hide results

    FAQ/Walkthrough by DChan

    Version: 1.2 | Updated: 02/07/05 | Search Guide | Bookmark Guide

         Icewind Dale (Windows)
         FAQ/Walkthrough (Version 1.2 - Text Version)
         Current Update: Monday, 24 January 2005
         Previous Update: Saturday, 22 January 2005
         Created: Sunday, 23 July 2000
         By Don "Gamera" Chan (crs1219@h_tmail.c_m)
    1.   Foreword
    2.   Wanted
    3.   Acknowledgements
    4.   Character Creation Basics
    4.1    Post-1st Play Review
    5.   Equipment, Combat, and Adventuring
    5.1    Post-1st Play Review 2
    6.   Captain's Log
    6.1    EASTHAVEN
    6.2    KULDAHAR PASS
    6.3    KULDAHAR
    6.6    DRAGON'S EYE
    6.8    DORN'S DEEP (Upper Dorn'S Deep)
    6.9    WYRM'S TOOTH
    6.10   LOWER DORN'S DEEP
    7.   Links
    8.   Undocumented Features (Bugs?)
    9.   Appendix 1 "The Anarchist's Guide to Icewind Dale"
    "Setsunasa!" (*1)
         Disclaimer: I send the newest version of this file to
    only five Websites:
         Dementi: J'ai envoye la plus recente version de ce
    fichier a seulement cinq sites webs:
         - http://www.gamefaqs.com/
         - http://www.cheathappens.com/
         - http://vgstrategies.about.com/
         - http://faqs.ign.com/
         - http://dlh.net/
         If you downloaded or read this file at other Websites,
    the SysOps of the other Websites probably leeched it from
    one of the above Websites.
         Si vous avez telecharge ou lu ce fichier a partir
    d'autres sites, les responsables de ces sites l'auront
    probablement pompe a partir de l'un des sites ci-dessus.
    1.   FOREWORD
         RTFM (Read The F_cking Manual).
         (OTOH, gamers who've read my previous game FAQs will
    know my FAQs have very practical (read: cheap)
    hints/strategies for gamers who don't or can't read game
    manuals (nudge, wink).) [000730]
         I HATE:
         - Trolls. (Besides, the AD&D Trolls are skinny,
    compared to the MERP/Tolkien Trolls.) [000823]
         - Yxunomei. (Despite her fan service.) [000826]
         - Tower Archers. [000918]
         - Belhifet. [000927]
    2.   WANTED
         - A transcript of all the female characters' quotes.
    (During combat, or when Fatgiued, or when the player
    chooses her as the party leader, or when the player
    consecutively clicks her portrait, et al.)
         Thanks to these sierra hotel persons/organisations:
         - Dan Simpson, for the IWD FAQs at GameFAQs.com.
         - Jean-Luc Barbera of France, for the French
    translation of the Disclaimer. (After all, English and
    French are the two official languages up here in Canada, the
    True North Strong and Free.)
         - David Bondoc, Guillaume Leblanc, and Scott Wells, for
    feedback and Q&A about "Aura Cleansed".
         - Howard Beswick of UK, for anti-Belhifet tactics.
         - Kurt Zachary, for anti-Belhifet tactics.
         - Marcus C of Toronto, Ontario, Canada, for getting the
    Icewind Dale Official Strategies & Secrets book (SYBEX,
    2000) and D&D 3E Player's Handbook (Wizards of the Coast,
         - Mike T of Toronto, Ontario, Canada.
         - Murphy, for the Murphy's Laws of Combat.
         - Philip I of Hong Kong, for changing the OS of my PC
    from WIN98E to WIN98J. I also use a Japanese keyboard that I
    got in 1998.
         - Roter stomach tablets, by Roter of Holland.
         No thanks to these lima delta persons/organisations:
         - T$R, Inc.
         (I always place the Thanks/No Thanks lists near the top
    of my FAQs so people will learn the Netters who contributed
    to this FAQ (social democracy in action), or bashed this
         In memory of:
         - The 118 sailors and officers on the Oscar II class
    submarine, K-141 Kursk, of the Northern Fleet, Russian Navy.
    She sank in the Barents Sea on Saturday, 12 August 2000.
         - My grandfather, who passed away on the night of
    Sunday, 30 August 2000.
         - The 39 wounded and 17 killed personnel on the
    Arleigh Burke class (Block I) Aegis guided missile
    destroyer, DDG-67 USS Cole, of the 5th Fleet (Atlantic
    Fleet), United States Navy. She was damaged in Aden, Yemen,
    on Thursday, 12 October 2000.
         - The victims of the earthquake that happened in the
    Indian Ocean, off the west coast of northern Sumatra,
    Indonesia, on Boxing Day, Sunday, 26 December 2004, at
    07:58:53 local time; and the victims of the resultant
    tidal waves caused by the earthquake, in various South
    Asia and East Africa nations, including India, Indonesia,
    Sri Lanka, and Thailand.
         - Comrade ZHAO Zi Yang. Deposed Premier of the People's
    Republic of China and General Secretary of the Chinese
    Communist Party. He was 85. He was born in Hua Xian (Hua
    County), He Nan Province, China, on 17 October 1919; and
    passed away in Bei Jing, China, on 17 January 2005.
         Revision history of this file:
         Version 0.7 [82 KB]: Saturday, 4 November 2000
         Version 1.0 [86 KB, +5%]: Sunday, 4 July 2004
         Version 1.1 [86 KB, +0%]: Monday, 12 July 2004
         In IWD, all new characters begin at Level 1. It claims to have an XP 
    cap at 1,801,000 XP for single-, multi-, and dual-class chara.
         While I follow the NATO combat pilots' motto of "If you're not 
    cheating, you're not trying hard enough," I'm not a Munchkin player. But as 
    this is a CRPG, when creating new characters, it's not practical to create 
    unsurvivable characters. Eg, I didn't decrease the "Difficulty" option, but 
    I toggled ON the "Group infravision" and "Maximum hit points per level" 
         (Veteran gamers may have read a text file about how a Looney player, a 
    Munchkin player, a normal player, and a Real Man/Woman player would act in 
    various situations.)
         Based on my real AD&D and AD&D2 experience, when rolling a chara's 
    Ability Scores, re-roll the Ability Scores till all six are 13 or above. 
    This means when modifying the Ability Scores, the player can increase some 
    of them to 16 or above, and decrease some of them to 9, as an Ability Score 
    between 9 and 12 causes no penalty. If you've the patience, re-roll till all 
    six are 14 or above.
         When all six are 13 or above, and if the chara's a Fighter, Paladin, or 
    Ranger who can have exceptional STR, tentatively decrease some Ability 
    Scores enough to increase the chara's STR to 18/XX. If the XX is low (but 
    "00" means 100!), and the chara's race allows the chara to have a high 
    exceptional STR, consider storing and re-rolling the Ability Scores. The +3 
    to hit, +6 to damage bonuses of a STR 18/00 are very attractive.
         The 18/XX is fixed in a particular set of Ability Scores. Eg, if the 
    player decreases another Ability Score by one point and increases STR from 
    17 to 18/68, the player can't add another point to STR to increase it to 
    above 18/68. If the player subtracts a point from STR to decrease it to 17, 
    and adds a point to STR again, STR increases to 18/68. The game doesn't 
    change the XX, unless the player re-rolls for a new set of Ability Scores.
         (I miss the good old days in POOLRAD (Pool of Radiance, the first AD&D 
    CRPG) when a Level 8+ Fighter could, in one round, theoretically sweep 
    through eight Goblins or Kobolds that surrounded her because an AD&D1 
    Fighter had one attack per level, not per round, against monsters with fewer 
    than one Hit Die, such as Goblins (1-1 HD) and Kobolds (1/2 HD).)
         Mage should have maximum INT. Chara who don't use Mage spells don't 
    need high INT.
         Cleric should have maximum WIS. Chara who use Priest spells also need 
    high WIS.
         Only Bard, Druid, and Paladin need high CHA.
         Actually, every chara should have high CON and WIS for the hit point 
    and saving throw bonuses.
         I don't think all characters must be Good, but I didn't create any Evil 
    chara. OTOH, IWD has some magic items that characters of certain alignments 
    (such as any Good or any Lawful) or races can't use.
         Amongst the non-Human races, Dwarfs have the advantages of high CON and 
    resistances to magic and poison. Elves have the advantages of high DEX and 
    resistances to Charm, Ghouls, and Sleep.
         A single-class Mage is feeble in combat, but a dual- or multi-class 
    Mage who wears armour can't cast spells. A dual- or multi-class Mage who 
    wears an helmet or uses non-Mage weapons can cast spells. OTOH, a dual- or 
    multi-class Mage who doesn't need to cast low-level combat spells can rely 
    on the armours and weapons of the other class to acquire XP. Eg, an 
    Illusionist/Thief can use bows. A Magic Missile or two per day don't matter 
    much to a squad of Goblins or Orcs anyway.
         A multi-class Cleric or Druid can't use almost all bows, bladed 
    weapons, and crossbows.
         I don't think warriors should allocate any weapon proficiency to blunt 
    weapons like flails, hammers, and maces. Because Clerics can't use bladed 
    weapons, they allocate their weapon proficiencies to blunt weapons, and the 
    player will probably give the Clerics the magic blunt weapons that the party 
    acquire during the game. Instead, great swords and large swords are 
    essential to warriors.
         Magic spears are rare in the game, AFAIK.
         A Ranger, single- or multi-class, can attack with two weapons 
    ("Nitouryuu" in Japanese), when the Ranger has two suitable melee weapons in 
    the Quick Weapons slots, and isn't holding a shield. The action figure in 
    the Inventory screen doesn't show the Ranger holding two weapons, but the 
    specs in the Record screen show the Ranger's number of attacks as two. I 
    think a Fighter or Paladin can't similarly attack with two weapons.
         Thus, a Ranger can enjoy the offensive special abilities of two 
    high-level magic weapons, when the other classes can enjoy at most the 
    offensive special abilities of one magic weapon and the defensive special 
    abilities of one magic shield.
         In 1st Play (the first game that I began on Sunday, 23 July 2000), for 
    convenience, I Imported and used five of the default characters: Cleric, 
    Mage, Paladin, Ranger, and Thief. For the sixth chara, I arbitrarily created 
    a Cleric/Ranger.
         I gave composite long bow, short bow, and sling to the Mages and 
    Rangers, and set their AI to mostly Defensive and Ranged Attack. As Paladins 
    can heal, they can use the Cleric's AI. As Rangers can Stealth, they can use 
    the Thief's AI.
         (I adopt the FSU/CIS and USMC ways of having organic scout-snipers to 
    soften the enemies while the grunts (warriors) take down the enemies in 
    close range.)
         From my Basic D&D days, I've a mild prejudice against generic Mages, 
    but I know this party lack magic users. If I restart a new game, or replace 
    one of the current characters, I'll create a Bard, Mage, or multi-class 
    Mage. Eg, a Gnome Thief/Illusionist.
         When a Cleric advances to, for example, Level 3, the Cleric can 
    memorise a spell from all the Level 2 priest spells available to the Cleric. 
    But when a Mage advances to Level 3, the Mage doesn't automatically have new 
    Mage spells in the Level 2 page of the Mage's spell book. The Mage must add 
    new spells to the spell book by copying spells from scrolls found amongst 
    treasures or bought from Mage NPCs. Successfully copying a spell from a 
    scroll consumes that scroll.
         A Mage can copy a spell that she doesn't have enough experience level 
    to memorise and cast.
         When the Thief in my party levels up and allocates 20% amongst her 
    skills, I allocate 2% to Pick Pockets and 6% to each of the other three 
    skills. By saving and loading games, a Thief can "borrow" items, frequently 
    magic items, from the named NPCs. A Thief can sometimes borrow multiple 
    items from a NPC, so save and load games till the Thief can't borrow any 
    more items from that NPC. Eg, in Kuldahar, 'tis too bad Oswald doesn't 
    identify magic necklaces and rings, or it would be funny if the Thief pays 
    him to identify his necklace and ring.
         (Yeah, sure, the shops sell magic items, but gawk at their prices. When 
    my party completed the quest in the Vale of Shadows beyond Kuldahar, they'd 
    just about 3,000-something GP in cash.)
         When a party have two Thieves, one Thief may, for example, specialise 
    in two skills, while the other Thief may specialise in the other two skills. 
    IMO, Find/Remove Traps and Open Locks are more useful than the other two 
         A Thief's skills, whether modified by magic or not, can exceed 100%.
         After an Human Fighter dual-classes into a Mage and when his Mage level 
    is above his Fighter level, he can allocate his Mage weapon proficiencies to 
    non-Mage weapons, but his Mage weapon proficiencies can't specialise in any 
    new weapon.
         On Sunday, 30 July 2000, based on Dan's FAQ and my first week (real 
    time) of IWD experience, I reloaded to the point where my chara were in the 
    Vale of Shadows and restructured them to this Mark 1 Mod 2 config:
         Female    Human     Paladin             Lawful Good
       * Male      Human     Fighter             Lawful Neutral
         Female    Half-Elf  Cleric/Ranger       Chaotic Good
       * Female    Elf       Fighter/Mage        Chaotic Good
         Female    Half-Elf  Cleric              Chaotic Good
       * Female    Gnome     Illusionist/Thief   Chaotic Good
         The * chara are new Level 1 chara. I removed the Mage, Ranger, and 
    Thief. I plan to Dual-Class the Human Fighter at Level 2 as a Conjurer 
    (Specialist Mage). I added the Elf Fighter/Mage so she can double specialise 
    bows. (Since my AD&D days, I've an hatred/respect for Elf warriors who have 
    maximum DEX and double specialised bows.) I added the Gnome 
    Illusionist/Thief for fun. (Paladin and Mage aren't amongst my favourite 
    AD&D classes... except Lawful Neutral Paladins and Diviners. My favourites 
    are Human Archer-Ranger, Dark Elf Cleric/Fighter/Thief-Acrobat, Half-Dark 
    Elf Fighter/Thief/Bard, Half-Elf Druid, and the conventional Dwarf 
         I may remove/replace the Half-Elf Cleric later. For now, I like to have 
    two Cleric types because I'm paranoid about Undead, esp those that drain 
    Levels. (X_X)
         Grr. Now that I listed them, I realise I've too many female and Good 
    chara... I forgot to set the new Elf Fighter/Mage as Chaotic Neutral. Good 
    or Lawful chara can't use many of the magic items the party will find. 
         Righto. On Tuesday, 1 August 2000, I laid off the Chaotic Good Elf 
    Fighter/Mage and hired a Chaotic Neutral Elf Fighter/Mage. I also 
    Dual-Classed the Level 2 Human Fighter as a Conjurer. As Marcus suggested, I 
    allocated the four Fighter weapon proficiencies to bows, crossbows 
    (specialised), and large sword; and gave him an heavy crossbow. The former 
    Fighter could've specialised both bows and crossbows, but I figured even 
    with an high-level Mage's high THAC0, I might as well have another chara who 
    can use a magic large sword, when the other chara maybe using magic 
    non-large-sword weapons, like a two-handed axe or halberd. OTOH, because 
    bows and crossbows are two-handed weapons, thus he can't equip a shield, he 
    could've specialised in some sort of two-handed melee weapon, like great 
    swords or halberds. OTOH^2, he could've began as a Ranger, which lets him 
    attack with two weapons, but only a daft Mage would engage high-Hit-Dice 
    monsters in melee combat.
         After I saw Arundel, the Druid of Kuldahar, in action, I'm intrigued by 
    his Summoning spells. I created and exported an Half-Elf Fighter/Druid 
    template that I may use later.
         On Monday, 14 August 2000, when my party cleared the left (west) half 
    of Dragon's Eye Level 2, I laid off the CG Half-Elf Cleric and hired a TN 
    Half-Elf Fighter/Druid, because the Cleric and the CG Half-Elf Cleric/Ranger 
    were becoming redundant.
         In 1st Play, my party leader's a Paladin. If I replay IWD, I'll 
    probably choose a Ranger (but not a Cleric/Ranger) as the party leader in 
    2nd Play. Attacking with two magic swords sounds fun.
         WRT naming the chara, I name the one male chara after the male 
    protagonist of the Sotsugyou Crossworld RPG for PlayStation/Sega 
    Saturn/WIN98J. I name the five female chara after the female protagonists of 
    the Sentimental Graffiti 1 RPG for Sega Saturn/WIN98J. I considered naming 
    the female chara after the female protagonists of the Sotsugyou series of 
    ikusei simulation games, who are in groups of five, but declined.
         (A review of the IWD Abilities, Races, Classes, Skills,
    Magic, and Spells, based on my 1st Play experience. Now
         I set the game to pause whenever a friendly is KIA.
         WRT ammo for missile weapons, each chara can carry in their quivers up 
    to 120 units (shots) of arrows, bolts, or bullets. My chara who use missile 
    weapons carry six slots of ammo (up to 240 units) each.
         Slings must use bullets as ammo and can't use stones, which should be 
    free. Also, IWD doesn't seem to have the Kenders' staff slings. (I know, 
    different game worlds.)
         Use all of each chara's equipment slots to maximise the space in her 
    backpack. Eg, even if a chara won't drink a potion or use a wand, put the 
    potion or wand in her Quick Item slots. Also, even if a chara doesn't use 
    missile weapons, put in her Quiver slots arrows/bolts/bullets that the other 
    chara will use.
         If the player toggled ON the "Group infravision" option, the party 
    should sell any Potion of Infravision or Scroll of Infravision they find.
         The player can't access a Confused or polymorphed chara's inventory 
    screen, but other chara can transfer items to a Confused chara.
         When a chara tries to pick up an item, but her backpack slots are full, 
    she can do the X-Com trick. When the chara's standing on the item, switch to 
    her Inventory screen. There, she can transfer some of her items to another 
    chara, so she can pick up the item on the ground. Or, she can pick up the 
    item on the ground and directly transfer it to another chara. Or, if the 
    item is an ammo, gemstone, or potion that she already has in her backpack, 
    she can pick up the item on the ground and merge it with those that she 
    already has in her backpack.
         (In X-Com and X-Com 2, arming a grenade costs action points, and an 
    X-Commie may not have enough action points to arm and throw a grenade in one 
    turn. When an X-Commie sees an alien, another X-Commie may arm a grenade and 
    throw it to a third X-Commie between the X-Commie who sees the alien and the 
    X-Commie who arms the grenade. The player then switches to the middle 
    X-Commie's inventory screen, picks up the grenade, and throws it to the 
    X-Commie who sees the alien. The alien may have ended its turn in the 
    X-Commie's visual range, or the X-Commie may have turned or moved one square 
    when she sees the alien, which gives her enough action points to switch to 
    her inventory screen, pick up the grenade, and throw it onto the alien. It 
    sometimes becomes fatally and unintentionally funny when an X-Commie misses 
    her throw (makes a wild pitch) or the X-Commie who sees the alien doesn't 
    have enough action points to even pick up the grenade after all. (Sounds 
    like the Second Earth soldiers in the TV anime Blue Gender...) Also, IIRC, 
    X-Com has the bug that an armed but unused grenade becomes a dud in the next 
         My Paladin sometimes Detect Evil an NPC who doesn't automatically talk 
    with the party, to see if the Force that's strong with that NPC is Dark or 
         When a Druid polymorphs into an animal, in her Inventory screen, the 
    rectangle that normally shows her humanoid "action figure" is blank.
         A magic item that regenerates the wearer's HP doesn't regenerate the 
    wearer's HP when the party move from one location to another in the world 
         The bears that Animal Summoning summons are tough, but they are too big 
    to move through some doorways and passages.
         A Fire Elemental isn't fiery, and looks more like a Magma Elemental.
         (A review of the IWD Equipment, Combat, and
    Adventuring, based on my 1st Play experience. Now writing.)
    6.   CAPTAIN'S LOG
         *SPOILER ALERT*
         This section is an ad hoc journal of my 1st Play of
         Also, this section clarifies details that weren't or
    aren't in Dan Simpson's IWD FAQs at GameFAQs.com.
         *SPOILER ALERT*
    6.1  EASTHAVEN
         In the first town, Easthaven, in and around the tavern, talk with the 
    NPCs. These conversations will lead the characters to some tasks within the 
    town, which will award the characters some XP.
         (BTW, Hrothgar, which means hroth "fame" + gar "spear", is the archaic 
    form of Roger. Yes, in my high school days, I'd a small interest in 
    etymology. Eg, AEthelbeorht, which means AEthel "noble" + beorht "bright", 
    is the archaic form of Albert.)
         The first task is obviously Grisella's problem in the cellar.
         After the characters "debug" the cellar and leave the tavern, they can 
    go to these spots (places) in the town:
         To the east, Pomab's equipment/weapon shop.
         To the west, Hrothgar's house.
         To the southeast, an inn.
         To the southeast corner, the entrance/exit of the town.
         To the south, a pier.
         To the southwest, two warehouses.
         To the southwest corner, an humanoid water spirit.
         In order of increasing danger, the party can first talk with the lad in 
    the middle of the town and the water spirit in the southwest corner of the 
    town. The party can then give a bottle of liquor to the fisher in the 
    building beside the pier. The party can then clear the wolf in the 
    warehouses. The party can then talk with Hrothgar about a caravan. The party 
    can then clear the Goblins in the southeast corner of the town.
         Of course, the party should retrieve all the equipment they find on the 
    monsters' bodies, and sell anything they don't need in the equipment/weapon 
         In the Inventory screen, the icons of equipment and weapons that a 
    chara can't use have a red outline. Eg, a Mage can't wear any armour. Magic 
    but unidentified items have a purple outline. Non-magic but high-quality 
    items don't have a colour outline, but have a green taint. (I don't think 
    Black Isle programmed in any contingency for players with colour-deficient 
         In each house, move the mouse pointer over the furniture to check if 
    the party can open the furniture and see the contents. I think a Thief can 
    open locked doors and furniture without decreasing the party's Reputation. 
    When the party commit a really Evil action, such as murdering the 
    equipment/weapon shop owner, the message window announces a decrease to 
    their Reputation.
         When the party want to store equipment that they don't want to sell, 
    they can put the equipment in the cabinets and chests in Hrothgar's house or 
    the inn.
         In the wilderness just outside Easthaven, a cave entrance is to the 
    left of the two wagons north of the entrance of the town. I don't think the 
    party should attempt to clear the cave in one try. Clear some of the 
    monsters in the cave; then leave the cave to heal, rest, and sell unneeded 
    equipment and weapons in the town; then clear some more of the monsters in 
    the cave; then repeat till they clear the entire cave.
         After the party join Hrothgar's expedition and seriously leave 
    Easthaven, they enter a wilderness area, Kuldahar Pass. This area has a 
    tower in the middle, a cave to the northwest, a mill to the east,?and the 
    entrance to the second town, Kuldahar, in the southeast corner.
         I don't think the party need to clear the Ogre in the tower in the 
    middle, or the Goblin Marshal outside the mill to the east, as they are 
    worth few XP and carry few GP and no magic item.
         In the three rooms in the mill, don't bother to pay any tribute. Clear 
    all the Goblins and Orcs, and search and rescue a lad.
    6.3  KULDAHAR
         In Kuldahar, the other exit of the town is near the middle of the east 
    edge of the map. Loitering about this exit are a few Yetis. No, not YATIs.
         (Back in POOLRAD, Lizard Men were awesome against low-level chara 
    because, when unarmed, Lizard Men attacked three times per round (the 
    familiar claw/claw/bite routine). Now in IWD, Level 1-2 chara get to fight 
    Ogres and Yetis. >Sigh< OTOH, another AD&D CRPG had the infamous Mulmaster 
    Beholder Corps that, literally, I didn't bother.)
         In the house on the right side of the tavern, the party can store items 
    in the cupboard.
         In the Mage Gerth's shop, the party can read the books available for 
    sell by right-clicking them, so the party don't need to buy them. 
    Book-browsing ("tatiyomi" in Japanese) is one of the few things in this CRPG 
    that resemble real life. (OK, so women are also beautiful in real life.)
         Depending on the party's levels and progress into the game, the Mage 
    Orrick changes the spells he sells to the party.
         In Aldwin's inn, after the party find Eidan's Legacy Ring upstairs, 
    they can talk with Aldwin about the ring. They get some XP whether Aldwin 
    confesses to the elders, or he lets the party freely rest at the inn for 
    unlimited times. Either way, he remains as the innkeeper. If a Paladin talks 
    with him, he'll explicitly comment about the legality of an holy warrior's 
    "breaking and entering."
         In the blacksmith Conlan's shop, don't worry about unlocking his chest. 
    Later, the party will get the key from his relative.
         After Sheemish returns to Kuldahar, his label still says "Captive 
    Villager". (I think his aggression is from watching too much MMPR on TV.)
         After the party unlock and open Conlan's chest, one chara in the party 
    must carry Conlan's Key for any chara in the party to open the chest again. 
    My party once put the key in the cupboard in the house on the right side of 
    the tavern, and they can't open the chest. The Thief attempts to unlock it 
    many times and fails.
         If a Thief fails to pick Arundel's pockets (the Druid), Arundel becomes 
         If a Thief fails to pick Brother Ferg's pockets (the Priest outside the 
    church), Brother Ferg attacks the Thief.
         If the party murder both male Priests, they find only a small amount of 
    GP on them. The female Priest has a Morning Star +1 on her.
         If the party attack any of the Priest, the Priests counter-attack, and 
    Arundel also comes to counter-attack the party. Against low-level chara, 
    Arundel's insect-summoning spells kick arse.
         If the party murder Conlan (the blacksmith), they find a leather 
    armour, a war hammer, and some GP on him.
         If the party murder Mirek (townsperson), they find the same necklace 
    they got from the Yeti Chieftain.
         If the party murder Whitcomb (the barkeep), they find some bolts, a 
    crossbow, and some non-magic stuph on him.
         If the party murder the barmaid or other townspersons, they may find a 
    club, a dagger, or some GP on them.
         If the party murder Oswald's cows, Oswald doesn't become hostile, and 
    Arundel doesn't come to avenge them.
         Though the Neo Orogs concentrate on the party, I wonder if they can 
    murder a few townspersons for the party? Also, I wonder if the party can 
    collateral damage the townspersons with a Fireball or two, and not damage 
    their Reputation?
         East of Kuldahar is the next wilderness area, the Vale of Shadows. In 
    the Vale of Shadows, near the centre of the map, and along the north and 
    east edges of the map, are entrances of different crypts. Between the centre 
    and the south edge of the map is a caveful of Yetis.
         (To paraphrase an ancient Canadian proverb: "Even though I walk through 
    the valley of the shadow of death, I fear no evil; for I am the meanest 
    mother f_cker in the valley.")
         In the crypts, some Skeletons use non-magic but high-quality weapons. 
    Also amongst the treasure are some keys, holy symbol, and talisman that open 
    locked double doors and gates in other crypts or other areas of the same 
         Reminder: Ghasts and Ghouls can't paralyse Elves.
         In the crypt in the southeast corner, I think the party must KO the 
    armoured Skeleton, Therik.
         In the crypt in the northeast corner, the party can debate with Mytos 
    the Bone Dancer for some XP, but I think they must KO Mytos. (OTOH, I didn't 
    return to Kuldahar and ask if the Druid and the Priests know any pacifist 
    way to bypass Therik and Mytos?) Engage Mytos in melee combat, so he can't 
    cast offensive spells.
         In Level 2 of Mytos's crypt (it's actually Kresselack's crypt), against 
    the first squad of Tattered Skeletons, retreat to the room outside the 
    doorway, so only one Tattered Skeleton at a time can attack the party. Then, 
    move towards the hall slowly to attract a small batch of Undead before 
    retreating to just inside the doorway. Repeat this two to three times till 
    the party KO both Wights. Near the doorway, the party are far enough from 
    the hall to rest. Then, engage the Skeletal Mage in melee combat, so he 
    can't cast offensive spells.
         If the party attack Kresselack, he doesn't counter-attack. But he seems 
    immune to magic weapons and has Magic Resistance against spells.
         If the party already cleared the Yetis' cave before they began to clear 
    the crypts, when they enter that cave to talk with Lysan, the cave is empty. 
    But when Lysan engages the party, four or five Yetis materialises to 
    complement Lysan.
         After the party murder Lysan in self-defense, and before they talk with 
    Kresselack again, when they go to Kuldahar and talk with Arundel, they and 
    Arundel sound like they haven't murdered Lysan.
         When the party talk with Whitcomb (the barkeep), they can convince him 
    to give them Lysan's belongings: Mantle of Coming Storm (cloak) and scrolls 
    (Cure Critical Wounds, Cure Serious Wounds, and Protection From Fire).
         To be honest, I didn't recognise or remember Lysan as one of the 
    barmaids in the tavern, because the NPCs don't have portraits. Other CRPGs 
    show at least portraits of the NPCs' heads when the protagonists talk with 
         At the entrance, if five chara block the entrance to prevent the 
    Verbeeg, Red Toe, from disappearing, I think a Thief still can't borrow 
    anything from him. If they murder him, they find an halberd and a large 
    shield (yellow) on him.
         In Level 2, near the far end of the hallway are two Acolytes and three 
    Verbeegs who wasted a lot of my real time. The Verbeegs cause big damage, 
    and the Acolytes soften the party for the Verbeegs. I tried hit-and-run, 
    which didn't work. Then I tried low-and-slow, which didn't work. Then I 
    tried to divide the party, counter the Verbeegs with warriors, and counter 
    the Acolytes with the Clerics and Mages' Acid Arrow, Chromatic Orb, Colour 
    Spray, Hold Person, Miscast Magic, and Scorcher, which didn't work. One of 
    the problems is, even when the Mages are apart from the warriors, their 
    Colour Sprays and Scorchers, which pivot to track their target, sometimes 
    hit the warriors. I deduced the Verbeegs are causing more damage than the 
    Acolytes, but the party need to disable the Acolytes first, so the party can 
    clear the Verbeegs before they clear the Acolytes.
         The tactic that works is stop the party just before they and the 
    Verbeegs see each other. I've two Mages on the left side of the hallway, and 
    four Clerics and warriors on the right side of the hallway. One Mage casts 
    three Stinking Clouds between the Verbeeg's brazier and the party. Then both 
    Mages move slightly forwards to see and Scorcher the Verbeegs. The Acolytes 
    naturally move into the Stinking Clouds. The warriors engage the Verbeegs, 
    but now the Scorchers don't hit the warriors because the Mages are some 
    distance away and behind the Verbeegs. The Acolytes may cast a spell or two 
    before the Stinking Clouds disable them. When the Verbeegs are moderately 
    wounded or worse, the Mages continue to Chromatic Orb and Colour Spray the 
    Verbeegs and Acolytes. After the party clear the Verbeegs, and whether the 
    Stinking Clouds are active or not, the Acolytes are almost sitting ducks.
         In the cave where the Heartstone Gem was, get the green potion and give 
    it to Arundel in Kuldahar.
    6.6  DRAGON'S EYE
         The disease that a Wraith Spider's attacks cause is temporary.
         Against the Lizard King & Co, my tactic is: Stop the party south of the 
    steps. Cast a Web on the steps and another Web north of the steps. Send one 
    chara to talk with the Lizard King, then retreat that chara down the steps. 
    When the Lizard King's on the steps, the warriors engage it. The Mages and 
    snipers concentrate on the Lizardman Shamans, which probably have time to 
    cast Strength of One. Unlike the Stinking Clouds that I previously used 
    against the Acolytes and Verbeegs, the Webs don't bother my warriors who 
    wear Rings of Free Action borrowed in Kuldahar. Besides Stinking Clouds and 
    Webs, other players may also use Invisible chara.
         I tried the "Dead Lizard King" answer mentioned in Dan's FAQ, but the 
    Lizardmen didn't commit regicide.
         In Level 2, beyond the Lizardman Shamans, when my party fight the 
    Wraith Spiders, the message window says a Captive Villager attacks a chara 
    or a Wraith Spider. (Bug?)
         In Level 2, when a female chara talks with the captive villager 
    Sheemish, she'll point out she's definitely not Sheemish's Papa, because 
    she's a woman.
         Against the Trolls and Wraith Spiders (I wonder why they don't eat each 
    other), my tactic is: Attract one of them far away from its position and 
    clear them one at a time. The party can sometimes kill a Troll (1,400 XP) by 
    keep hitting a knocked-down Troll, but against an especially stubborn Troll 
    that rebounds for 3+ times, and to save real time, my Mages sometimes 
    Scorcher it. Also, seems the 1 point damage per round that a Diseased 
    Halberd causes can kill a Troll.
         Against the Talonite Priests and Trolls, my tactic (inspired by the 
    USMC Force Recon (special ops capable)) is: Stop the party at the rubble 
    north of the entrance of the cave. Choose a scout sniper. (In my party, 
    she's an Elf Fighter/Mage who specialises in bows and has an Huge Long Bow.) 
    While the balance of the party switch to melee weapons and wait at the 
    rubble, the scout sniper enters the cave, two to three steps at a time. When 
    she spots a Troll, she leads it back to the party. Together, they clear the 
    Troll, and the scout sniper re-enters the cave. Or, when she spots a Priest, 
    she stops and clears that Priest. Each Priest can endure three to four 
    shots, but when the scout sniper misses a shot, the Priest possibly has time 
    to hit her with a spell. (I don't trust the USMC's "One shot, one kill" 
    jingo, but I trust the USAF's "First look, first shot, first kill" jingo.) 
    This tactic fortunately works because, unlike the Lizard King & Co, the 
    Priests and most of the Trolls stand far apart. To decrease surprise, other 
    players may send in an Invisible chara to preview what monsters are where in 
    the cave.
         In Level 2, in the right (east) half, I'm trying another tactic, 
    because I forgot snipers work in pairs - one as a spotter and the other as a 
    shooter. That is, while I stop the party somewhere safe, I send ahead two 
    snipers. When the snipers spot something suspicious (bridge, cave opening, 
    steps, &c), one sniper stops and the other continues ahead. If they spot a 
    monster that they can clear, they clear it. If they spot one or more 
    monsters that they can't clear, both lead it/them back to the party. Or, 
    when the leading sniper's far enough from the stopped sniper, the party move 
    to the stopped sniper's position. This tactic needs some patience, but IMO 
    pausing/unpausing the game is more convenient than saving/loading the game. 
    My party return to Kuldahar when the snipers have depleted their arrows and 
    bolts. (Yes, of course I've read the legendary USMC scout sniper Carlos 
    Hathcock's biography.)
         The Shield Ring is useable by a Cleric/Mage, Mage, or Mage/Thief, but 
    NOT useable by a Specialist Mage! (Bug? Quirk?)
         When the party talk with them, the Captive Villagers share a common 
    pool of answers.
         The party can murder the Captive Villager adults and find nothing on 
    the bodies. OTOH, the party can't murder the Captive Villager children. Even 
    when Mages Scorcher them, the children's worst status is Badly Wounded. 
    After Sheemish returns to Kuldahar, he's equally immortal. (If the party 
    attack Sheemish, and when they return to Kuldahar, I don't know if he and 
    his relative will thank the party?)
         Capitalism in action: After the party save Egenia's life, she still 
    charges them hundreds of GP for her curing and healing. Also, when the party 
    returns to Kuldahar now, they don't tell the Priests that the party searched 
    and rescued Egenia.
         If the party murder Egenia, the nearby Captive Villagers don't become 
         In?Level 3, the party must immediately clear a Blast Skeleton/Undead 
    Lieutenant and its squad of Cold Wights. Retreat the party towards the 
    entrance, because when they move between the snake statues, they may attract 
    more Cold Wights. When they destroy a Blast Skeleton, it explodes like a 
    certain race of Draconians. Against the Cold Wights, I recommend Entangle, 
    Fireball, and Web. Animate Dead and Monster Summoning I are useless, because 
    the summoned monsters aren't durable.
         Level 3 has more such squads of Undead. Move slowly to spot and clear 
    two to three Cold Wights at a time, instead of an entire squad.
         Against Presio & Co, I stop the party on the bridge, Animate Dead to 
    summon some Skeletons as decoys/drones, stop the Skeletons a few steps west 
    of the entrance of Presio's room, and send a sniper (after clearing the east 
    half of Level 2 and the west half of Level 3, when my party reached Presio's 
    room, the only sniper who had ammo was the Druid/Fighter with a sling +1...) 
    to bait the Undead. If the sniper attracts a Wight, the sniper and the 
    Skeletons retreat to the party. If the sniper attracts two to three Poison 
    Zombies, the Skeletons delay them while the sniper stops a few steps behind 
    the Skeletons and help clear the Poison Zombies. During this process, 
    Presio's spells might hit the sniper, who returns to the party for healing. 
    (Presio doesn't cast Stinking Clouds. She casts Cloukills!) After the party 
    clear most of Presio's roommates, I send two Cleric, Druid, or Mage to the 
    entrance and cluster-bomb the area just before where Presio's standing with 
    the dumb area-effect spells Entangle, Fireball, and Web. These spells are 
    "dumb" because they don't aim at specific targets, unlike "smart" spells 
    such as Hold Person and Scorcher. If Presio's Magic Missiles hit one of the 
    chara, she can't interrupt the other chara's spell. Then, my Mages cast some 
    more dumb offensive spells, like Burning Hands and Colour Spray, at Presio's 
    position. Even when Presio's Mirror Imaged, she can't move. Then, if Presio 
    and any of her roommates are still functional, the party roll in and clear 
    them. BTW, her treasure chests are very trapped. (I don't remember which 
    chara are responsible for Mytos and Therik in the Vale of Shadows, but my 
    Human dual-class Fighter/Conjurer's Record screen says he's responsible for 
    Presio. Mark 1 Mod 4 party in 1st Play, on Friday, 18 August 2000.)
         When the party rest outside Presio's room, I wonder if Presio also 
    re-memorises her spells?
         Now that Marcus mentioned it... In the dungeons, I guess some 
    especially compassionate players, who are in a hurry, can ignore some 
    Chaotic or Evil NPCs who aren't directly in the party's way and don't give 
    the party an extra XP award when cleared. Eg, some players can live and let 
    live Presio, who doesn't exit her room unless disturbed and doesn't 
    continually harass the party with Lizardmen and Trolls like the High 
    Summoner. Her magic dagger is an useful weapon though.
         Between Presio's room and the northeast corner of Level 3, use a Thief 
    to detect and disarm the many traps on the floor. (I miss the bad old "10 
    feet deep pit" trap.)
         In Level 4, use a non-Paladin to talk with Albion. (My party 
    intentionally and politely didn't ask him about the Heartstone Gem and 
    Kuldahar villagers.) Find Geelo the Librarian, talk with him about books and 
    magic texts, and buy all his spells. Find Sharra the Healer for healing (if 
    necessary), or at least know her location. Yomp all over the level to admire 
    their banners, carpets, and indoor swimming pools.
         If a Paladin scans (Detect Evil) Albion, Geelo, et al, they squawk 
         The Eldathyns ("Love and peace" Hippies, IMO), their guests, and the 
    more guests they summon won't harass the party when a non-Paladin talks with 
    Albion and not belittle their banners and carpets, or a Mage casts Web on an 
    Eldathyn, or a Paladin talks with Geelo and Sharra, or a Priest casts 
    Animate Dead.
         The Eldathyns, their Yuan Ti guests, and the Lizard Men and Trolls they 
    summon will harass the party when a Paladin talks with Albion about their 
    masquerade, or a Mage casts Monster Summoning, or a Thief unlocks a locked 
    door, or the party talks with Albion about their banners and carpets. As 
    soon as the natives are restless, all locked doors automatically open.
         If a Mage casts Monster Summoning II and gets Lizard Men, these Lizard 
    Men remain friendly to the party.
         As Dan's FAQ suggests, I eventually station my party in Geelo's 
    library. The Mage casts Web in the area outside the doorway, and casts 
    Monster Summoning II. Albion and Geelo immediately declare war on the 
    summoned monsters, and the party legally defend the summoned monsters. (My 
    Half-Elf Druid/Fighter's Record screen says she's responsible for Albion. 
    Mark 1 Mod 4 party in 1st Play, on Saturday, 19 August 2000.)
         After the party clear the Eldathyns and monsters that line up outside 
    the library to borrow Geelo's new shipment of Harry Potter, I send a sniper 
    to clear Sharra. (I chose the chap with the M-60 GPMG, ie, the heavy 
    crossbow-specialised Human dual-class Fighter/Conjurer, because Sharra heals 
    herself.) Then, the party clear the Diners Club in the room north of 
         If the party clear the High Summoner, then liberate Cristiana, 
    Iholikan, Marchon, and Reise from the room northwest of Sharra's, these four 
    MIAs don't become homicidal and exit their room. The party may murder them, 
    with no apparent damage to the party's Reputation, and get their Arrows +2, 
    Arrows of Fire, Chain-Mail Armour +1, Flaming Long Sword +2, Long Sword +1, 
    Mage Dagger +2 (memorise one extra Level 1 and one extra Level 2 spells), 
    Morning Star +1, and Potion of Extra Healing. (Only the Arrows of Fire, 
    Flaming Long Sword, and Mage Dagger look interesting, IMO.)
         Or, I guess the party may liberate them before the party clear the High 
    Summoner, Entangle or Web them, let the High Summoner's Lizard Men and 
    Trolls change the four MIAs into four KIAs, and get their magic items. 
    (Can't blame them for losing their heads after they are locked for weeks in 
    a room full of corpses, and waiting to be Huamn sashimi.)
         After Presio and during the Eldathyns, because of the traps, I changed 
    tactics. The party have two chara primarily tasked with melee weapons, and 
    four chara primarily tasked with missile weapons. (Fighter/Mage and 
    Illusionist/Thief with bows, Fighter/Conjurer with heavy crossbow, and 
    Fighter/Druid with sling.) The Thief moves ahead and alone to detect and 
    disarm traps. When the Thief sees a monster, she and the other three snipers 
    target the monster. (The other three snipers probably move ahead to a 
    position between the Thief and the two chara with melee weapons.) When the 
    monster moves into the Thief's melee range, the Thief moves back to behind 
    the other snipers. If the monster moves into the snipers' melee range, 
    everyone target the monster. Or, when the Thief sees multiple monsters, the 
    Thief attracts them and moves back to behind the other snipers, while the 
    other snipers target the monsters. If the monsters move into the snipers' 
    melee range, everyone target the monsters. Optionally, like when the party 
    have expended their healing spells, the Mages Fireball or Web the incoming 
         In Level 5, the corridors have traps on the floor, even corridors where 
    some Yuan Ti are waiting, but the Yuan Ti don't activate the traps when they 
    move through them. Thus, if the party boldy charge towards some Yuan Ti, one 
    or more chara might activate a trap and get poisoned.
         Yxunomei the Proprietress is reasonably tough and has a bit of fan 
    service. According to Ken's HP, she's vulnerable to Arrows +2, Conlan's 
    Hammer, +3 or better weapons, and fire-based weapons (Arrows of Fire, 
    Flaming Oils, Oils of Fiery Burning, &c). She has Magic Resistance 70%, but 
    fire-based spells can penetrate her MR. Before the party engage her, and (to 
    quote an ancient Canadian proverb) "the bird dropping hits the propeller," 
    they should appropriately configure their memorised spells and weapons. 
    (Sounds like a Pyromaniacs Anonymous meeting.)
         Against the Proprietress, each chara in my party has some Flaming Oils 
    or Oils of Fiery Burning as her Quick Items, and Antidotes in her backpack. 
    The Mages memorise mostly fire-based spells, such as Burning Hands, 
    Fireball, Flame Arrow, and Scorcher. The bowyers have Arrows +2 or Arrows of 
    Fire, the crossbowyer has Bolts +2, and the slinger has Bullets +2. The 
    Cleric/Ranger has Conlan's Hammer as one of her two weapons. The party cast 
    Animate Dead and Monster Summoning to create some drones just before the 
    door of her room. Then, the party wait in the doorway west of her room.
         The Fighter/Mage, with some Oils, a magic bow, and Arrows +2, opens the 
    door of her room and moves into the room far and straight enough to see the 
    Odd Little Girl (aka Child Yxunomei) and a Yuan Ti near her. The F/M bluntly 
    tells the Odd Little Girl that the party have come to rip off the Heartstone 
    Gem. (The first time my party attempted to clear her, the herald talked with 
    her and learnt her ambitions.) Even as the Odd Little Girl's transforming 
    (but not into Sailormoon), the F/M throws Oils at her. When the Proprietress 
    is immobile and casting Animate Dead, Cloukill, or Dispel Magic, the F/M 
    still throws Oils at her. The F/M riskily ignores the Yuan Ti and low-level 
    Undead because the priority is to soften the Proprietress. When the 
    Proprietress is mobile and chases the F/M, the F/M retreats into the 
    corridor, to a position behind the friendly drones (who can delay the 
    Proprietress because she doesn't Dimension Door or fly), and shoots at the 
    Proprietress. Even as the Proprietress is exiting her room and engaging the 
    drones (who are unfortunately expendable), I pause the game, order the Mages 
    to Fireball, Flame Arrow, or Scorcher her, and order the other chara to 
    throw Oils at her. Fire-based missiles and spells that hit the Proprietress 
    can momentarily stagger her. Each time a chara finishes casting a spell or 
    throwing an Oil, I pause the game and order them to cast another fire-based 
    spell or throw another Oil, so their Scripts don't order them to cast 
    Burning Hands or Chromatic Orb (which can hurt the other chara or is 
    ineffective) or to attack with melee weapons. When she clears the drones and 
    moves towards the Mages (by now, she was Hurt to Badly Wounded), the 
    Cleric/Ranger and Paladin engage her, supported by the Mage's spells, the 
    snipers' magic bullets and arrows, and the regular healing spells.
         After she buys the farm, save game and carefully clear the 
    Proprietress's room. Finally, the party find about 2,000 GP in cash in one 
    of her chests. On second thought, I could've Hasted the party when the Odd 
    Little Girl's transforming. I tried sending two Mages to talk with her and 
    Scorcher her, but they didn't have enough AC and HP to survive the first few 
    rounds. (My Human dual-class Fighter/Conjurer's Record screen says he's 
    responsible for Yxunomei. Probably with a Flame Arrow. Mark 1 Mod 4 party in 
    1st Play, on Friday, 25 August 2000.)
         When the party return to the Eldathyns' store room, Marchon & Co are 
    still there.
         Then, when the party return to the Talonite Priests' cave, Egenia and 
    the captive villagers aren't there.
         In Levels 1 to 3, groups of Goblins (including archers), Orcs 
    (including shamans), and Skeletons (including Bladed (Guyver-like), Burning, 
    and Serrated ones) will suddenly materialise around a chara and attack.
         I forgot to check if a Druid or Ranger can Charm the Shadowed Wargs?
         A Burning Skeleton's first attack is a Fireball. Gnarly.
         Though the floor looks uniform, a lot of traps are on the floor.
         In Level 4, Lethias's level, the party can go:
         - Northeast to Valestis's Arboretum.
         - East to Kaylessa's tower, with a bridge to Custhantos's library and 
         - South to Denaini's tower.
         - West to Larrel's Sending.
         The nameless Shadowed Elves in the cafeteria disappear after the party 
    see them.
         After the party liberate the Shadowed Ogres and Shadowed Orcs from the 
    cell behind Kaylessa, Kaylessa doesn't attack them. I thought Kaylessa's 
    duty is to protect Severed Hand from Goblinoids?
         My party eventually hit Kaylessa with multiple Chromatic Orbs to 
    immobilise her, then realise her wish.
         On the bridge between Kaylessa and Custhantos's towers, slowly move 
    west to separately see and engage each row of Shadowed Elves.
         Custhantos's library isn't your neighbourhood Barnes and 
    Noble/Chapters/Coles World's Biggest Bookstore/Yurindo. The party can't get 
    his books from the shelves. They must talk with him to get his books.
         Raise Dead has no apparent effect on a Shadowed Elf.
         With this and that named NPCs in Kuldahar and Severed Hand wanting the 
    party to find and bring them this and that items, IMO the party are more 
    like couriers than adventurers.
         Any relation to the actor Michael Dorn, who plays the Klingon Worf in 
         In the Round Table Room, remember the runes on the round table.
         Through the secret door, in the room with the three rings of runes, 
    send one chara to move around the room. The chara can step on the outer ring 
    of red and white triangles, but if she steps on any incorrect rune, a 
    lightning bolt hits her.
         Without stepping on any rune, go to the northeast and step on the 
    "hammer and anvil" rune in the outer ring. Now, the chara can step on the 
    other runes in the outer ring.
         Next, without stepping on any rune in the middle ring, go to the 
    south-southwest and step on the "crossed axes" (or "crossed hockey sticks") 
    rune in the middle ring. Now, the chara can step on the other runes in the 
    middle ring, and on the inner ring of red and white triangles.
         Next, without stepping on any rune in the inner ring, go to the 
    northwest and step on the "overlapped circles" rune in the inner ring.
         Next, re-enter the Round Table Room, and activate the hammer of the 
    statue beside the secret door.
         Next, re-enter the room with the three rings of runes, and now it has a 
         The six badges that Saablic Tan mentions are:
         - Krilag's Badge, in Dorn's Deep, from the Neo Orog Chieftain southeast 
    of Saablic Tan.
         - Joril's Badge, in Wyrm's Tooth, from the Frost Giant leader in the 
    cave southwest of the aquarium building.
         - Plus four more badges from four NPCs in Lower Dorn's Deep (see 
         Behind Norlinor the Ghost, the three doorways lead to the same area 
    map. In that area, waiting above the stairs are a Lich and some Undead. Like 
    a Troll, the Lich is vulnerable to magic weapons, can be stunned by magic 
    weapons that stun, and re-appears with 100% HP a few seconds after the party 
    "kill" it. Unlike a Troll, the Lich casts spells. Behind the Lich is a 
    locked door. The key is in a coffin northwest of the Lich. So, while the 
    party engage the Lich with melee weapons to hinder its spells, send a Thief, 
    preferably wearing Boots of Speed, to find/remove traps, open the coffin, 
    get the key, unlock the door, and let the party enter the doorway.
         The doorway leads to a corridor with crypts (rooms) on both sides. In 
    this area, waiting in the corridor are a Lich and some Undead. The statues 
    before the crypts probably identify which crypt is whose. Waiting in some 
    crypts are more Undead.
         In the fourth crypt on the left is Terikan's Phylactery. The second 
    crypt on the right is Jamoth's. So, while the party engage the Lich with 
    melee weapons to hinder its spells, send a Thief, preferably wearing Boots 
    of Speed, to find/remove traps, get Terikan's Phylactery, and take it into 
    Jamoth's crypt.
         After the party clear all of Upper Dorn's Deep, they can return to 
    Bandoth and brag.
         My Half-Elf Cleric/Ranger's Record screen says she's responsible for 
    the Lich. Mark 1 Mod 4 party in 1st Play, in September 2000.
    6.9  WYRM'S TOOTH
         Outside the aquarium building, southwest of the building is a broken 
    Yokohama Bay Bridge. To repair it, the party should go to the lower floor of 
    the aquarium, go to the west end of that floor, and talk with Soth to get a 
    book about Dwarven civil/mechanical engineering (ERTW). Then, when the party 
    re-examine the bridge, they will automatically repair it. The bridge leads 
    to a caveful of Frost Giants (see below).
         In the aquarium building, the monsters don't attack the party when: a 
    Druid or Ranger tries to Charm a Winter Wolf and fails or succeeds; or a 
    Mage casts Web on the monsters; or a Mage or Priest casts Summoning spells; 
    or a Priest casts Entangle on the monsters.
         After a Druid or Ranger successfully Charms a Winter Wolf, if the party 
    exit and re-enter the aquarium, that Winter Wolf disappears. IMO the party 
    don't need to remove the Winter Wolves by this trick, unless the player's a 
    (Communist) Gre_npe_ce supporter, because when a Winter Wolf buys the farm, 
    the party get a Winter Wolf pelt.
         After my party get Dugmaren's Key from Kerish, and before they liberate 
    the slaves, I decided to execute a pre-emptive strike against the monsters 
    in the aquarium. (To quote an ancient Canadian proverb, "Do unto them before 
    they do unto you.") I thought of stationing the party in the boiler room 
    northeast of Vera, and attracting the monsters to them, as in previous 
    dungeons, but this doesn't work because the monsters are waiting all over 
    the aquarium. So, the party go to the lower floor, and the Mages memorise 
    acid- and fire-based spells and rest. Then, beginning from the boiler room, 
    after the Druid and Mage summon some bears and a Fire Elemental, the Thief 
    (who uses a bow) leads the bears and Fire Elemental out of the boiler room. 
    The Thief needs to lead the bears and Fire Elemental because they can engage 
    only monsters that the Thief can see. When the Thief sees a monster or two, 
    the bears and Fire Elemental engage it/them, and the Thief moves back to 
    behind the bears and Fire Elemental. When the bears and Fire Elemental are 
    engaging the monster(s), I designate the monster(s) as the Thief and the 
    other snipers' target(s). That is, the other snipers also move out of the 
    boiler room to provide fire support, while the bears and Fire Elemental's 
    large size probably prevents the monster(s) from engaging the snipers. OTOH, 
    when the Thief sees three or more monsters, the Thief moves back to behind 
    the bears and Fire Elemental, and the entire party, including the Thief and 
    the grunts who don't use missile weapons, engage the monsters. With a Fire 
    Elemental as a Big Brother, the Trolls don't pop up again because the Fire 
    Elemental's punches are fire-based.
         In the Frost Giants' cave, except the Winter Wolves near the entrance 
    and the monsters in the enclosed sub-cave, the monsters don't attack the 
    party when: the party clear the Black Ice Knights (no relation to the beer), 
    Kontik, and monsters in the enclosed sub-cave; the party get magic items 
    from the monsters' bags and shrines; or the party murder the slaves. (Feels 
    like the neighbourhood Toys R Us or Wal-Mart, except the murder part.)
         The party don't need to fight the Frost Giants and White Wyrms. When 
    the party talk with Jarl Joril Frostbeard, even when the party leader is a 
    Paladin, they can do a Captain Kirk and convince Joril that they work for 
    The Master (no relation to Dr Who), that he lend them his Joril's Badge, and 
    that he explain how he conspired to murder his father.
         (Clearing the Frost Giants and White Wyrms a few at a time is painful 
    and slow. IMO, they are strong (damage), but not very tough (HP). Also, they 
    seem immune to Entangle and Web. I plan to return and clear them later, when 
    the Mages and Priests have more top level spells. My reluctance to murder 
    named NPCs in CRPGs mostly applies to human-size named NPCs.)
         The Frost Giant Guard northeast of the slaves is named Gorg. He doesn't 
    flamebait the party like the other Frost Giant Guards, and the party can 
    constructively talk with him.
         (My party eventually cleared all the monsters in Joril's caves before 
    they talked with Davin, so the party's Journal said the party already done 
    this and already done that.)
         Outside the aquarium building, northeast of the building is a cave. 
    That cave leads to a small area. In that area, the centre passage 
    (northeast) leads to the world map. The right (east) cave leads to Lower 
    Dorn's Deep (see below). Before the party enter Lower Dorn's Deep, 
    re-configure the Mages and Priests with cold- and ice-based spells.
         Vera evidently isn't as good a Thief as she thinks. My Gnome 
    Illusionist/Thief borrowed her Amulet.
         A deceased Salamander's energy field doesn't damage a chara.
         Seems a Thief can't pick a Frost Giant's pockets. My Gnome 
    Illusionist/Thief couldn't anyway.
         My Elf Fighter/Mage's Record screen says she's responsible for Kontik. 
    Mark 1 Mod 4 party in 1st Play, in September 2000.
         Northeast of the entrance are some bridges, guarded by Salamanders and 
    Tarnished Sentries. IMO, from the entrance, it's advantageous for the party 
    to move south, then east, then approach the bridges from the southeast.
         North of the entrance is an elevator to Tarnelm's Oubliette.
         Northeast of the elevator is an entrance to the Artisan's District, 
    with boarded up houses and eye-like graffiti on the ground.
         In the southeast corner is a cave that leads to Guello and Shikata's 
         In the east half, don't approach the watchtower from its southwest, 
    though its door is on its southeast side. The party should cross the bridge 
    west of it, move northeast, get Fengla's Watchtower Key, and approach it 
    from its north/southeast.
         Unnamed Svirfneblins wear brown. Named Svirfneblins, who will talk with 
    the party, wear grey.
         My party ignored Seth and didn't see or talk with him. After the party 
    cleared other Lower Dorn's Deep areas, exit Fengla's doorway, and talk with 
    Fengla, Seth seems to have disappeared?
         Norl and Tarnelm attack with axes. IMO, hammers and picks are more 
    appropriate to miners like them.
         One of the Tower Archers is named Kelly. (Grr. Was forced to cast Raise 
    Dead on my Illusionist/Thief after the battle in the tower, even though my 
    Druid and Priest successfully summoned some animals to distract some Tower 
    Archers. I thought Raise Dead decreases the unfortunate chara's CON by one, 
    but it evidently doesn't.)
         While fighting the Salamanders and Tarnished Sentries, if the party's 
    area-effect offensive spells fatally collateral damage a nearby Svirfneblin, 
    other Svirfneblins don't attack the party.
         A deceased Salamander's energy field doesn't damage a chara.
         Boneguard Skeletons and Elementals can be stunned.
         When the party try to rest and Umber Hulks awaken the party, these 
    Umber Hulks don't give Umber Hulk hides.
         In the Oubliette, casting a Cure Wounds spell on an Unconscious Deep 
    Gnome doesn't awaken him.
         The magic sword Pale Justice is exactly at Area AR8009, X 852, Y 1488.
         Rhino Beetle shell and Umber Hulk hide are heavy. Fortunately, a chara 
    with STR 18/XX and a Ring of Dwarven Bone (+1 STR) for STR 19 can carry 500 
         In the Artisan's District, some boarded up houses contain monsters that 
    come out and attack the party when a chara walk near those houses.
         The Graffiti are traps and aren't Sentimental. If a chara moves into 
    the circle around an eye, the trap petrifies and kills the chara. But 
    animals summoned by Druid or Priest seem immune to the graffiti?
         (No, I don't play Sentimental Graffiti 2 for Dreamcast because I don't 
    have a Dreamcast.)
         In the Artisan's District, the southern exit leads to Callard's garden.
         In the Artisan's District, in the green Malavon's Dome, in a room 
    northeast of the entrance are Malavon, Iron Golems, and Umber Hulks. Whether 
    a chara sees an Iron Golem and provoke it without seeing and talking with 
    Malavon, or a chara talks with Malavon, the Iron Golems and Umber Hulks exit 
    the room and attack the party.
         A Stealthed Thief can move into Malavon's rooms and the monsters don't 
    see and attack her. But when the Thief tries to get items from the 
    containers in Malavon's rooms, the monsters see and attack her.
         The Malavon whom the party first see is actually his clone. Against 
    Malavon's clone and his monsters, my party wait in a room west of Malavon's 
    clone's room, and switch to melee weapons. Then, one of my chara moves step 
    by step towards Malavon's clone's room until she sees one immobile Iron 
    Golem. Then, that chara retreats, and the Mages and Priests summon some 
    Elementals and monsters and let the monsters wait outside the doorway of 
    Malavon's clone's room. Then, my three Mages simultaneously cast area-effect 
    spells, such as Fireball, Ice Storm, and Skull Trap, into the room to 
    provoke the Iron Golem. (These spells unfortunately collateral damage the 
    Svirfneblins, which causes the party to consider the other Svirfneblins in 
    Malavon's Dome as enemies @ 420 XP.) When the Iron Golems and Umber Hulks 
    exit their room, the party and summoned monsters target the Umber Hulks, 
    because the Umber Hulks can Confuse the party and summoned monsters. Then, 
    they target the Iron Golems. Then, the party and summoned monsters wait in 
    the circular room outside Malavon's clone's room, beyond Malavon's clone's 
    visual range. Then, the summoned monsters enter as far as possible into 
    Malavon's clone's room. One or more chara switch to missile weapons and move 
    into Malavon's clone's room until they see him. Then, the summoned monsters 
    and snipers target Malavon's clone. After they clear Malavon's clone and 
    Malavon appears, everyone target Malavon.
         Malavon casts Dimension Door to teleport from one spot to another, and 
    casts Cloudkills and Webs at the party. But the party's AI are smart enough 
    to chase Malavon from spot to spot.
         After the party clear Malavon, they find many potions and scrolls in 
    the containers in Malavon's rooms. DO NOT use the Oil of Null Effect! 
    Reserve it for Malavon's sister, Ginafae.
         If the Mages in the party can't cast more than one Level 7 or above 
    spell, I recommend the Mages don't copy Malavon's scrolls into their spell 
    books. Use those scrolls in the final battle in the Cryshal Tirith, in 
    Destroyed Easthaven.
         My Gnome Illusionist/Thief and Half-Elf Druid/Fighter's Record screens 
    say they are responsible for Malavon. Mark 1 Mod 4 party in 1st Play, on 
    Sunday, 24 September 2000.
         In Callard's garden, the exits are:
         - North to Marketh's Palace.
         - Northeast to Brother Perdiem's Temple.
         - Southeast to Guello and Shikata's mine.
         - Southwest to Fengla's doorway and the main entrance of Lower Dorn's 
         - Northwest to the Artisan's District and Malavon's Dome.
         To stop the endless monsters, destroy the circle of Shriekers around 
    the statue. Unless the party destroy all Shriekers, monsters from areas that 
    the party has cleared still appear. Eg, Salamanders still appear even after 
    the party has cleared Maiden Ilmadia and Shikata's areas.
         In Guello and Shikata's mine, the two entrances at and near the 
    southeast corner lead to Maiden Ilmadia's Great Forge.
         The entrance in the northwest, between two statues, leads to Callard's 
         In the Great Forge, the party can honourably talk with Maiden Ilmadia 
    to learn her mission objectives before she attacks them.
         Against Maiden Ilmadia the Elf "Woman", my party and some summoned 
    monsters wait at the rightmost bridge between the four vats of pure water. 
    My Illusionist/Thief, wearing Boots of Speed, moves towards her house. Just 
    before the I/T sees her and she talks with the I/T, the I/T casts Web 
    between her and the Fire Giant southeast of her. Then, the I/T casts 
    Improved Invisibility on herself (I/T) and talks with Maiden Ilmadia. Even 
    as Maiden Ilmadia uses an Oil of Speed on herself, the I/T dodges the Fire 
    Giants and moves back to the party. As the Fire Giants need to cross the 
    bridges to attack the party, the party clear the Fire Giants one at a time. 
    But when Maiden Ilmadia is in visual range, the party concentrate on her.
         Warning! The Fire Giant bodies may prevent some chara from crossing the 
    bridges, even after the party rest and the bodies have disappeared. Saving 
    and reloading the game may solve this "undocumented feature".
         In the Great Forge, the entrance in the north leads to Brother 
    Perdiem's Temple.
         In Marketh's Palace, in Level 1, Fleezum and Ginafae aren't Evil. Cook 
    and Flozem are Evil, but they don't automatically attack the party. Fleezum 
    and Flozem are brothers, and are mercenaries employed by Marketh.
         (Though Dark Elf is one of my favourite AD&D PC races, I initially 
    dislike helping Ginafae. After my Paladin scans her and confirms she isn't 
    Evil, my party might help her after all.)
         Cook's room has a Sack of Potatoes.
         Before the party talk with Marketh, if the party talk with Fleezum, he 
    attacks the party. Then, if Flozem sees the party, he also attacks the 
         In Level 2, Darth Marketh is in the northwestern room. If a non-Thief 
    talks with him, he surrenders only his badge. If a Thief talks with him, he 
    surrenders his magic armour, badge, magic ring (don't bother), and magic 
    sword, but the party lose 500 GP (?). OTOH, if the party threaten to murder 
    him, he attacks the party, and Fleezum, Flozem, and Seth come and attack the 
         After the party talk with and don't threaten to murder Marketh, if the 
    party talk with Fleezum, he attacks the party. Then, Flozem also attacks the 
         The party should go to the Oubliette and give the Sack of Potatoes to 
    Tarnelm. Then, when the party are ready for a battle with a crowd of Umber 
    Hulks (full HP, memorised spells, summoned some monsters, &c), move to the 
    northeast corner of the Oubliette. Then, after some Umber Hulks pop out, the 
    party may move to somewhere between Ternelm and the Umber Hulks, and clear 
    the Umber Hulks a few at a time.
         (Earlier, anticipating more Umber Hulk hides, my party deposited some 
    Umber Hulk hides in one of the three containers in Maiden Ilmadia's house. 
    Then, after they acquired Marketh's Badge, they deposited more Umber Hulk 
    hides in a container in Marketh's Palace.)
         Even when the party are blocking the doorway of Ginafae's room, after 
    she gets the Oil of Null Effect, she can still disappear.
         In the Svirfneblin hamlet, when the party are carrying some Rhino 
    Beetle shells and talk with Dirty Llew (sexist), they can pay him to change 
    a Rhino Beetle shell into a shield. This takes 10 days. After the party get 
    the shield, put it in a container, and talk with Dirty Llew again, they 
    can't pay him to change another Rhino Beetle shell into a shield.
         Dirty Llew and Nym are Evil.
         In Brother Perdiem's Temple, even when a chara stands behind or beside 
    a Brother or Sister, a Searing Orb flies through the Brother or Sister to 
    hit the chara. Also, when the player pauses the game and changes the chara's 
    waypoint to try to dodge a Searing Orb, it tracks and guides towards the 
    chara like a Romulan plasma torpedo.
         Warning! The Idol casts Finger of Death.
         Against The Idol, stay beyond its visual range and clear the Undead 
    around it one to three at a time. After the party clear all the Undead 
    around The Idol, it's a sitting duck... as long as the party don't fail 
    their saving throws.
         My Gnome Illusionist/Thief's Record screen says she's responsible for 
    The Idol. Mark 1 Mod 4 party in 1st Play, on Saturday, 23 September 2000.
         After the party climb the stairs north of Brother Perdiem, the party 
    don't immediately talk with or fight Revered Brother Poqueline on the upper 
    floor. But between this fight and the two final fights in Destroyed 
    Easthaven, the party can heal and rest, but they can't resupply. Thus, 
    before they fight Poqueline, they should return to Kuldahar or wherever, and 
    carry the most effective and useful magic items the party have gathered, 
    even magic ammo.
         Against Poqueline & Co, my party stop at their initial positions. The 
    Druid, Mages, and Priest summon some Elementals near the party. One chara 
    moves north and causes Poqueline to talk with her. After the dialogue ends, 
    as that chara moves south, the Druid, Mages, and Priest simultaneously cast 
    area-effect spells (Entangle, Fireball, Ice Storm, Silence 15' Raidus, &c) 
    at Poqueline. The Elementals and chara with melee weapons move north to 
    engage Poqueline and to block the incoming monsters, while the Mages and 
    Priest continue to consecutively cast single-target spells (Acid Arrow, 
    Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) at 
         Seems the party can't exit the town by the southeast passage.
         The party can rest in the cellar of Grisella's pub, near the northeast 
    corner of town.
         The Cryshal Tirith is at the northwest corner of town, beside the 
    party's initial positions. Move the pointer onto the wall of ice and the 
    pointer becomes a door icon.
         Against Pomab & Co, ignore his Lightning Bolts and Sentries, and target 
    all of him until he and his Sentries buy the farm, and the party can climb 
    the ladder. If the party can climb the ladder, and Pomab and his Sentries 
    are immobile on the floor, but a False Pomab is still alive and distracting 
    the party, ignore that False Pomab.
         A False Pomab has Magic Resistance and isn't Evil.
         Whether or not Poqueline's Searing Orb blinds Everard, Everard closes 
    the Stargate anyway.
         Against Belhifet's Iron Golems, try to cause one or both of them to 
    follow a chara, so the other chara and friendly summoned monsters can 
    concentrate on Belhifet, while the Iron Golems chase that chara.
         An high-level Chromatic Orb can Hold or Stun Belhifet... if it 
    penetrates Belhifet's Magic Resistance and saving throw. While Belhifet's 
    Held/Stunned, Belhifet obviously can't attack, cast spells, or teleport. The 
    party can attack and cast enough low- to medium-level offensive spells (Acid 
    Arrow, Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, 
    &c) to destroy Belhifet before Belhifet becomes mobile again!
         (To quote an ancient Canadian proverb: "It's better to be lucky, than 
    to be good.)
         After the party destroy Belhifet, the game plays another page-flipping, 
    voiced movie like those between Chapters, then plays the credits (staff 
    list). It has no Game Over screen that reviews the chara's final attributes. 
    Disappointing, IMO.
    7.   LINKS
         IWD category in Yahoo! USA.
       - http://DLH.Net/
         By Bernd Wolffgramm of Germany.
       - http://home.planetinternet.be/~twuyts/
         The Cheat Empire, by Tim Wuyts of Belgium.
       - http://icewind.dbtavern.com/
         Ice Winds of Dale.
       - http://vgstrategies.about.com/
         About.com Guide to Video Game Strategies, by Al Amaloo.
       - http://www.din.or.jp/~k-teraki/ICEWIND.html
         Tales of Shadowdale, by Ken of Japan. An AD&D (computer
    and paper) fan page in Japanese.
       - http://www.gamefaqs.com/computer/doswin/game/25590.html
       - http://www.interplay.com/icewind/
         IWD official homepage in the Interplay USA HP.
       - http://www.neoseeker.com/
         Neoseeker.com, by Peter Judson.
       - http://www.sega.co.jp/sega/pc/baldurs/html/ice/ice_set.html
         IWD official advertisement/homepage in the Sega
    Enterprise Japan HP. Sega distributes the IWD English
    version in Japan. Its scheduled release date is 22 September
    2000. Its recommended price is 9,800 Yen, but some on-line
    shopping Websites offer a lower price.
       - http://www.christiananswers.net/spotlight/games/2000/icewinddale.html
         IWD review in the Christian Spotlight's Guide
    To Games in ChristianAnswers.Net.
       - http://selios.free.fr/
         Selios' Lairs, by Jean-Luc Barbera of France.
         "Selios' Lairs is primary a fan site on different
    things I enjoy a lot, some of which are not well known
    outside Japan or by rare fans worldwide.
         "Les Antres de Selios sont avant tout un site de fan
    sur differentes choses que j'apprecie beaucoup, don't
    certaines sont tres meconnues en dehors du Japon hormis
    de rares fans de part le monde."
         The game might hang when, in a dungeon, a fast chara sees a monster 
    that will talk with that chara, the screen greys out, but the player causes 
    that chara to move away from the monster, and the monster disappears because 
    it's beyond that chara's visual range. The message window doesn't change 
    into dialogue mode, the player can't click the party's portraits to choose 
    them, and the player can't designate a spot to which the party should move.
         After a summoned monster is destroyed and leaves behind its weapon, a 
    chara who tries to pick up the weapon might stand beside the weapon and 
    hesitate for a while before she can pick up the weapon, esp Goblin/Skeleton 
    Archers' arrows and bows.
         Before the 1.06 patch, for a chara who has STR 18/XX, a Ring of Dwarven 
    Ring increases the chara's STR from 18/XX to STR 19 (500 lb). After the 1.06 
    patch, the ring increases the chara's STR from one rank of 18/XX to the next 
    higher rank of 18/XX. I presume it increases the chara's STR to 19 only when 
    the chara already has STR 18/00?
         In Severed Hand, Shatterd Souls' spells hit both the party and the 
    Bladed and Serrated Skeletons.
         My party found Evayne's Diary in Severed Hand, before they met Gelarith 
    and Larrel, brought it to Larrel, and gave it to him for some XP. Unlike 
    what the party's Journal reports, the Diary only says she decided to go to 
    Dorn's Deep, and doesn't say anything about The Doom That Came To Dorn's 
    Deep (not Sarnath). Later, my party found Journal of Evayne in Dorn's Deep, 
    brought it to Larrel, and got some more XP. This time, Larrel didn't take 
    the Journal. It stays in the chara's backpack.
         In Severed Hand, Gelarith says "My name is 'Geralith'." The item 
    descriptions have more spelling and typing mistakes, which I expect in 
    Japanese games, but not in English games.
         In Upper Dorn's Deep, everytime my party enter or re-enter Level 1, the 
    Blue Myconids and Ettins re-appear, as if my party haven't cleared them. But 
    the monsters in the caves in Level 1 don't re-appear. The 1.06 patch doesn't 
    cure this feature... which is might as well, because when my party cleared 
    Lower Dorn's Deep and before they engaged Poqueline, some chara had almost 
    1,200,000 XP. I want to challenge the 1,800,001 XP cap before I challenge 
    the final three battles.
         In Wyrm's Tooth, outside the aquarium building, if the party explore 
    the cave and passages northeast of the building, the game plays the voiced 
    introduction of Chapter Six, and the party's subsequent exploration is 
    recorded in Chapter Six of their Journal.
         In Lower Dorn's Deep, after the party destroy The Idol and liberate the 
    Brothers and Sister, Brother Perdiem charges 0 GP for Cure 
    Light/Moderate/Serious Wounds, Heal, Cure Disease, and Neutralise Poison; 
    but charges 1,000 GP for Cure Critical Wounds.
         In Lower Dorn's Deep, in the upper floor of Brother Perdiem's Temple, 
    the party moved north far enough to see some animals, but not enough to see 
    Poqueline. The Mages and Priests estimated his position and launched 
    area-effect spells at the animals. Even as the spells hit Poqueline, the 
    game switched to dialogue mode. After the dialogue with Poqueline ended, the 
    battle happened normally. But after the party re-appeared in Destroyed 
    Easthaven, the game was stuck in dialogue mode, ie, the commands and 
    portraits were greyed out, and the pointer was a pointing hand. I had to 
    quit the game.
         In Destroyed Easthaven, in the Cryshal Tirith, after the four Sentries 
    and (I assume) the True Pomab were KIA, a False Pomab kept re-appearing. I 
    became suspicious when I noticed the True Pomab's body on the floor, and the 
    party could climb the ladder. So the party switched to melee weapons, esp 
    those that can Poison or Stun, I got something to eat, and watched as the 
    party chased the False Pomab all over the room while he fumbled around like 
    Michael Jackson and his wand launched Lightning Bolts that missed the party, 
    until the party were all Fatigued. The False Pomab was still there after the 
    party left the room, rested, and re-entered the room, and after I saved and 
    loaded game. (Reminds me of an ancient Canadian proverb: "Join the army, go 
    to interesting places, meet interesting people, and kill them.") He finally 
    disappeared when a Mage Disintegrate him for all of 35 XP. (Klingon 
    disruptors rule the galaxy.)
         Amongst the built-in cheat commands, Ctrl-Y works on Belhifet's Iron 
    Golems, but not on Belhifet.
         BTW, I played enough BGII-SoA (Baldur's Gate II: Shadows of Amn) to 
    clear the first floor of its first dungeon, and I don't like it as much as I 
    like IWD. The BGII-SoA interface looks more oppressive than the IWD 
    interface, and the BGII-SoA icons look more blurry. The BGII-SoA protagonist 
    begins at Level 7. The dialogue between the BGII-SoA chara are voiced, but I 
    don't like the protagonist's three comrades' personalities.?Your preference 
    may vary.
         OTOH, BGII-SoA has more classes, kits, races, and spells. I like the 
    Paladin's Undead Hunter kit, with its immunity to level drain.
         Later (Sunday, 2004.07.04):
         In the early versions of this FAQ, I asked this
         What does "Aura Cleansed" mean?
         (For example, in Wyrm's Tooth, when a character talks
    with Joril, the message window says the character is "Aura
         From Guillaume Leblanc (Saturday, 2004.07.03):
         I noticed that you wanted to know what Aura Cleansed
    meant. Basically, it means that the residues of magical
    energy have been removed and that you can cast a spell
    again. Normally this happens once per round, but in some
    special occasions it can happen more often. For instance, in
    BG2, the spell Improved Alacrity cleanses your aura every
    time you cast a spell. (In BG1, the NPC-only version of that
    spell had been coded as Daer'Ragh's Aura Cleanser.) Of
    course, this message can also result of faulty coding, as
    I'm having trouble seeing why speaking to Joril would allow
    you to cast a second spell in that round.
    9.   APPENDIX 1
         The Anarchist's Guide to Icewind Dale ("Kichiku Play" in Japanese)
         In these towns and from these "*" persons, a Bard or Thief can "borrow" 
    ?Pick?Pockets? these items. If the party murder these persons, the party 
    might find different or more items on the bodies.
         (IMO, the IWD Bard and Thief aren't cheap enough. They borrow only 
    items, not cash (GP) from NPCs who carry cash.)
         Apsel (Scrimshander): Nothing.
         Churin (Warehouse Foreman): Nothing.
         Damien (Scared Boy): Nothing.
         Gaspar (Fishmonger): Nothing.
         Grisella (Barkeep): Nothing. (Reputation -2. 15 XP. GP.)
         * Everard (Priest of Tempus): 2 Potions of Healing. (Reputation -1. 
    5,000 XP. Boots of Avoidance (+5), Full Plate-Mail +1, Warhammer of Sparks 
         Hildreth Highhammer (Dwarf): Nothing. (Reputation -5. 120 XP. Battle 
    axe, chain-mail armour, Potion of Frost Giant Strength.)
         Old Jed (Old Jed): Nothing. (Reputation -5. GP.)
         Quimby (Innkeeper): Nothing.
         Townsperson (Townsperson): Nothing. (Reputation -2. 15 XP. Club, 
    dagger, and/or GP.)
         In Grisella's pub, if a Level 1 party murder both Grisella and Hildreth 
    for Reputation -7, a Paladin becomes a Fallen Paladin, and a Ranger becomes 
    a Fallen Ranger. A Fallen Paladin or Fallen Ranger needs 2,000 XP for Level 
    2. Seems a Fallen Paladin can still Cure Disease. I don't know if an Human 
    can Dual-Class out of the Fallen Paladin or Fallen Ranger pseudo-class?
         Outside the buildings, if the party attack a child or Townsperson, 
    Hrothgar comes to attack the party.
         After the party clear Lower Dorn's Deep and return to Destroyed 
    Easthaven, if they attack Everard, his HP begins at Uninjured and he casts 
    offensive spells.
         Aldwin (innkeeper): Nothing. (Reputation -5. 270 XP. Leather Armour +1, 
         Amelia (barmaid): Nothing. (Reputation -0. 15 XP. Nothing.)
         * Arundel: Ring of Free Action. (Reputation -2. 3,000 XP. Boots of 
    Speed, four Fire Seeds, Ring of Free Action.)
         Brother Ferg: Nothing.
         Conlan (blacksmith): Nothing. (Reputation -5. 120 XP. Leather armour, 
    war hammer, GP.)
         Cows: (Reputation -0. 1 XP. Nothing.)
         Gerth (shopkeeper): Nothing. (Reputation -2. 0 XP. GP.)
         Mirek (frightened townsperson): Nothing, even after the party gave him 
    his Mirek's Family Heirloom. (15 XP. Mirek's Family Heirloom.)
         * Orrick the Grey: Amulet of Metaspell Influence (memorise an extra 
    Level 2 spell), Ring of Free Action.?(Reputation -5. 4,000 XP. Bracers of 
    Defense AC 6, Dagger +2, Potion of Absorbtion, Robe of Neutral Archmagi, 
    Wand of Paralysation.)
         * Oswald Fiddlebender (Gnome): Necklace of Missiles (one charge), two 
    Oil of Fiery Burning, Potion of Firebreath, Ring of Protection +2.
         Sheemish (captive villager): Nothing.
         Townsperson: Nothing.
         Urnst (townsperson): Nothing. (Reputation -5. 15 XP.)
         Weenog (Goblin): Nothing. (Reputation -0. 15 XP. Battle axe, scroll 
    (Magic Missile), small shield.)
         Whitcomb (barkeep): Nothing.
         The party's progress into the game doesn't seem to affect a Paladin or 
    Ranger's Fall. Eg, after the party have cleared some of the dungeons beyond 
    Kuldahar, if they murder enough of the NPCs in Kuldahar for Reputation -7, 
    their Paladin and Ranger still Fall.
         Lysan (Priestess): Nothing.
         DRAGON'S EYE
         Albion (Eldathyn): Nothing. (Reputation -0. 1,000+ XP. Albion's key.)
         Captive Villager: Nothing.
         Cristiana Knight: Nothing. (Reputation  -0. 500 XP. Magic items.)
         Egenia?(Priest of Ilmater): Nothing. (Reputation -0. 1,100 XP. 
         Geelo the Librarian (Eldathyn): Nothing. (Reputation -0. 2,000 XP.)
         Iholikan Quinval: Nothing. (Reputation  -0. 500 XP. Magic items.)
         Marchon of Waterdeep: Nothing. (Reputation  -0. 500 XP. Magic items.)
         Reise Coppersky: Nothing. (Reputation  -0. 500 XP. Magic items.)
         Sharra the Healer (Eldathyn): Nothing.
         Sheemish (captive villager): Nothing.
         Cristiana, Iholikan, Marchon, and Reise's magic items are: Arrows +2, 
    Arrows of Fire, Chain-Mail Armour +1, Flaming Long Sword +2, Long Sword +1, 
    Mage Dagger +2, Morning Star +1, and Potion of Extra Healing.
         Gelarith (Gelarith): Nothing. (Reputation -0. 100 XP.)
         Kaylessa (Kaylessa): Nothing.
         Larrel (Larrel): Nothing.
         Lehland (Lehland): Nothing. (Reputation -0. 100 GP.)
         Lethias Enaril, Bladesinger of Seldarine (Lethias): Nothing.
         Sehriya (Sehriya): Nothing.
         Telanis Songbender (Telanis): Nothing.
         Valestis (Valestis): Nothing. (Reputation -0. 100 GP.)
         If the party attack Larrel the Baelnorm, seems Larrel is immortal, ie, 
    seems Lethias's worst status is Almost Dead, even after tens of points of 
    damage and spells.
         If a Thief fails to pick Lehland or Valestis's pockets, they attack the 
         If the party murder Valestis, on his body are the items that the party 
    may have given him. Also, the party can murder the squirrels, but not the 
    exotic birds.
         If the party attack Lethias, seems Lethias is immortal, ie, seems 
    Lethias's worst status is Almost Dead, even after tens of points of damage 
    and spells.
         If a Thief fails to pick Telanis's pockets once, he doesn't attack the 
         Bandoth (Bandoth): Nothing. (Reputation -0. Nothing.)
         Norlinor (Ghost): Nothing. (Nothing.)
         Saablic Tan (Umber Hulk): Nothing. (Nothing.)
         WYRM'S TOOTH
         Davin Berenson (Davin): Nothing. (Reputation -0. 15 XP. Nothing.)
         Gareth (Gareth): Nothing. (Nothing.)
         Slave (Slave): Nothing. (Nothing.)
         Soth (Soth): Nothing. (Nothing.)
         * Vera Elles (Slave): Amulet of Protection +1. (Amulet of Protection 
    +1, Dagger +2, Leather Armour +2.)
         Beorn (Beorn): Nothing.
         Brother Adson (Brother Adson): Nothing. (Nothing.)
         Brother Harken (Brother Harken): Nothing. (Brother Perdiem's Badge.)
         Brother Perdiem (Brother Perdiem): Nothing. (Brother Perdiem's Badge.)
         Cook (Cook): Nothing. (5 XP. Nothing.)
         Dirty Llew (Duergar): Nothing. (2,000 XP. GP.)
         Fengla (Slave Girl): Nothing.
         Fleezum (Fleezum): Nothing. (Bathed In Blood (plate-mail armour), 
    helmet, Large Shield +1, Long Sword +1.)
         Flozem (Flozem): Nothing. (Girdle of Stromnos (STR 19), helmet, Large 
    Shield +1, Long Sword +1, plate-mail armour.)
         Ginafae (Dark Elf): Nothing. (2,000 XP. Nothing.)
         Guello (Guello): Nothing.
         Norl (Norl): Nothing. (Battle axe.)
         Nym (Dark Elf Merchant): Nothing.
         Sister Incylia (Sister Incylia): Nothing. (Nothing.)
         Svirfneblin (Svirfneblin): Nothing. (420 XP. Battle axe.)
         Tarnelm (Tarnelm): Nothing. (420 XP. Battle axe.)
         If a Thief fails to pick Brother Adson, Brother Harken, or Sister 
    Incylia's pockets, they don't attack the Thief.
         Despite a Brother or Sister's energy field, the party can murder 
         After the party destroy The Idol, if the party murder Brother Harken, 
    Brother Perdiem attacks the party. After the party murder Brother Harken and 
    Brother Perdiem, Brother Adson and Sister Incylia don't attack the party.
         If the party attack Dirty Llew, the Svirfneblins don't attack the 
    party. The party can't find Dirty Llew's goods on his body.
         If a Thief fails to pick Flozem's pockets once, he doesn't attack the 
    Thief. If a Thief fails to pick his pockets thrice, he attacks the Thief.
         If the party attack Ginafae, she calls for Flozem, but Flozem doesn't 
    come or become hostile when the party subsequently talk with him.
         If a Thief fails to pick Norl's pockets once, he doesn't attack the 
         If the party attack Nym, he casts Dimension Door and disappears. If the 
    party cast spells on him, he has Magic Resistance.
    Don "Tsuru Hiromi Inochi" Chan (Aho)
    *1   "Sakuretsu!"
    The information in this e-mail is intended solely for the
    addressee(s) named, and is confidential. Any other
    distribution, disclosure or copying is strictly prohibited.
    If you have received this communication in error, please
    reply by e-mail to the sender and delete or destroy all
    copies of this message.
    Les renseignements contenus dans le present message
    electronique sont confidentiels et concernent
    exclusivement le(s) destinataire(s) designe(s). Il est
    strictement interdit de distribuer ou de copier ce
    message. Si vous avez recu ce message par erreur, veuillez
    repondre par courriel a l'expediteur et effacer ou
    detruire toutes es copies du present message.

    View in: