV. I pushed the levers in this order to proceed.

Chamber 2 (Shadow): I simply had to pass some portals in a 
special order. After some experiments I found out: The right 
order was upper left, upper right, lower left, lower right.

Chamber 3 (Sorcery): I got a blunt weapon and attacked my 
enemies. They were not too strong at all so it was possible to 
fight them without of any tactics.

Chamber 4 (Clock): I quickly got an axe and attacked the first 
monk. Once he was almost dead a countdown started and at the 
same time a lever was accessable. My job was to push the lever 
before time ran out. After the first monk was dead I did the 
seme thing with the other two.

Chamber 5 (Sand): A simple room. I just ran clockwise circles 
in this room and pushed all the levers on my way. Sand beams 
appeared and the sand monks were hurt. After repeating this 
strategy several times this room was complete.

Chamber 6 (Silk): I chose an axe and hacked the monsters. 
There were just many, many monsters to kill.

Chamber 7 (Battle): Again I took my axe. This time I let my 
enemy move onto the blue field. Then I knocked him out. When 
he was unconscious I pushed the right lever. A door opened. I 
went to the next room and knocked the fresh enemy out on one 
of the blue fields. Now the other enemy came (he recovered). I 
sent him on the second field and hacked at him. When both 
enemies were unconscious I pushed the left lever in the other 

Chamber 8 (Immolation): This was by far the most difficult 
room. The enemies were rather strong and flames were falling 
down. If I saw that the floor next to me turned red I ran 
away. But my job here was to slay the two enemies. Very 
difficult indeed.

We had another rest now and then talked to Salisam, who 
congratulated us. After that the barbarian fetched his 
equipment. Then all of us used the second set of stairs in the 

The Underdark - The entrance hall

--- The shrine guarded by iron golems
We did not lay our hands on the locked shrine which was 
guarded by the four iron golems. They looked way too powerful. 

--- Entering the Underdark
There was not much to do on this map, we only needed to enter 
the door in the north. When we did so we IMMEDIATELY moved in 
as far as possible. So we had the chance of being in the back 
of our enemies when they started to attack. We took out the 
mages first. When the second wave arrived the mage sent a warm 
welcoming fireball to them.

The Underdark - Western area

--- Merchants, Missions, Improved Haste
On the next map Malavon Despana talked to us. He had a number 
of new missions for us and he sold some spells (buy IMPROVED 
HASTE, an enormous important spell!)
In the south we met several traders. Especially the dwarf 
standing on the east side of the camp did offer powerful +3 
weapons to us (Hint: Don't make one of the traders angry! They 
might attack you and after you kill them you won't be able to 
buy anything from them - there wares will disappear).

--- A mind flayer missing his stone
In the eastern part of the map we met a mind flayer who missed 
his blue stone. Now we left the map by the upper eastern exit.

The Underdark - Eastern area

--- Malavon Despana's sister
Soon we met Ginafae Despana (north). We were able to convince 
her to return to the camp.

--- Finding the mind flayer's stone
In the south we found the blue stone the mind flayer was 
looking for hidden in the mushrooms (use the ALT button).

--- An alchemy laboratory; how to kill Viciscamera
Northeast of this place was the laboratory of a mage. We read 
in the books about how to destroy Viciscamera. Unfortunately 
the alchemist did not let us experiment with her table. So we 
had to kill her and all of her terrible experiments.
Now we took all the items from the northern table. Our mage 
who was skilled in Alchemie did use the alchemie table to 
create the potion.

--- Viciscamera's lair
Then we moved carefully north. There were many traps which 
should be disarmed and the party was being surprised by 
enemies sometimes. Finally we found the Vicisamera and used 
the potion (of course you can kill it with the sword as well. 
Then many enemies will appear and you will have a tough 
battle. Perhaps you will earn more experience points).

The Underdark - Western map

--- Returning the mind flayer's stone
Our group returned to the camp of Malavon Despana on the other 
map. On the way we met eht mind flayer and returned the blue 
gem to him. 

--- Returning to the camp
Then we told Malavon about our success. He and all inhabitants 
of the camp left. We used the savety of the camp for a rest.

--- Entering the mind flayer's maze
Then we went to the northeastern section of the map. There we 
met an insulting mind flayer. By insulting him a tough battle 
started. These mind flayers are not too humorous, are they? We 
killed everybody and now the entrance to the mind flayers lair 
was accessable.

The mind flayer's maze

--- First exploring all the rooms, then the center
This was a maze, since we had an automap it was not too 
confusing at all. Before we entered the maze's center we 
explored all the surrounding rooms and noticed that we were 
able to kill iron golems now.
Once all the rooms were explored we entered the central room 
and fought the elder brain and its minions. Since we have 
killed all the monsters in the rooms around the center the 
battle was not too difficult.
The exit was in the northeastern region (rest before you 

--- Confronting the iron golems
(optional): Being more experienced and having better weapons 
we were now able to challenge the iron golems in the underdark 
entrance hall. In the shrine we found several nice magical 

The mind flayer's maze exit

--- Meeting Oswald
Outside we met Oswald with his airship again! But there was no 
time for warm welcomes now. Many creatures sieged the airship. 
We killed all of them and had a long talk with Oswald and his 
niece (now we finally know who speaks the introducions of each 
chapter). When we were ready to leave the Underdark forever we 
told Oswald that we were ready to leave...


Kuldahar Valley

--- Hiepherus' appearance, a map full of monsters
We had another talk with Oswald. Then we were surprised by the 
undead warrior Hiepherus. An easy battle followed. Now we 
explored the entire map, the battles were not too tough at 
all. The only problem was that the enemies used Energy Drain. 
Occationally a cleric had to cast "Lesser Restauration" on a 

--- The watchtower
The thief broke the lock of the tower in the middle of the 
map. Inside we met Jermsy and Nathaniel. They could tell us a 
lot about the situation in town and they opened the gate in 
the north. The clerics had ran out of "Restauration" spells so 
drained people were healed for rather cheap 60 gold coins. We 
were also allowed to rest. But after that we went to Hieperus' 
hideout immediately.

Kuldahar Valley - graveyard

--- Touching the statue
At first we arrived at a graveyard. More undead monsters were 
here. We destroyed all of them and touched the statue in the 
north. The exit was in the northeast.

Kuldahar Valley - Hiepherus' hideout

--- The final fight
Inside the cave a big horde of opponents awaited us. Spells 
with a huge range like fireball worked well here. Hiepherus 
himself was not easy to kill because he kept on healing 
himself. Right after the battle we explored the cave and found 
a secret box (eastern wall) where several good items were 
hidden in. Hiepherus had some things on him as well.

--- Revisiting the guard tower
Now we visited Nathaniel and Jermsy again and got some items 
as a reward. Then we moved to Kuldahar.


--- Freeing Kuldahar from all the Yuan-Ti
The town was a battlefield. Most villagers have fled already, 
the houses were left and the doors nailed shut. At first we 
went through the entire town and slaughtered all the enemies. 
These snake-like Yuan-Ti monsters were not very tough at all. 
Most of them were not even able to cast a spell.

--- The remaining villagers: The merchants
After that we checked all the houses: In the northwest there 
was a smithery, the inhabitant sold many spells to us (chain 
lightning was interesting, for example) and he asked us to 
find his father. This man lived in the house with the little 
docks (southeast of the smithery) and sold extraordinary good 
+4 weapons.

--- Iselore
The next person we met was Iselore in the southern section at 
the heartstone gem. We talked and were told that the Yuan-Ti 
invaded the town by a portal. Our next job would be to close 
this portal.

--- Gerbash
Last but not least we paid Gerbash a visit in one of the 
eastern houses. We got a key for the guard tower and brought 
it to Jermsy on the Kuldahar Valley map.

--- Accessing the Yuan-Ti realm
Now we took care of our new mission and entered the portal 
being in the big tree (northern section).

The Yuan-Ti's realm

--- Allies in the realm of the enemies
In the south we met some soldiers. We did not lie to them and 
so they told us much about the Yuan-Ti. 

--- A cursed statue
In the northwest (central part of the map) we found some 
statues. Because we didn't want to become victims of a bane we 
didn't touch it. 

--- A master teaching his pupils
A little further to the west a master tought his pupils facts 
about the cult. We had to fight him and his pupils. 
Unfortunaely there was a paladin in our party so we were not 
able to put on the capes to disguise us. We had to fight 
through the temple. The entrance was in the southwest.

Inside the temple

--- Exploring the western area
We found traps everywhere in the temple but most of them meant 
no harm to us. But of course it was useful to disarm them 
In the western room (after a long corridor) there was a trap 
on the floor. Once our thief steped on it the floor started 
burning. She had to immediately disarm and unlock the lever in 
order to survive.
The next room was a nightmare: It was full of Yuan-Ti. There 
were a lot of mages as well. We quickly retreated to the 
corridor and waited for the foes. In the corridor we were able 
to take them out one after another. Many of the mages carried 
magical items with them.
Now we left the temple for a short while in order to rest.

--- Exploring the eastern area
Our second visit lead us to the east and then a little to the 
north. We took one of the left doors to reach a special cult 
room in which the Yuan-Ti did praise their god. It was full of 
monsters. We retreated slowly to keep control. In the statue 
four hearts were hidden. The levers raised and lowered the 

--- A treasure chamber
We soon reached a room with several marked stones. We pushed 
them all (except of the easternmost stone) and continued doing 
so until all stones vanished. Now the door opened and a room 
with loads of interesting items became accessable.

--- Getting the first pillar and killing the leader
In the southeast we found a round room with the four poor 
heartless creatures. They still lived as zombies. 
Unfortunately we were not able to return their hearts to them. 
So we used the lever in the room next to it and freed the poor 
creatures from their suffering. In the round room we found a 
pillar which should become very important soon.
In this region the leader of the clans walked around. Once we 
killed him a message appeared.

The Yuan-Ti's realm

--- Placing the pillar
Now we left the temple and soon found out that the pillar we 
found fit on one of the bases on the round place where the 
temple entrance was.

--- Looking for more pillars
We didn't find any other pillars in the temple but on the 
outer map there were several. Once we found all of them we put 
them on the bases. Before we installed the last one we had a 
rest, then the mage hasted everybody.

--- Fighting the guardian
Now only the fighters were on the temple entrance area. One of 
them installed the last pillar. Then the guardian appeared - a 
huge, VERY huge dragon! The fighters started to attack him. 
The other characters had no chance because this monster was 
way too powerful for them. Only when one of the fighters ran 
low of Hitpoints a healer rushed to him and cast "Heal".

--- Escaping the Yuan-Ti's realm!
It took a very long time and it was a tough fight against the 
most powerful enemy our party has engaged until now but we wan 
it. When we did we ran to the portal as it was closing! Then 
we passed it and returned to Kuldahar...

Kuldahar revisited

--- Kuldahar's invasion
Our group became witnesses to the invasion of Kuldahar. We 
rushed to Iselore and helped him to fight the masses of 
enemies that attacked us. More and more of them arrived. We 
already thought we would not make it but then the attack 
stopped suddenly. We had won - for now.

--- Preparing for Dragon's Eye
We had a talk to Iselore and he marked Dragon's Eye on the 
map. Before we travelled futher we visited the smithery and 
sold all the stuff we had found on our journey through the 
temple (perhaps you should make sure that you have about 
100.000 - at least 50.000 gold coins money in cash. In one of 
the sections of Dragon's Eye you will need it. You also should 
have four ropes. You do? Then leave Kuldahar!

Dragon's Eye

--- Disarming traps
The path to the entrance was full of traps. Our thief did 
great work here. Near the entrance was a powerful mage but 
since she was merely alone she was no match for us. We entered 
the perhaps most "famous" dungeon of Icewind Dale II!
IMPORTANT: If you find agate gems, pick them up. You will need 
them soon enough.

Dragon's Eye - Upper level

--- Accessing the wyvern pit
We had to fight many enemies from the beginning of this 
dungeon. But we had already gotten used to it. In the south we 
found three locked chests. Even the thief was not able to open 
them! A little further to the east we found the wyvern pit. We 
needed some rope to get down. Then we fought an ancient 

--- The prison of Dragon's Eye with its torture room
Our party marched over the northeastern bridge (you can take 
one of the ropes from the bridge) and went southwest. Soon we 
arrived at the torture room. South of it there was a locked 
door. When we tried to open it prisoners talked to us. They 
told us that they always heard special torture noises when the 
door was opened. So we examined the torture bed (I'm sorry I 
don't know the right word) and found a hidden wheel. We used 
it and freed all the prisoners.

--- Meeting Nheero the first time
The man in the western cell was Nheero who gave us some 
information about this place. He asked us to find his friend 

--- Finding the stairs to level 2
In the north there was a trap: The thief hid in the shadows 
and passed it. She went north and entered a big room. There 
she found a lever at the western wall and used it. The trap 
was disarmed and the other heroes followed. After a big battle 
we needed the agate gems: There were five pillars. We had to 
put a gem into each of the pillar in order to lit it. Once we 
did that at all of the five pillars the big statue moved away 
and a stairway became accessable.

Dragon's eye - Central level

--- Finding Mandal
On the second level we simply moved to the east, there we 
disarmed a trap and moved south. There was Mandal's dead body.

--- Mandal's spirit
We returned to Nheero (upper level) who now wanted us to look 
for Mandal's spirit. So we returned to the place where we 
found Mandal's body. Now there was walking around the spirit. 
But we were not able to talk to it - it just thought about its 

--- Finding the stairway to the lower level
Since we had not found a special sword yet we returned to the 
fork between the stairway to Level 1 and the place where we 
found the body. There we went south and found another 
stairway. Before we went further down we disarmed a trap.

Dragon's Eye - Lower level

--- Finding Mandal's sword
We now simply went southwest and found a room with many 
trapped doors and an iron golem and the sword inside. We took 
this monster out and picked up the sword (the trapped doors 
can be disarmed just like any other trap).

Dragon's Eye - Upper level

--- Finding the modified mandrake root
We took the sword to Mandal's ghost who was grateful. He 
showed several special places to us. So we returned to the 
level where we had entered Dragon's Eye and looked for the 
wyvern pit entrance (southwestern area). We moved down and 
found the modified mandrake root. 

Dragon's Eye - Central level

--- Making a special potion
We showed the mandrake root to Nheero in the prison and took 
it into the alchemy lab on level 2 (southwestern area, you 
will meet Nathaniel on your way). In the lab we soon found a 
table with a mandrake root in it. We quickly exchanged it with 
our modified one and watched what happened. The alchemist had 
returned and used his lab. After some light effects we 
examined the table and took the newly created potion. We also 
took the modified mandrake root and exchanged it with the 
normal one.
Now that we have done everything Nheero wanted we brought the 
potion to him in the prison.

Dragon's Eye - Lower level

--- Exploring the lower level
It was time to explore the lowest area of Dragon's Eye. In the 
center of the area there was a room completely filled with 
snakes. When we explored the southwestern passageway carefully 
we stepped on a trap (I think this is anavoidable). Many green 
slimes appeared. These bastards were immune to almost 
everything but some fireballs did help (pay attention that you 
hit many of them when you cast a fireball). It was helpful 
that the magican had prepared some of these all the time.

--- The strange room
Unfortunately we lost our luck soon: We had moved west, then 
north and again to the west. When we wanted to enter the 
northernmost room all of us startled and ran away. What should 
we do? 

Dragon's Eye - Central level

--- Nheero's advice
We talked to Nheero who was now on the second floor in the 
northwestern corner. He gave us one of his potions.

Dragon's Eye - Lower level

--- Entering the chamber of fear, lowering the drawbridge
Once back in the lowest level and standing before the 
inaccessable room our thief drank the potion and became a 
monster. Now she was able to enter the room. In one of the 
bookshelves she found a secret lever. She left the room.

--- Confronting one of the leaders of the Yuan-Ti
The next place to go was the central room (with the snake 
statue). The drawbridge to the south was now lowered. We got 
over it and had to battle a horde of Efreeti, powerful if 
appearing in that number. The clerics had a lot of healing 
stuff to do.
Now we entered the southern room and met a little child. But 
soon we noticed that this child was one of the leaders of the 
Yuan-Ti. We had to battle him but he fled! 

--- A secret path to the treasure chamber
Once all the enemies were dead we examined the southeastern 
wall and found a secret passage that lead to the treasure room 
in the southeast. We opened the door and went north. 

--- One strange door
There was the last door we have not been able to open until 
now. We asked Nheero about it and he told us about poison 
being made by using wyvern stingers.

Dragon's Eye - Upper level

--- Wyvern stingers
So now we had to look for these stingers: On the entrance 
floor I found them near the room with the tree locked chests 
(they may be at another place as well). We took four of them.

Dragon's Eye - Central level

--- Creating Wyvern poison
Then we went to the alchemy lab on the second floor. There 
were three tables but only on the middle one of them we were 
able to put something onto. So we put the four stingers on it. 
One of our heroes moved to the room above and pulled one of 
the two levers (one of them is correct, it changes sometimes). 
Once we saw some light effects we knew that the alchemy lab 
was working. After the procedure we examined the table and 
found four wyvern poison potions.

Dragon's Eye - Lower level

--- Using the wyvern poison
We now walked to the lowest level (that with the inaccessable 
door) and visited the four water basins in the four corners of 
the level. We put a wyvern poison potion in each of the water 
basins. Once all of them were poisoned the door in the ease 
suddenly opened. We really hoped to be able to leave Dragon's 
eye now...

Dragon's Eye - The time loop room: Day 1

IMPORTANT HINT: If you talk to the ferryman on this map and 
the option "we payed you double last time" appears then use 
it! You will save a lot of money!

--- Fixing the bridge
Here we went to the east, then south, then west. There was a 
nearby destroyed bridge. In order to fix it we needed four 
ropes (one may be enough to proceed as well). 

--- Exploring the area
Then we ran to the northwestern area to meet a ferryman. We 
went to Lord Pyrus but there we only met Ambassador Jasper. He 
told us what happened.
We returned to the Ferryman and went to the fields of 
slaughter (if they are not availlable yet try other 
destinations). There we met a giant beholder, a fight was 
After the battle we entered the new exit.

Dragon's eye - The time loop room: Day 2

Suddenly everything was different! It was the same room, but 
now the buildings were not damaged. The bridge was not broken. 
In the western area we met the ferryman again. We chose the 
following destination first: Guard Post. There we talked to 
everybody. Then we tried Pyro's domain which was unaccessable 
for now. After that we talked to everybody in Ambassador 
Jasper's embassy and the amphitheatre.
Now we were able to get to Pyro's place and had to watch how 
he was murdered. Our next destination was Ambassador Jasper's 
embassy where we had to see how king Lothar destroyed the 
building. A big battle started and by the time everybody 
fought everybody. We didn't want to watch that sceene much 
longer and went to the fields of slaughter to exit.

Dragon's Eye - The time loop room: Day 3

--- The proof of Izbelah's innocence 
We hurried to the ferryman and asked him to bring us to Pyrus. 
This time we were lucky. He told us several interesting things 
about this area.
The next stop was the guard post. There we had a talk with 
king Lothar. After that we went to Ambassador Jasper's 
embassy. Right after the dialogue we went north and talked to 
a flamewalker. Finally Izbelah asked us to let her escape.
Finally we returned to Pyrus. We saw the return of Venomin who 
convinced Pyrus of Izbelah's innocence. We followed Venomin 
and lissened to an interesting dialogue between Pyrus and 

--- Lothar's treason
Now we went to the amphitheatre and talked to one of the 
flamewalkers. We agreed to see one of their "interesting" 
plays. Hours later we saw how Lothar killed Izbelah. Then 
Venomin passed the amphitheatre. We followed him but he used a 
teleport spell. Now we went to the ferryman and asked him to 
bring us to Lothar's citadel. There we listened to a dialogue 
not meant for our ears and had to find this giant and his 
Again something has gone wrong. We went to the fields of 
slaughter and left the area...

Dragon's Eye - Time loop room: Day 4

This was a short visit: We just went to Lord Pyrus' place to 
hear the court against Izbelah. Then we talked to Pyrus who 
did not know anything about a beholder. After that we had a 
talk with Lothar and Izbelah.
Then we went north to the fields of slaughter.

Dragon's Eye - Time loop room: Day 5

--- Hurry to kill Izbelah
After our arrival (the picture becomes black for a moment) we 
immediately cast "improved haste" on the group and ran to the 
west. Then all went south (the path collapses but that is not 
important. Only one hero has to make it at all) and one person 
talked to the ferryman.
We immediately went to the Embassy. There our fighters hurried 
to Izbelah and attacked her. We used everything we had because 
it had to be avoided that she cast her spell under any 

--- Leaving Dragon's Eye
Once all the enemies were killed (if you don't manage it to 
kill Izbelah in time you have to reload) we went to the fields 
of slaughter and left Dragon's Eye - once and for all!

Ice Castle

--- The favor for Nickademus
Strange - this was not the place we wanted to go. But soon we 
met Nickademus who told us to get rid of all the monsters in 
the castle.
That was no problem at all. We systematically explored the 
floor and killed the enemies. Once all of them perished (a 
message will be displayed) we talked to Nickademus again and 
left the castle through the eastern stairway.

The Fields of Slaughter

--- Another party of heroes
When we arrived we ran into another party of heroes. 
Unfortunately they were on the wrong side so we had to fight 

--- Passing the village - Option 1: Diplomacy
A short while after that we met an inhabitant of the town. A 
character with a high diplomacy skill told him that we were 
the party the village was waiting for. We were sent to the 
chief who told us what was happening. We got a key and were 
able to leave the village through the northeastern door.

--- Passing the village - Option 2: Kill everybody
The inhabitant of the village we met did not believe that we 
were the long exspected party. He attacked us and soon 
everybody of the village fought against us. The village chief 
lost a key. We were able to free the elven prisoners. Then we 
left the village through the northeastern door.

--- Killing the necromancer
We fought until we arrived at a small troup of orks. Our 
wizard hastened all of us, we went south and met a necromancer 
who just killed an elven cleric.
When we had regained control of ourselves the thief ran to the 
cleric's dead body and took the vial of holy water. Then she 
hurried to the east, then to the north until she reached a 
waterfall. She poured the holy water into it and all the 
enemies died, the necromancer as well (if the necromancer 
managed it to kill one of the heroes simply quick-load).
All of us had a rest, then we went to the eastern exit.

The Fields of Slaughter - Eastern area

--- The final fight
Here another big fight took place. Of course we took out the 
mages first, then the weak fighters and finally the strong 
ones (if you don't make it just leave the map in the west to 
recover). Once all of the foes were dead we collected good 
items and left the map to the east.
A very long and difficult chapter of our journey had finally 


Severed Hand Entrance

Our lies were not accepted by the two monsters in front of the 
entrance. So we had to fight them. Since there were not too 
much of them we did not have a difficult time.

Severed Hand - First floor

--- Talk, talk, talk: New missions
Another battle took place. After that we collected all the 
items and had a talk with the demon a little in the east.
Now we explored the area, we went into every room and talked 

- Vashti (NE): She thinks that somebody steals food
- Xavier Torsend (N): He gives you a pass for the upper levels
- Jerre Stoh (SW): He tells you that the demons are immortal 
and he tells you about the situation of the slaves
- Ysha (W): She gives you plans which must be "corrected".
- Xavier Torsend (N): Talk to him about the slavery, he will 

After that we took the stairs in the south.

Severed Hand - Second floor

--- Items you have to find on this floor
- Ring of Nourishment (NW room)
- Virulent Agent (NW room)
- Tainted demon blood (demon in the north has it with him)
- Diary of Garuk (N room)

--- A woman possessed by elementals
Right in the first room (S) we met Roga Thulc who told us 
about a woman who controled elementals. She was north of the 
library (NW) but we were not able to talk to her. So we 
returned to Roga Thulc and he asked us to visit the forth 
floor and ask a priest about the problem.
Later we did so and Ruinlord Eradru (fourth floor, NE) gave a 
healing potion to us which we broutht to the woman. She soon 
recovered and we told Roga about our success.

--- Correct the plans
In the northwest we met Kav Lathram who agreed to correct the 
plans for Ysha. In his room we found a Ring of Nourishment and 
a Virulent Agent. We went back to Ysha and gave her the plans.

--- The northern section
In the north we had to defeat a demon. When he died he lost a 
bottle of tainted demon blood. Now we tried to talk to the two 
mages but it was useless. In the northern room we found the 
diary of Garuk.

--- Some strange blue orb
Finally we saw a blue orb in the northeastern section of the 
floor. One of the guards told us about it.

--- The demon on the first floor
We went downstairs and had a talk with the demon. He also told 
us that he was immortal.

Severed Hand - Third floor

--- Items you have to find on this floor
- Bonding agent (W)
- Iyachtu Xyim holy symbol (S)
- Ilmater holy symbol (S)

There was nothing more to do on this floor. We explored and 
defeated enemies. Our thief disarmed some nasty traps 
(especially in front of the throne room in the north).

Severed Hand - Forth floor

--- Finding the food thief
In the northwest we met Miram the cook. She said that it was 
not her problem if somebody stole food.
So we returned to Vashti (first floor NE) and told her. Then 
we agreed to wait for the thief to steal food. And really: We 
found him. When he wanted to escape we followed him to the 
eastern room and talked to him. He said he was always hungry. 
He was very happy that we found the ring of Nourishment (found 
on second floor NW) and took it.
Now we returned to Vashti and told her about the success.

--- Information about the Severed Hand and the demons
In the northeast Hatemaster Drotham lived. We showed the diary 
of Garuk to him (found in the north of level 2) and he told us 
everything he knew about the demons. He also knew how to 
destroy them.

--- War Tower: New missions
Now we went to the War Tower (northeastern stairway). After 
some battle we found a key in a chest and opened all the 
First there was Toral Sorn (eastern cell). He told us about 
the ritual we had to do in order to destroy the orb on level 
Then we freed Ormis Dohor (north) who wanted to have a special 
Finally we met Puddy Talltale in the left cell.

--- War Tower: The bonds of suffering
Now we went a stairway up and arrived in the torture room. A 
battle took place, we found the bonds of suffering in one of 
the machines.

--- First floor: The tears of suffering
We got them from Jerre on the first floor (southwestern 

--- Wizard Tower: The tome of Ilmater
Now only this book was missing in order to perform the ritual. 
We went to the Wizard Tower (forth floor, western stairway).
Here we saw some strange fog. But when we examined the 
stairway in the east we got a hint: We were able to proceed if 
we created a star. So we selected the fogs in this way:
North, southeast, northwest, northeast, southwest, north.
In the next level we met some servants of Orrick the Gray. On 
the upper level of the library we found the book of Ilmater in 
one of the bookshelves (use ALT-key).

--- Wizard Tower / War Tower: Helping Puddy Talltale
On the uppermost level of the Wizard Tower we met Orrick and 
told him about Puddy. He agreed to help the poor prisoner. 
Then we went to the War Tower and had a talk with Puddy.

--- Cleric Tower: Performing the Ritual
Now we returned to the fourth floor of the Severed Hand and 
chose the eastern stairway. We found the statue of Ilmater 
(the second from the left) and chose to perform the ritual. 
With having the Symbol of Ilmater (third floor of the Severed 
Hand), the Bonds of Suffering (War tower torture room), the 
Tears of Suffering (from Jerre on the first floor of the 
Severed Hand) and the Book of Ilmater (library in the Wizard 
Tower) we had everything we needed in order to perform the 
ritual. When we did so Iyachtu Xvim appeared. He was rather 
angry and when he noticed that he could not convince us of his 
plans he attacked. A very tough fight, since he is very fast. 
We hasted all the characters and killed the monsters first to 
be able to concentrate on Iyachtu. Once he was dead we 
finished the ritual. Iyachtu Xvim's statue exploded.
We took the holy water.

--- Cleric Tower: The antidote for Ormis Dohor
The next two floors some battles took place. We found four 
symbols of Iyachtu Xvim altogether. On the third floor of the 
Severed Hand we had found another one. But in order to use the 
teleporter we needed six of them. So we fought the guards next 
to the orb (NE in level 2 of the Severed Hand) and got two 
more symbols.
Now the party was able to use the teleporter in the Cleric 
Tower. When we arrived a battle took place immediately. One of 
the enemies had the antidote on him we were looking for.
We brought the antidote to Ormis Dohor in the prison block of 
the War Tower and told Toral Sorn about our success so far.

--- The holy water
Now we went to level 3 of the Severed Hand and poured the holy 
water we found after the ritual in the Cleric Tower into the 
water of the fountain in the northeast and waited what might 
After doing this we went to Toral Sorn in the War Tower.

--- Destroying the orb and the first demon
We solved many of the problems in the Severed Hand. But now it 
was time to destroy the orb on the second floor (northeast). 
It was easy now.
Then we visited the demon on the first floor and killed him. 
He did not even stand a chance.

--- Riki
Now everything was done. But Ishar and Madae were still 
missing. We went to the forth floor of the Severed Hand and 
met Riki in front of the northwestern stairway (which leads to 
a dead end). We had a talk. Then he wanted us to poison the 
guards in the barracks (southeast in level 4).

--- Getting rid of the guards: Two options - Poison them
We went to level 2 of the Severed Hand. In the southeast there 
was an alchemy lab. There we asked the owner for permission to 
use her instruments. Then we put the three ingredients on the 
table: Tainted demon blood (second floor, demon in the north), 
Virulent agent (second floor, northwestern room) and the 
bonding agent (third floor, western room). We waited a little 
and examined the table again. Now there was the poison bottle.
We went to the forth floor and put it into the guard's food in 
the kitchen (northwest). Now all the guards died and we 
returned to Riki.

--- Getting rid of the guards: Two options - Kill them
We just went to the barracks and killed all the guards. Then 
we returned to Riki.

--- The Envoy of the Cabal
We had another talk with Riki (northwestern stairway on the 
forth floor) but he was not able to tell us much more, only, 
that an envoy of the Caval was being exspected. We wanted to 
find out more and went to the Officer Tower (southern stairway 
on the fourth floor). There we went up all the stairs and 
listened to the talk between Pudu and a potential ally. We 
interrupted them and killed Pudu. He had a key on him.

--- The Final Confrontation
WARNING: Once you enter the upper floor of the War Tower there 
is no return. You will not be able to rest again. So save 
before you do so!
We went to the War Tower and unlocked the door on the upper 
floor. We arrived at the top of the tower and confronted the 
envoy of the Cabal. A difficult battle took place. After that 
we healed everybody (use minor spells, you will need "Heal" 
and "Mass heal".
Then we saved and went down the stairs...
... and arrived at the throne room. Isair and Madae were there 
as well. After a short dialogue the final battle took place.

My strategie for this battle will not be too helpful for you 
so I asked around in the Forum. Here I will post 
the answers I received:


I used improved invisibility and put all my characters off in 
the right had corner (killing the two mages as I went). This 
kept me out of the way of Madae's stunning spells. Then I sent 
in a bunch of summoned undead to help out the black raven 
monks. When most of the carnage was over I cast mass haste and 
renewed a few buffs, charged in and hacked at Isair until they 

When they went to the fountain I sent my undead in first and 
pummled them all with chain lightning from a distance. Soon 
Madae runs out of symbols of stunning and I went in and 
finished the job with my hasted fighters. 

I actually found this battle MUCH easier than some of the 
others (the yuan-ti guardian and the avatar of bane's 
leutenant were much harder)


even before i entered the battle i buffed up my party with 
everything, emotion:hope, improved haste and all, then went 
down the stairs to start the battle - at the start everyone 
rushed to the right-hand corner where i'll be temporarily safe 
from Madae's Blasphemy, then i started casting Animate Dead 
and Summon Monster IX, when Isair and Madae appeared i 
unloaded a few Delayed Blast Fireballs while waiting for my 
cleric to finish casting her summons, then whole party of 11 
charged in and focus-fired on Isair, with my Sorcerer all the 
way at the back

once they retreated i motioned my summons to make their way to 
the room, then i had to watch the cut scene, after which the 
battle began - i was afraid my summons didn't make it, then 
i'll be deeply screwed, but hey they appeared timely to keep 
Isair and Madae busy while i rebuffed my party with 
Executioner's Eyes etc etc, then i pelted Isair and Madae with 
Horrid Wilting(s) from afar before sending in my fighters to 
take them out


I just killed them in insane mode, and it was surprisingly 
easy. I used my old tactic from BG, BG2 and throne of TOB.
Just use the protection from magic scroll on them (I had two 
at the time), it will remove all their buff, and prevent them 
from casting anything (Those scrolls where great for the final 
match against Irenicus :) ).
Just rush Isair with you party (haste helps a lot) and by the 
count of 10 the battle is over.


You cast protection from magic *ON* Isidore and Madae? I guess 
that would prevent all those spells they cast on themselves. 
Hmmm...never thought of doing that. That would have made the 
final battle much, much easier.

Kudos on the strategy!


I just pounded the snot out of Medae. Mass Haste really gets 
the job done.


my party is all evil so Madea's Blasphemy does nothing to me 

+---End of walkthrough---+

+---Very Special Thanks---+

Very special thanks to the forum users "sir xazm" and 
"StGabriel" for their support. When I asked for tips for 
Icewind Dale 2 in the forum they sent loads of them to me. All 
of them were useful and good, I simply had to copy and paste.

Very special thanks to "sir sazm" again for his list of magic 
spells. It is very useful and I would have gone mad if I had 
to make this list.

Very special thanks to "ribald" and "dogbert whisperwind" from 
the forum for their tips they posted. Your tips might help a 
lot of players struck in a battle.

+---Special Thanks---+

Special thanks to "orpheus" and "Kthulu" from the forum for 
their general hints they posted.

Special thanks to "Gideon999", "wassssssup", "DarkTalon", 
"Harlem", "sunfury" and "Evk" from the forum for the 
strategies they sent me for the final bosses. Many players 
will thank you for this.

Well, I hope I did not forget anybody. This is not my