                          ___________________________
                          
                               Icewind Dale (PC)
                                FAQ/Walkthrough
                          ___________________________
                          

                                 August 4, 2000
                                  Version  1.1

                        Written by:  Dan Simpson
                             Email:  manymoose@hotmail.com


                                 Email Policy:
                                 
                    Got an Icewind Dale Question?  Email me!
                    For a speedier response, make sure to put
                    "Icewind Dale Questions" as the subject.


                                      Notes
--------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

  http://www.gamefaqs.com/
  http://www.gamewinners.com/
  http://www.cheatcc.com/

I have now added a Walkthrough section to the FAQ!  You can look for it after
the Frequently Asked Questions.  It isn't complete at the moment, but will
soon get there.

There is a NEW (July 30) patch out for Icewind Dale, which you can find here:

  Patch:   ftp://ftp.interplay.com/pub/patches/IWDPatch106.exe
  Readme:  ftp://ftp.interplay.com/pub/misc/patch106.txt

There are also some "bonus" portraits available:

  ftp://ftp.interplay.com/pub/misc/iwd_ports.zip
  ftp://ftp.interplay.com/pub/misc/t_port.zip

Portraits need to be placed in the \portraits folder in the game directory.
This folder needs to be created by you.

--------------------------------------------------------------------------------

__________________
What's New in 1.1:

  Continued on with the Walkthrough.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.

Note:  In the FAQ I use the abbreviation IWD to stand in for the full title of 
       Icewind Dale, and BG to abbreviate Baldur's Gate.


--------------------------------------------------------------------------------
Contents:
--------------------------------------------------------------------------------

    x...    My Party
    x...    Creating a Balanced Party

  Frequently Asked Questions

    x...    Gameplay Specific Questions
    x...    General Gaming Questions
    x...    Monster Questions
    x...    Technical Questions
    x...    Other Questions

  Walkthrough

    1...    Easthaven
      1.1...    The Lost Caravan
    2...    Kuldahar Pass
    3...    Kuldahar
    4...    Vale of Shadows
      4.1...    Kresselac's Tomb
      4.2...    Post Vale Kuldahar
    5...    Temple of the Forgotten God
    6...    Dragon's Eye
    7...    Severed Hand
    8...    Dorn's Deep
    9...    Wyrm's Tooth
   10...    Lower Dorn's Deep
   11...    Easthaven (again)

  Appendices

    x...    Cheats
    x...    Bugs
    x...    Strange Things

            Final Words...


--------------------------------------------------------------------------------
My Party:
--------------------------------------------------------------------------------

The party I first beat the game with:

  Human      Fighter
  Elf        Fighter
  Half-Elf   Cleric/Ranger (has access to both Druid and Cleric spells this way,
                           also is currently dual wielding a Morningstar and a
                           Hammer for 3 attacks! It's not a true dual wield,
                           but the extra attack is nice.)
  Human      Bard          (useful to identify things, and can cast magic!)
  Halfling   Fighter/Thief (don't bother ever giving points to the Pickpocket
                           skill, it's useless in IWD)
  Human      Conjurer


  I actually started the game with a Human Thief instead of the Halfling, but
  switched over later.  (You can bring in new characters at any time)  Then I
  just stayed in the area I was at, and leveled my new character up a bit.  What
  monsters was I fighting?  Cold Wights!  One of my favorite monsters in all of
  Dragon's Eye.  Easy to beat, and decent Exp (1500) as well.

  Pickpocket is useful especially for the bard who has nothing to do but 
  pickpocket.  I pick a few NPC's pockets and got some nice item especially from
  the archdruid himself (I got 2 rings of free movement; I will never be held by
  spells or item like wise). (from Mike Gan)


The party I'm going to play through IWD again with:

  Dwarf      Fighter        (with proficiencies in Axes and Crossbows)
  Half-Elf   Cleric/Ranger  (is actually IMPORTED from my first party, though
                            not from the end of the game, at level 8/8 with a 
                            lot of cool items)
  Halfling   Fighter/Thief
  Elf        Fighter/Mage   (I'd found a cool weapon my first go through of the
                            game that could only be used by Fighter/Mages so...)


  And they're all going to be EVIL (except the Cleric/Ranger)!  I was really
  surprised by how many items in IWD couldn't be used by GOOD characters, so now
  I'm going to have some EVIL characters.  And for more roleplaying fun, I'm
  going to say all the "jerk" responses in the dialogs.  After this maybe I'll
  go through with a party of Gnomes...


--------------------------------------------------------------------------------
Creating a Balanced Party
--------------------------------------------------------------------------------

  One of the most important decisions that you have to make comes before you
  ever start the game.  What will your party look like?  Naturally I would
  recommend the party I used to beat the game (see My Party above) as it worked
  well, but I know that that party isn't for everyone.  So here we now have a
  section on creating that balanced party that you can use to smite your 
  enemies!

  Decision 1:  How many characters to have in the party?
  ------------------------------------------------------

    You can have anywhere from 1 to 6 characters in your party.  Naturally
    going through the game with just one character would be extraordinarily
    difficult.  The minimum number of characters that I think would keep the
    game playable is 4.  3 could probably be done, but you're pushing it.

    Four characters allows you to cover all the bases (one fighter, mage, 
    cleric, and thief type characters), with the obvious advantage that they
    will get more experience per battle, as there are less people to share the
    experience with. (Whenever you defeat a creature, each character gets the
    exp that that creature was worth divided by how many characters you have
    in your party.  So if you just beat a 2000 exp monster, and had 4 people,
    then each person gets 500 exp, but if you have 6 people then they only get
    333 experience)

    That being said, if you are a newcomer to AD&D games, such as Icewind Dale
    and Baldur's Gate, then I would recommend that you go with the full 6 member
    party.  Even if you are pretty good at Baldur's Gate, you may still want to
    go with the full 6 member party.

    But if you enjoy a challenge, try 4 (or 3).

    And if you're suicidal, try just one character.

  Decision 2:  What classes should be in my party?
  ------------------------------------------------

    You need to balance your party in IWD.  All melee parties will do pretty 
    poorly in IWD, as they get slaughtered by nasty enemies.  Magic heavy 
    parties do poorly as well as you don't have enough standing between you and
    certain death.  As such, careful balance is in order.

    Let's take a look at the party I used to beat the game:

      Human     Fighter
      Elf       Fighter
      Half-Elf  Cleric/Ranger
      Human     Bard
      Halfling  Fighter/Thief
      Human     Conjurer

    At level 1 this party has 4 melee fighter types, two thief types (the Bard
    can only Pick Pockets, but this frees the Fighter/Thief from having to use
    any skill points on Pickpockets), two mage types (the bard gets spells on
    level 2), and one Cleric type.  The only weakness at the beginning is that
    the Conjurer only gets 6 HP to start out with.

    What you need:

      A thief
      A cleric
      And enough Hp's to not get killed in every battle

    Everything past that is extremely helpful, but not specifically NEEDED.
    Naturally you get the HP's from Fighters.  A thief and a Cleric alone will
    get killed easily, so add a few Fighters to the mix, and/or multi-class the
    thief and cleric.

    Adding in Magic is a really good idea as it supplements your melee power.

    Therefore my recommended party looks very much like the party I first used,
    with the six party members.

    If I were to play with only three characters, this is how I would do it:

      Cleric/Ranger (I love these)
      Fighter/Thief
      Fighter/Mage

    ERSKINE makes this recommendation about which type of Mage to play:

      If you make your wizard a specialty Conjurer then you can use all the
      spells currently in the game!!  Conjurers in Icewind Dale (IWD) have
      an opposition school of Divination, but all wizards can learn/cast
      "lesser divinations" of up to and including 3rd level (maybe 4th, but I
      don't think so)-- there are no divinations in IWD above second level, so
      a conjurer can cast all spells in the game and gains the bonus spells
      for being a specialist-- I do not think IWD uses any of the disadvantages
      of being a specialist like in AD&D.

  The "All-Fighter" Party:
  ------------------------

    This is a "powergamer" type of party, that takes advantage of the Human's
    Dual Classing.

    Create a party of six (or how ever many people you want) fighters.  While
    creating each of them, keep in mind what you would like them to dual class
    over to later.  So, when you are creating your Fighter who will dual to
    Cleric, you need to get not only good Fighter stats, but also good Wisdom.
    The same would go for your Fighter who will be Thief, needing good 
    Dexterity, Fighter who will be Mage needs good Intelligence, etc.  Now
    when they reach level two, instantly dual class them over to their new 
    class.  What this accomplishes is creating better versions of 
    Clerics/Thieves/Mages/etc., at a low cost of experience. (2000 exp for the
    Fighter level 2)

      Fighter (stays a fighter)
      Fighter (stays a fighter)
      Ranger dualled to Cleric at level 2
      Fighter dualled to Thief at level 2
      Fighter dualled to Mage at level 2
      +1 more character if desired (I'd take a Bard)

  ERSKINE's party making strategies:
  ----------------------------------

  My thoughts on party composition --

    at least two Fighters--- great hit points, great THAC0's, wear almost any 
                             armor, 5 levels of weapon specialization, and they
                             usually have the best strength with which to carry 
                             your heavy items without being encumbered

    one Mage --- make it a conjurer (use all the spells, memorize 1 extra spell 
                 per spell level) they can use almost all of the wands, and 
                 their spells rock at high levels

    one Druid--- I think their spells are better (like Creeping Doom, Fire
                 seeds, Static Charge), the loss of turning undead is not that
                 much of a problem-- I hate chasing down skeletons and wights
                 that ran away, and they can even use some good armor and
                 shields later in the game (Umber Hulk plate and Rhino Beetle
                 Shields) (Ed. Note: You're almost at the END of the game before
                 you get THOSE items!  Though they are quite good)

    a multi-classed thief--- true thieves in IWD are a little bit lacking, make
                             your thief a thief/mage or a fighter/thief for
                             better effect (you can still reach lvl 14/12 with a 
                             thief/mage or 14/11 with a thief/fighter)

    Your 6th character can be what ever you like--- if you love mages add 
                 another one, or try out a Paladin or even a cleric

  I would avoid Rangers-- they are great in AD&D but they have some limitations 
  in IWD: there are not a lot of animals to charm, only 2 levels of weapon
  specialization, more xp's to level up and if you want to hide in shadows
  then you are limited in your choice of armor.  Two weapons can be
  useful, and so can the racial enemy, but I don't think that makes up for
  their deficiencies.  Also, their druid spells are rather weak when you
  finally get them

  Paladins are a better choice--they can lay on hands, better saving
  throws, cast protection from evil, are immune to disease, and can cure
  disease, and can cast cleric spells (although the spells are only a
  minor help late in the game).

  I haven't played with bards yet so I can only speculate, but there are
  some cool items that only they can use, and they can cast spells and
  sing for your party so they could be very helpful--- also I think that
  there are some places in the game where bards can do things that other
  classes can't (Talking to the Sea-Elf in Easthaven, the bard can sing to
  her for extra xp's--or so a friend told me).

  When chosing a race for your class stick mostly to elves, half-elves and
  humans.  However, Dwarven fighters can have a 19 constitution and their
  hit points can really get up there, also dwarves are very resistant to
  poison, and have some resistance to magic.  Elves and Half-Elves have a
  resistance to sleep and charm related spells (90% for elves and 30% for
  Half-Elves--if they followed AD&D rules on this) Personally, I  have
  never had much use for gnomes and halflings (big noses and hairy feet,
  respectively)

  My 1st party -- Human       Male    Fighter
                  Half Elven  Female  Ranger
                  Human       Male    Fighter
                  Elven       Female  Mage/Thief
                  Dwarven     Female  Cleric (just for fun)
                  Elven       Male    Conjurer

  this party got the job done, but this is where I learned of some
  problems with the classes-

  My new party -- Human       Male    Fighter
                  Human       Male    Paladin
                  Dwarven     Male    Fighter
                  Elven       Female  Mage/Thief
                  Elven       Male    Druid
                  Human       Female  Conjurer

  (Ed. Note: With the Druid above, I'd start with a Fighter, then at level 2
  dual over to a Druid.  This way, once your Druid hits level 3, then they can
  wear normal armors and such.)


================================================================================
Frequently Asked Questions
================================================================================

--------------------------------------------------------------------------------
Gameplay Specific Questions:
--------------------------------------------------------------------------------

Easthaven
---------

  Q:  What do I do with the Caravan Contract?  Neither Pomab nor Hrothgar seem
      to care about it.

  A:  Give it to the Fishmonger (he lives between Hrothgar's house and the
      Tavern) for some experience.


  Q:  What's with that weird Aqua-Elf in the SW corner of Easthaven?

  A:  That "Aqua Elf" is part of a mini-subquest.  There's a man a bit
      further north of her, standing by the lake just mumbling to himself.  Talk 
      to him to learn about her, then talk to her about it, and she gives you a 
      broken sword to give to him


Kuldahar Pass
-------------

  Q:  How do I get to Kuldahar?

  A:  Head east, cross the bridge, and leave the area to the east.


Kuldahar
--------

  Q:  There's this one locked door here that I can't open.  How do I open it?

  A:  I have no idea.  As soon as I find out, though, I'll put it in.  I have
      heard a rumor that pins this door as some sort of Easter Egg/Expansion
      Pack door.  Meaning that maybe they will release an expansion pack
      (similar to the Tales of the Sword Coast for BG), and it will be accessed
      via the Kuldahar Secret Door of Doom!


  Q:  Where do I find Mirek's Family Heirloom?

  A:  In the Vale of Shadows, on the Yeti Chieftan.  It's a necklace.  You can
      find the Yeti Chieftan just south of the Giant Statue in the center of the
      Vale.  Return it to Mirek for some experience (Mirek is the frightened
      townsperson who first ran from the Yeti, I found him near the Potter's).


Vale of Shadows
---------------

  Q:  I'm in the final crypt in the Vale of Shadows.  I have the gate key and 
      the sanctum key but neither seems to open the gate that is in the middle 
      of the crypt (the one with the blue pools of skeleton goo.)  How do I get 
      this gate open?

  A:  Go through the doors to the left, and search the coffin there to get the
      Priest's Key.  Take that key, and open the doors to the right.  Search
      this coffin to pick up Myrkul's Holy Symbol.  Now with the Holy Symbol,
      you can now open the big double doors.


  Q:  I am at this big GEAR DOOR, and I can't figure out how to open it.  Is
      there a switch that I need to find?

  A:  Yes there is!  Just to the south of the door is a triangle with three
      pillars, check the pillar on the lower right (that is, the one farthest
      from the door), and on the left side of the pillar is the switch.  Switch 
      it to open.


  Q:  OK, I found the switch on the Column, but it says that it is locked?  Now
      what?

  A:  The "key" for the switch is the Black Wolf Talisman, which can be found on
      a skeleton which can be found by heading almost directly south from the
      column.  This leads to an "L" shaped room, there is a door in the southern
      end of this room that leads to the room with the skeleton in it.


  Q:  I went through the Crypt in the vale, and found this skeletal knight
      (Kresselack) who asked me to find and eliminate a Priestess.  Where is
      she?

  A:  You can only do this once you have agreed to kill her.  You must go out of
      the crypt, and back into the vale.  Now, on this screen you want to head
      into the cave in the bottom-middle of the area (just south of the Statue
      in the center of the area).  This is a Yeti cave, rather than a crypt.  Go
      inside, and she'll be there.

      After killing the frostmaiden priestess go back to the inn and talk to the
      innkeeper.  He will say that he wants to throw away her items, and if you
      say the right things he will pass them on to you.  I got an ice mantle
      which is very nice item with +30 to ice/fire resistance.  Plus some other
      stuff as well. (from Mike Gan)


  Q:  So, how do I open Kresselack's coffin?  I can't KNOCK it, BASH it, or
      PICK it!

  A:  Just kill the Priestess and then talk to Kresselack again.  Then it will 
      be automatically opened for you.


Dragon's Eye
------------

  Q:  I'm in Dragon's Eye, and there are these weird Peaceful Monks here, and 
      they don't let me go in all these doors.  What's their deal?

  A:  If you wander around there enough you'll start picking up clues about 
      them.  Go check out their carpet, or the books in their library to learn 
      that they are up to no good.  Make sure you're ready for a fight though, 
      these Monks are nasty, and they like to summon more monsters as well.


  Q:  OK, I cleared the Monks area out, so where's the Heartstone Gem?

  A:  It's on a later level in Dragon's Eye.  Head to the next level via the 
      passage in the SE of the area.  When you find the BOSS, you'll find the 
      Gem.


  Q:  I returned to Kuldahar after Dragon's Eye, but now Arundel is dead.  What
      do I do now?

  A:  What you have seen is the false Arundel on the main floor disappear.  Go
      upstairs to find the real Arundel to get to the next area.


Shattered Hand (aka Severed Hand)
--------------

  Q:  Where is the Severed Hand?  I can't find it on my map.

  A:  You have to scroll the map down to find the Severed Hand.  This can be
      done either by clicking and dragging the mouse, or by using the arrow
      buttons in the top right corner.


  Q:  In the Shattered Hand, I need to find Larrel... where is he?

  A:  As you go up the tower, it eventually splits into five smaller towers, or
      fingers.  You want to go in the far right tower, up that until you get the
      option of going to a passage to the left.  Go across the skybridge, and
      over to another tower.  Go up the stairs here, up the next stairs and 
      you'll be in the Astrolabe, with Larrel.


  Q:  In the library in the Shattered Hand, are any of these books important?

  A:  As far as I know, only the book on the Mythal has any significance (you
      give it to Orrick back in Kuldahar, although sometimes this doesn't come
      up due to a bug).


  Q:  OK... Larrel seems to want me to fix the Astrolabe, how do I do that?

  A:  By giving his companion machinery pieces.  The first is found in the War
      Room, the second on Kaylessa (she'll let you fight for it when you "free"
      her subordinates on the levels above her), the third is found in the
      southern tower, in a chest guarded by some Shadow Clerics, the fourth is
      found several levels below: to get there you have to take the Lift down 
      (the Lift can be found one level below the level where the five towers 
      split off) and then go down the stairs, search the area to find it.  Give 
      all four pieces to the Mage there, then when the machine is finished, talk 
      to Larrel and he'll be a bit more forthcoming.


Dorn's Deep
-----------

  Q:  In the Dorn's Deep cavern (with all the pretty mushrooms), where do I go?

  A:  Your eventual goal is the main Dwarven Complex, which is in the lower
      right of the area.  Go to the center of the area to the giant statues, and 
      go right from those.  Since that leads to the next areas in the game, 
      you'll probably want to explore the other areas first.


  Q:  Also in Dorn's Deep Cavern, I can see another building in the very top 
      right of the map, but I can't find a way to get there.  So, how DO you get 
      up that way?

  A:  Go all the way back to the beginning.  Now there is a small path that  
      leads all the way to the right, along the side of the wall.  It's kinda
      hard to see at first, but it's there.  Along the way there is a cave with 
      some Orog's (but nothing else, really).  Go into the building in the Top
      Right, and talk to Bandoth.  You won't ever really get anything of
      interest out of him, EXCEPT that you can BARTER with him for some really 
      cool spells! (and potions too, but you can get those anywhere)  Be careful 
      while talking to him, as he might attack you.  (and if you beat him you 
      get neither experience nor any items!)


  Q:  Can I do anything with the bottle of Razorvine Extract?  Or were the
      developers just having fun?

  A:  You can find the Bottle on a corpse in the Ettin's Lair (the big cave in
      the bottom part of the area), and it calls itself then "Razorvine Extract 
      -- Property of Mourns-for-Trees."  If you never played Torment, that won't
      really make sense to you.

      The container of Razor-vine extract is part of a mini-quest.  If you
      talk to Bandoth (in the tower in the NE of Upper Dorn's he will ask you
      to find his apprentice and return the extract. (from ERSKINE)


  Q:  In Dorn's Deep, I met an Umber Hulk named Saablik Tan who asked me to
      retrieve a badge for him.  Where do I find it?

  A:  Go right, and south to find an Orog who will talk to you.  Kill him and
      take the badge.  Return it to Saablik for experience.  Also, you're going 
      to need to gather 6 of these badges.


  Q:  In Dorn's Deep, I found a secret door in a Dwarven Round Table Room, which
      lead to a big circular trap thing.  I've wandered around it with my Thief,
      but can't disarm the traps.  What do I do??

  A:  This is a puzzle!  If you look at the three statues it will show you what
      you are supposed to do.  Anyway, here's the solution.  The idea here is to
      disarm the three rings of the trap.  So, moving around the edges, careful
      not to step on any of the RUNED squares, move to the top right and step on
      the tile that looks like an ANVIL & HAMMER.  You have now unlocked the 
      outer ring.  Now move around to the bottom, careful not to touch any of 
      the inner ring tiles, and step on the tile with the TWO CROSSED SWORDS.
      Finally move around to the upper left and step on the tile with the two 
      INTERLOCKING CIRCLES to disarm the entire trap.  Now go back to the 
      conference room, and the Dwarf Statue just to the right of the secret
      passage will have his Hammer down, click on the hammer, and then go back 
      through the secret passage.  There will now be a set of stairs here.


  Q:  I killed the Lich, but he keeps coming back.  How do I finally get rid of
      him?

  A:  You have to get rid of his life force.  In the Hall of Heroes, in one of 
      the left crypts you will find Terrikan's Phylactery, this is the essence
      of the Lich, and is needed to destroy him.  Now take this item to Jamoth's
      crypt, which is the second one from the entrance on the right side.  The 
      phylactery will vanish, and so too will the Lich.


  Q:  I found Evayne's Diary (Larrel's Daughter) is there anything that I should
      do with it?

  A:  Yes, take it to Larrel, and get yourself some Experience!  Sure it means
      going all the way back to the Shattered Hand, but what else were you going
      to do with it?  He doesn't actually TAKE the journal, so just leave it
      there when you're done.


  Q:  And then how do I get through those big double doors in the Hall of 
      Heroes?

  A:  Go back to the spirit you talked to about Terrikan, and you'll get some
      experience. (He's moved to the bottom of the stairs)  Now check the 
      caldron on the statue to open a small compartment.  Check inside for the
      key to the doors.


  Q:  Is there anywhere to REST in Dorn's Deep?  Seems like it won't let me 
      sleep anywhere!

  A:  After the Dwarven Conference Room, you won't be able to rest until you hit
      the glacier.  Which means that you have to do the entire Lich thing
      restless.


Wyrm's Tooth
------------

  Q:  I'm now in the Glacier area, where now?

  A:  Go south and you'll find a broken bridge.  That is your overall goal for
      this area, to repair that bridge.  Head into that large building 
      (Aquarium, I suppose) and talk to the Ice Salamanders there.  They won't
      attack, and think that you were sent by the BOSS.  Whatever.  Head down 
      the stairs that are located just to the left of the entrance to find the
      revolted slaves.


  Q:  In the Aquarium, I keep getting damaged!  Who is attacking me?

  A:  In the frozen aquarium you are getting damaged by walking too
      close to the frost salamanders, if you try to walk around them as much
      as possible then you will cut down the damage, but occasionally you
      can't avoid passing close to them. (from ERSKINE)


  Q:  I met a woman named Vera in the western part of this area, who is she, and
      what's she doing here?

  A:  Vera was instrumental in the slave revolt, and is now hiding out from the
      Salamanders.  Talk to her if you want, then drop down the stairs and tell
      Garth about her (he's one of the slaves at the far right) for some
      experience.


  Q:  How do I get the slaves out?  Do I have to fight all those Salamanders?

  A:  No, you don't have to fight them, as long as they still think that you are
      working for the BOSS.  Before doing this, be sure to get the Book on 
      Suspension (to fix the bridge with) from Soth (see the next question for
      more information).  Anyway, talk to Gareth, and he'll reveal that they
      have found a new way out, but that they need a key.  Then go back to
      Kerish (the Salamander leader, located at the far right in the Aquarium)
      and ask for the key.  He'll give it to you if you say that you'll keep the 
      slaves from escaping.  Give the key to Gareth and all the slaves will be 
      free, and you get some experience for your trouble.  If you go back
      upstairs after freeing the slaves, you will be attacked.  Oh, and if you 
      go back to Vera and talk to her after the slaves are freed, you get more 
      experience.

      If you want, you can follow the slaves out.  It leads to a new area.  To 
      get back to the main map, go up and right, to go back to Wyrm's Tooth go 
      down and left, and to go to the next chapter, go down and right (but we 
      still have things to do in this chapter).


  Q:  So, how do I fix that bridge?

  A:  Once you're on the lower level of the Aquarium (it's really a temple, but
      since it has fish in it, I call it an Aquarium), talk to Soth at the far
      left.  Ask him about the books, and ask for a book on bridges.  I suppose
      that you can only do this after you've SEEN the broken bridge.  He'll give
      you a book on suspension and the like, and you also get some experience.
      Walk back to the bridge, and when you get near it, it will automatically
      get repaired, and you get some experience.


  Q:  What do I need to accomplish in this cave?

  A:  Just head west until you run into some Frost Giants.  One of them is the
      BOSS of this area, Joril.  Kill him and take his pendant, which is the
      second part of the six part key.  That's all you need to do in this cave,
      although there are a lot of other cool things in here... such as a lot 
      more Frost Giants! (and their treasures!)  There are also some slaves to 
      be freed, and some dragons to be slain (ok, they are only small wyrms, but
      still, also search where the Wyrms were for a couple of treasures).  When 
      you're done with this, leave the cave, and go back to the earlier area 
      (it's reached from the top right of this map), and then take the lower 
      right passage to reach the next chapter.


  Q:  What do I do with the Barrel of Pure Water that I found when I defeated 
      the follower of Auril?

  A:  Take it to the Arboretum in the Shattered Hand, and give it to its Elven
      Caretaker, Valestis, of course!  You get experience for this.


Lower Dorn's Deep (fire Salamander area)
-----------------

  Q:  How do I get into the Watchtower in the SE (lower right) of this area?

  A:  Go across the bridge into the top right of this area, and there will be
      a gnomish girl named FENGLA, who will give you the key to the watchtower.
      Now go inside, and kill all the archers here (they all have about 40
      Arrows of Piercing so ... beware).  When you clear out all the archers,
      Fengla reappears, thanks you, and you get some experience, as well as the
      satisfaction in knowing that you have helped some gnomes out.  Whee.

  Q:  So what do I do here?

  A:  Go into the door at the very top of the map (it's sorta in the middle, and
      has a Blue Thing above it) here to get into the Boarded Up City.  I would
      assume that this was a Deep Gnome city before it was taken over by this
      Umber Hulk horde.  We want to go north into the weird Green Building.
      Once inside, head right and up to find Malavon.  Be careful with this one,
      it's one of the more difficult battles in the game.  Once Malavon is gone
      take the third Emblem (of six).

      ERSKINE had this to add:

        In the deep gnome area with the green dome--- on the left side, about
        2/3 of the way north there is a building that you can enter and find a
        corpse-- if you search the corpse it appears to be just a normal long
        sword he was carring-- but it is actually "PALE JUSTICE"  a sort of
        "Holy Avenger"-- it just dosen't appear to be magical but it is actually
        extermely powerful,  and you can sell it for a whole 15-30 gp (I guess
        the merchants are really as dumb as we think).

        Ed. Note:  You don't actually ENTER the building as you would, say to
                   go into a shop.  You merely go THROUGH the building, like a
                   tunnel.


  Q:  What's with those weird drawings of EYES on the ground?

  A:  They're traps.


  Q:  In the Boarded Up City, is there anything to do besides going into the
      large green obvious building?

  A:  There are a couple of barrels with some treasure (I got spells) in about
      the center of the area, just south of the green building.  Beyond that,
      just some Umber Hulks to go through, and a big green building to go into.


  Q:  What do I do with these Seeds that I found in Malavon's room?

  A:  Take them to the Arboretum in the Severed Hand, of course!


  Q:  What is with this garden-type room?  There seems to be a never ending
      stream of monsters here!

  A:  You have to take out the "screamers" (the stationary mushrooms) in order
      to stop new monsters from coming in.


  Q:  OK, I've taken out Malavon, now where?

  A:  To take out Ilmadia, of course!  From the Boarded City (the area which has
      Malavon's massive green laboratory), go south through the RIGHT passage to
      get to the garden.  From the garden take the South East (lower right)
      passage to get to the Mines (you can help the Gnomes here if you want by
      killing the Salamanders here), then continue all the way to the right to
      get to the Fire Giant chamber (there are two passages on the right, we 
      want the far right one).  Get past the guard, and head south to the
      lake of lava, then go east to find Ilmadia, an evil Elven wench. (In case 
      you were wondering, she's the elf maid who visited the library in the 
      Severed Hand)  Never underestimate women who control Fire Giants should be 
      your motto, so you should make some preparations before talking to her 
      (such as summoning a few Water Elementals, or whatever).  Beat her and get 
      the 4th part of the key.

  Q:  Where is Marketh?

  A:  From the Garden, take the passage in the top left.  There are some of the
      absolute COOLEST items in his mansion, but beware Thieves! (The easiest
      way to get to the garden from the main Salamander cave is to go into the
      building in the top right -- where FENGLA was)  Go upstairs, find Marketh
      (he's the Thief that insists on talking to you), kill him or agree to 
      spare him, and take his Badge, the 5th part of the key.


  Q:  What do I do with the Drow Dinafae?

  A:  She's being held in Marketh's palace against her will, and should she try
      to leave, she will be killed.  First thing's first, you have to take out
      Marketh (don't kill him), then talk to her with a Potion of Null Effect
      (which you should have gotten from Malavon) in your possession to try to 
      help her out.


  Q:  What on earth do I do with a Sack of Potatoes?

  A:  Give it to some Gnomes, of course!  From the main cavern of Lower Dorn's
      Deep (where you came in), take the Lift in the top middle of the screen
      down to a holding area.  A gnome will talk to you, ask if there is 
      anything that you can do to help, then give him the Spuds, it's good for
      some experience.  Plus then you can free the Gnomes, and find their hidden
      city, which has some interesting shops in it. (such as Nym)


  Q:  Nym sells Squirrels and Birds.  Let me guess:  these are for the
      Arboretum in the Severed Hand?

  A:  Yes, they sure are.  You get experience for both.


  Q:  Where is the last badge?

  A:  In the temple.  From the garden it is the path that leads up and right.


  Q:  I'm getting killed in this temple, what do I do?

  A:  All you need to do to win in here is to take out the Idol.  It is located
      just north of Perdiem.  Take it out, and all the undead will die, and the
      priests will be freed of some form of mind control.  Oh, and you get the
      6th and final badge from Perdiem.


  Q:  How do I get up these stairs located just north of the Idol?

  A:  You need all 6 of the badge-keys.  Just under the stairs are 6 
      "containers", click on them to place each badge in them, and the stairs 
      will "unlock" allowing you to go up them.  I'd rest up (you can do so in
      the garden) before going up the stairs.  Once up there, I'd cast all the
      preparatory spells you can, then move up and you'll find Poquelin.

Easthaven Again
---------------

  Q:  Is there anywhere that I can rest up here?

  A:  Yes, the tavern.  It's just north of where you appear.


  Q:  So what do I do here?

  A:  First head down to the lake in the bottom left corner of the screen and
      talk to the townsperson there.  He'll tell you to rescue the people from
      some camp.  And he'll give you a nifty new sword.  Now go to the east end
      of the village, and head south across the bridge to find the Camp.  Talk
      to the Priest of Tempus (Everard) there to learn how to get into the
      tower.


  Q:  The battle with the False Pomab's is impossible!  Whenever I beat one of
      his sentry's they just get back up, and there always seem to be more 
      Pomab's!  How do I win?

  A:  Ignore the Sentries as best you can, and concentrate on getting rid of all
      the False Pomab's.  Once they are all gone, the real Pomab will reveal
      himself.  Kill him, and all the Sentries will die with him.

      The battle with the false Pomab's can be tough--You have to find the
      real Pomab---Attacking the mirror images (I wish my mirror-image spell
      worked like that) dosen't do anything, but when you attack the right one
      one of the other images disappear instead.  So find the right one to
      attack and just wail on his scrawny ass. (from ERSKINE)


  Q:  Where do I go on the level above Pomab, the Crystal won't let me go 
      anywhere!

  A:  Go into the mirror to the left.


  Q:  Any final advice on winning this battle?

  A:  Take out the Golems first, then take out the BOSS.  This battle didn't
      seem as tough as some of the earlier ones (Malavon comes to mind).


Misc
----

  Q:  What do I do with all of these keys?  Do I need to keep them for
      something?  What about these other Items I've got? (Myrkul's Holy Symbol,
      etc.)

  A:  I kept keys only while I was still in the area in which I got the keys, 
      then when I got back to Kuldahar, I sold the keys in the item shop (not 
      the armory).  They aren't worth much, but if you discover later that you 
      really DID need them, you can always buy them back.

      As for the other items, I would suspect that they are useless past the
      area that you got them in, but as I haven't gotten through the game yet, I 
      can't say for sure.  If you want to get rid of them, but want to make sure 
      that they are still around (you can't sell them, by the way), just drop 
      them in a treasure chest somewhere.


  Q:  I gave Valestis (The Elf caretaker in Severed Hand's Arboretum) Seeds,
      Pure Water, Squirrels, and Birds, but he still says that the Arboretum
      isn't restored!  What else does he need?

  A:  I have no idea.  He only asked for three things, seeds, water, and 
      animals.  Maybe he wants a way to restore that statue, or maybe... who
      knows!


--------------------------------------------------------------------------------
General Gaming Questions
--------------------------------------------------------------------------------

  Q:  Got any advice on winning [insert tough battle here]?

  A:  Yeah, save and retry.  Usually what I'll do first is to save it, then rush
      the area hacking at everything.  When that fails, and it usually does, I
      begin my planning.  Were there magic users?  Clerics?  What monsters need 
      to be taken out first?  Can I clear the area with an Area Effect Spell
      (Fireball, Icestorm, etc.)?

      Next I'll try to draw off monsters one by one.  It's a lot easier to beat 
      a horde of monsters one at a time, rather than all at once.  So I'll move
      until I spot one monster, make sure it sees me, then slowly lead it back
      to the waiting party.  Make sure the monster follows you, as they have a
      tendency to just wander back if they lose sight of you.

      If you can't draw monsters off one by one (i.e. all monsters see you at 
      the same time), you have to start thinking more Tactically.  Hit the mages 
      first to prevent them from spellcasting (nothing worse than getting hit by
      Confusion, or Hold Person, much less a Lightning Bolt) then rush the 
      archers to get them to switch to melee weapons.  Try to keep the party 
      together for support, and to prevent flanking.  And of course, have your 
      own mages and clerics casting their devastating magics.  I usually would
      have my Conjurer bring up a host of goblins to deal with archers, leaving 
      the tougher enemies for my main party.

      Finally, if there is a "BOSS", try to deal with it first, as they tend to 
      have the most devastating attacks.


  Q:  I recently played through an area, got some really cool treasures, but 
      then I had to reload to an earlier save, now the when I get the treasures, 
      they are all different!  What gives?

  A:  To enhance replay value, most of the treasures are "randomized."  So one
      time you might get the "Armor of Goodness", the next time you might get
      "Potion of Not so Goodness."  Usually the treasures have the same value, 
      but don't count on it.


  Q:  Is Charisma/Reputation important in IWD?

  A:  Not really, no.  I think you still get the Charisma Discount at the shops,
      but it doesn't affect conversations.  Reputation exists, but only for the
      sake of Paladins and Rangers.  If your Rep. drops low enough, then the
      Paladin/Ranger is "fallen" and loses their special abilities.


  Q:  I just stole something right in front of someone's face!  Don't they care?

  A:  Ransacking people's homes seems to have fewer consequences in IWD, than it
      did in BG.  No guard ever seems to be called.  There are, however, some
      situations in which an NPC will tell you to leave a door/chest/whatever
      alone, and they will attack if you ignore that warning.


  Q:  How do I dual-class?  Is it worth it?  Can I dual more than once?

  A:  Dual classing is reserved only for Human characters, and may not be
      performed by Bard or Paladins (and you can't dual TO a Bard or a Paladin,
      either).  In order to successfully dual to another class, you must have
      at least a 15 score in your current classes prime attribute (for a
      Fighter, that would be STR) and at least a 17 score in the prime attribute
      of whichever class you want to dual to (so a Mage would be Int of 17).
      Also, you must be at least level 2 before dual classing.

      Once you are "dual classed" you are essentially a level 1 of your new
      class.  You are NOT a multi class!  So if you were a Fighter, who dualled
      to Thief, you are now a level 1 Thief, until your Thief level SURPASSES
      your Fighter level, at which point, your old abilities come back.

      As to whether it is worth it, is sort of up to personal preference.  The
      advantages are that you end out with a far more powerful character, the
      disadvantages are that you are very weak while just starting your new
      class.  "Powergamers" will often dual class several of their party members
      at the same time; such as a Fighter dualling to a Thief, and a Thief
      dualling to a Mage, while the Mage duals to a Fighter.

      Finally, no, you can't dual one character more than once.


  Q:  Can my Ranger Dual Wield two swords?

  A:  Yes, but you won't see it.  Simply put two swords in the Quick Weapons
      slots, and you will gain one extra attack.  This only works if you don't
      have a shield equipped.


  Q:  What was your favorite armor in the game?

  A:  I liked the Mithril Field Plate +2.  Sure there is a better armor out
      there, but, the best feature of the Mithril Plate is that it ISN'T 
      considered magical!  Therefore you can wear a Cloak of Protection +2 at
      the same time to get the best armor class in the game!


  Q:  Is there any Elven Chainmail in the game?

  A:  Yes.  There is a whole bunch found in the Severed Hand area.  If you don't
      know, then Elven Chainmail can be worn by your Fighter/Mages, Bards, or
      Fighter/Thieves and they can still cast spells (where applicable) or use
      thieving skills.  Naturally this is a very good item to have!


  Q:  I've heard that there is this really cool armor called the Glory of 
      Suffering.  How do I get this?

  A:  Yes it is an interesting armor, a Plate Mail +6 (although it drains 25
      HP from your max).  However, it appears as though the subplot needed to
      get this armor, as well as several other interesting items, was removed
      from the game.  I can't say why this is, and can only speculate that it
      may reappear in an expansion to IWD.


--------------------------------------------------------------------------------
Monster Questions:
--------------------------------------------------------------------------------

  Q:  How do I kill trolls?  They just keep getting back up!

  A:  Annoying, aren't they?  Anyway, to kill a troll, first you have to beat it
      normally so that it falls down to the ground.  It isn't dead yet.  Now,
      your party will still be attacking the troll, but they can't kill it, so 
      pull them back.  Now you have to hit the troll with either Fire or Acid.  
      This is easiest to do magically (Burning Hands, Melf's Acid Arrow,
      Fireball), just be sure not to hit your own party at the same time 
      (Burning Hands and Fireball especially).  There are also items such as 
      Burning Oil, and Arrows such as Flame Arrows which also work nicely.

      Also note that some Trolls seem to get back up even after you've knocked
      them down AND hit them with Acid/Fire!  Then you have to knock them down
      AGAIN, and then acid/fire them again as well.  And even more rare is the
      case where you manage to kill Trolls without fire or acid, either by
      repeatedly knocking them down or mere luck.


  Q:  I can't seem to make any headway on these Cryshal Sentries, how do I kill
      them?

  A:  You can't kill them.  You must kill whoever is controlling them to get
      rid of them.  At best you can knock them down, but they will get back up.


--------------------------------------------------------------------------------
Technical Questions:
--------------------------------------------------------------------------------

  Q:  Can I get IWD to run at any higher resolutions than 640x480?

  A:  No.  This option will be available in the upcoming BioWare game, Baldur's
      Gate II, but not in IWD.


  Q:  Can I play IWD in a Window, rather than in Full Screen Mode?

  A:  Yes, just press ALT-ENTER at anytime while playing.  Black Isle says that
      this will be a drag on performance of the game, but it actually seemed 
      FASTER when I did it.  There's also an OPTION for that in the "Graphics"
      options.


  Q:  How can I get rid of this silly "Register Now!" thing without registering?

  A:  You can either register, or if that thought horrifies you, then after 
      three times of ignoring it, it will bring up a little console, type 123 in
      it, and it will go away forever.  (thanks to lauren for that)


  Q:  Can I set HOTKEYS to certain spells, or whatever?

  A:  Sure, just run the IWD Configuration Program located in the Start Menu.
      (Usually, Start > Programs > Black Isle > Icewind Dale > )

      You can also monkey about with some other game options here, such as the
      Search Nodes (used in pathfinding), Cache size, or AI Speed.


--------------------------------------------------------------------------------
Other Questions:
--------------------------------------------------------------------------------

  Q:  Is Icewind Dale worth getting?  Is it better than Diablo II?  Or is it
      just "Baldur's Gate Lite"?

  A:  I was surprised by just how much I've liked Icewind Dale.  I was somewhat
      expecting a "BG Lite" type of game, but Icewind Dale is anything but a
      lightweight.  I've only played the first Diablo, and so I can't really
      comment on whether IWD is a better game.

      So, yes, Icewind Dale is worth getting.


  Q:  Any cheats for IWD?

  A:  There are no in-game cheats (such as BG's CLUA type cheats), however
      TeamBG has created a character editor for IWD.

        http://www.teambg.com/

      If you want the in-game cheats added to the game, simply download the
      latest patch located at http://www.interplay.com/icewind/


  Q:  I have the Official Strategy Guide, and it SAYS that there are cheats, but
      when I try them, they just plain don't work.  What gives?

  A:  The in-game cheats were taken out of the Release version of IWD at the
      last minute.  I have heard of plans to put the cheats back in later, in
      some patch or another.  Currently, however, there are no cheats.


  Q:  What is the Experience Cap in IWD?  And is there a way to remove it?

  A:  Yes, it's about 1.8 million exp points.  This is usually done to keep the
      end of the game balanced, otherwise you might win too easily.

      And of course there is a way to remove it.  Just check out TeamBG:

        http://www.teambg.com/


  Q:  Will you REALLY do a full Guide/Walkthrough for this game?  You haven't
      finished your Torment walkthrough!

  A:  I really don't know. (nor do I know when I'll finish the Torment FAQ!)


  Q:  What's with all the little x's?

  A:  You mean in the version number and contents?  At the time, I didn't know 
      if I was even going to release this FAQ, and so the version number (x.1) 
      reflected that.  I also thought that I might want to later turn this into 
      a full Walkthrough/Guide, which when completed would naturally be version 
      1.0, therefore a FAQ-only would have to have a "lesser" version number.

      The contents (x... My Party for example) were done out of whimsy.


  Q:  I have another question ....

  A:  Got other questions?  Email me!

        manymoose@hotmail.com

        For a speedier response, make sure to put "Icewind Dale Questions" as
        the subject.


================================================================================
                                  Walkthrough
================================================================================

  This walkthrough was written during my third time going through the game.  The
  party I used this time was as follows:

    Human     Male     Paladin
    Human     Male     Fighter dualled to Conjurer at level 3
    Human     Female   Bard
    Half-Elf  Female   Cleric/Ranger
    Human     Female   Fighter (using Halberds!)
    Halfling  Male     Fighter/Thief

  This party has just about everything you could possibly want.  It comes with
  two Healers (Cleric/Ranger and Paladin) two Mages (Conjurer and Bard) and five
  melee-ready warriors.  Two concerns with this party are the Conjurer getting
  himself killed in battle, and the amount of multiclassing makes levelling up
  slower.  To address the first concern, I will start out with a fighter, and
  dual him to Conjurer later.  Dualling at level 2 is quicker, but level 3 gives
  another proficiency point.

Location Note:    Throughout the walkthrough I use various locations listed in
                  the (x 900 y 400) format.  This means that what I am talking
                  about is 900 pixels from the left and 400 from the top.  To
                  find your location press the X button on your keyboard.  This
                  displays the x,y at the mouse cursor.  You can change the
                  location key to anything you want by opening the Icewind Dale
                  Configuration Program in the start menu.

Experience Note:  To get the amount of experience gained in a quest to display
                  (the default option will say only that you gained experience,
                  not how much was gained), you need to download the 1.06 patch,
                  and follow the instructions in the readme.  Also the
                  experiences that I get may not exactly correspond to those
                  you may get.

Traps Note:       I don't make a specific mention in this walkthrough where each
                  and every trap is.  Although this would be very useful, I just
                  don't have the time to research it.  However, it is safe to
                  assume that every dungeon is heavily trapped, and requires a
                  thief with Detect Traps ACTIVE (thieves don't automatically
                  detect traps, you must turn that skill on) to find the traps.

Patch Note:       This walkthrough was written using the latest (V1.06) version
                  of the game.  There have been three patches released since IWD
                  shipped, so make sure that you have the latest patch.


--------------------------------------------------------------------------------
1.  Easthaven (AR 1000)
--------------------------------------------------------------------------------

  Only a few things to do in Easthaven before we set off on an adventure.
  Somewhere along the lines here, you need to drop by Pomab's Emporium (x 3400
  y 550) and equip your party with adventuring equipment.  You can also buy
  potions and scrolls in the Temple of Tempus (x 550 y 550).  Then there are the
  following quests to do, after which go talk to Hrothgar. (more on him after
  the QUESTS)

  QUEST:  Clear the Tavern's Storeroom.  (Tavern AR 1006, Storeroom AR 1015)

    You start the game in the Tavern, and naturally after enduring Hrothgar's
    little speech, you get control of your characters.  The first quest to be
    done is right here in the Tavern.  Talk to the barkeeper, and try to get a
    drink.  She'll tell you that her storeroom was overrun by big bugs, and asks
    for your help to clear it out.  Go down the stairs (x 920 y 300) to find
    the bugs.  These guys aren't so tough, take them out, go back upstairs, talk
    to her again, and get your reward (5gp, 1200 experience).

  QUEST:  Give the fisherman some Wine.  (Pomab's AR 1007, Fisherman's AR 1009)

    Buy a bottle of Wine from Pomab's (3gp) and take it to the first
    building you see south of you, on the lake (x 1980 y 1220).  Inside you find
    a drunk fisherman who has no more liquor.  Talk to him to get him to ask you
    for a bottle of Wine, then talk to him again to give it to him.  For your
    trouble you get 1200 exp and 6 gp.

  QUEST:  Solve the Mystery of Jhonen's Aqua Elf

    Talk to Jhonen (x 1450 y 1030) to find out that he's been plagued by a woman
    singing a song.  Offer to help him.  Head to the very southwest corner of
    the map and talk to the Aqua Elf (x 140 y 2633).  Agree to take the sword
    up to Jhonen. (If you talk to her with a Bard, you greet her with a song
    for some experience, and can memorize her song for an extra 1200 exp)  Go
    back to Jhonen and tell him nice things about the Elf to get 1200 exp.
    Return to the Elf and tell her that you have succeeded, and she gives you
    further experience and a Pearl.  Jhonen's sword becomes more important later
    when we return to Easthaven.

  QUEST:  Clear the Wolf out of Apsel's House (Apsel's House AR 1010)

    Just south and west of Jhonen is Apsel (x 770 y 1818), a scrimshander.  His
    house has been taken over by a wolf, and he wants your help to clear it out.
    Agree to help him, and enter his house (x 1120 y 1717), you will have to
    break the door down, or pick it.  Kill the wolf, go back out and get your
    reward: 1200 exp, Apsel's Dagger, 25gp.

  QUEST:  Kill the Goblins and Retrieve Damien's Fish

    At the bridge (x 2700 y 1830) in the south east part of town, Damien will
    talk to you and complain of goblins.  Go south, then east.  Goblins will
    shoot arrows at you from the bottom of the ravine there.  Once you get
    around the ravine, kill the goblins, and search the leader for Damien's
    Fish.  Return the fish to Damien for a reward, 1200 exp.

  MISC:  Search the houses for treasure

    This isn't really important, since the treasures aren't that great.  One
    house has a winter wolf pelt, but that's about it.

  MISC:  Talk to Erevain (Inn AR 1008)

    Inside the Inn (x 3215 y 1320), in the first room on the left (x 557 y 230)
    you will find Erevain, an Elf.  He's not really important, but you do bump
    into him later, though he won't be nearly so alive.  If you don't mind the
    reputation loss (-4), then kill him and take his Broad Sword, a +2 weapon.
    Very useful this early in the game.

  PLOT:  Talk to Hrothgar about the Adventure (Hrothgar's House AR 1004)

    Once all the above foolishness is out of the way, go into Hrothgar's House
    (x 2020 y 350), and talk to him.  Join up with his expedition, and he'll
    ask you to look into the missing caravan first.  Head out of town via the
    southeast bridge, then head east.


--------------------------------------------------------------------------------
1.1  The Missing Caravan  (Exterior AR 1200, Interior AR 1201)
--------------------------------------------------------------------------------

  Follow this path.  You will be attacked by wolves.  Further down the path you
  will find the caravan.  But what's this?  An orc leaving the scene of the
  crime going into a cave?  Follow him into the cave.

    Note:  We're coming up on the first RANDOM TREASURES in the game.  Normally
           when you open a chest, you will get the same items every time you
           open that chest.  If the first time through the game you find a
           Hammer of Unholy Smiting, the next time you will find that.  However,
           some items are random.  One time you will find the Hammer, the next
           it could be the Armor of Unholy Protection.  If ever you're
           unsatisfied with the random item you got, simply reload to a previous
           save (one that isn't in the same area), and try again.

           I list the random treasure as RANDOM followed by a list of possible
           items.  Most will only give you ONE item from that list, some
           however will give you two (or more).

  Immediately inside the cave you will be attacked by some Orcs.  The whole cave
  is crawling with Orcs, Orc Shamans, and Orc Bowmen.

  Head up to the fork (x 2480 y 960), then go left.  This chamber is
  particularly Orc-infested.  Head south into the smaller chamber, and get the
  treasure at (x 2170 y 1560):

    Spell - Protection from Petrification (Mage)
    2 Gems

  Go all the way north from here until you get the option to get left or right
  (x 1170 y 640).  To the right are some more Orcs, and to the left are more
  Orcs and treasure (x 460 y 650):

    Silver Necklace
    22 gp
    RANDOM ITEM   -   Fire Dagger (+2 Thac0, 15% chance of 1d4 fire dmg)
    (any 1 of these)  Girdle of Beatification (Bless)
                      Ring of Protection +1
                      Ring of Lesser Resistence (+2 to save vs. magic)
                      Quiet Boots (+7% Stealth, Rangers and Thieves only)

  Go back to the fork, and take the Southwest path.  Keep going southwest until
  you get to (x 630 y 1150), at which point go south through some more Orcs to
  find the BOSS (Ogre).  Be sure to check the Ogre's corpse for the Caravan
  Contract.  Get the treasure at the east end of the room here:

    Spell - Horror (Mage)
    21 gp
    Winter Wolf Pelt

  Once that's done, leave the cave and go back to Easthaven.

  QUEST:  The Caravan Contract (Fishmonger's House AR 1005)

    Take this to the Fishmonger (x 2480 y 430), which is the house one left
    of the Tavern, and one right of Hrothgar's.  Give the Contract to the
    Fishmonger (you have to talk to him about Scrimshaw first) to get some
    experience (1200 exp).

  Next, go talk to Hrothgar who has 2400 more experience for you.  He also wants
  you to run a list of supplies to Pomab.  Do so.  Nothing complicated about
  this one.  You get 1200 experience for giving the list to Pomab.  Return to
  Hrothgar and tell him that you are ready to go.  You won't be returning to
  Easthaven for awhile, but there's a much better town just ahead.


--------------------------------------------------------------------------------
2.  Kuldahar Pass  (AR 2000)
--------------------------------------------------------------------------------

  After the avalanche, a hermit approaches with information.  There are goblins
  all over this area.  Although not a threat to any warrior, goblins can be
  quite deadly to low level mages.  There are a number of things to do here,
  none of which are required.  To get to Kuldahar, simply head right, cross
  the bridge, and leave the area. (x 3825 y 1225)

  QUEST:  Clear out the Mill (Mill AR 2004, 2005, 2006)

    At the far east of the map, just north of the bridge to Kuldahar is a Mill
    (x 3260 y 400) that has recently been overrun by goblins.  Ignore the goblin
    outside of it, he's harmless.  Go inside the mill.  Inside you will be
    confronted by an Orc named Uligar.  Kill him and his cronies.  Be sure to
    search Uligar for some interesting items:

      Spell - Blur (Mage)
      Gold
      Axe
      RANDOM ITEM      - Applebane Dagger +1 (+1 Thac0)
      (any 1 of these)   Stoutward (Small Shield +1)
                         Wand of Trap Detection
                         The Merry Shorthorn (casts Bless once per day, Bards)
                         Glimglam's Cloak (+1 AC, +1 Saving Throws)

    Go down the stairs.  There is a hoard of goblins here to clear out.  Then
    there are three treasures to get (x 300 y 150), (x 375 y 125) and
    (x 525 y 225):

      5 throwing axes
      15 gp
      3 Gems

    Once that's done, open the door under the stairs (x 840 y 140) to free a
    boy, Jermsy.  Talk to the lad and he'll be freed.  Offer to take him to the
    village, and you get 2400 experience.

    Next climb the stairs at the bottom of the area (x 250 y 415), kill the
    monsters, and leave the Mill satisfied in the knowledge that you made a
    difference.

  QUEST:  Deal with the Ogre in the Silo (Silo AR 2003)

    Situated in the dead center of this area is a giant grain silo (x 1730
    y 750).  Within the silo you will find an Ogre with a headache.  There are
    three ways to deal with this ogre:

      1.  Talk to him, insult him, and he'll attack you.  Kill him.
      2.  If you have a Druid, or Fighter/Druid they will discover a fix for his
          headaches.  (The Druid MUST be the one who talks to him, though)
      3.  Talk to him once, then in Kuldahar talk to Arundel about the ogre.
          Return with the answer.

    Any of these ways works fine, however you get 1200 experience for the non-
    violent solutions, and only 270 for killing him.

  QUEST:  Clear out the Goblin Base (Base AR 2001, Cave AR 2002)

    At the north end of this area (x 1500 y 90) is a passage to the goblin base.
    Once there, you will be attacked by a lot of goblins.  Once they've been
    dealt with, head north into the cave (x 1166 y 280), and kill the beetles
    there.  You can find some minor treasures in the cave, such as Magic Arrows.

  Once these quests are done, head east out of the area and into Kuldahar.


--------------------------------------------------------------------------------
3.  Kuldahar (AR 2100)
--------------------------------------------------------------------------------

  Welcome to Kuldahar!  This will be your base of operations for most of the
  game, so get used to it.  There are a number of shops here with which to
  get new items for your party:

    Orrick's Tower (Spells and things)        -- (x 350 y 800)
    Gerth's Equipment Shoppe (standard items) -- (x 1000 y 1800)
    Conlan's Smithy (weapons and armor)       -- (x 1500 y 400)
    Temple of Ilmater (healing, scrolls)      -- (x 2900 y 700)
    Evening Shade Inn (rest)                  -- (x 1150 y 550)
    Root Cellar Tavern (drinks)               -- (x 2030 y 860)
    Oswald's Skyship (potions)                -- (x 3100 y 450)

  PLOT:  Arundel the Archdruid (AR 2112, 2116)

    The first and most important place to go is, of course, Arundel's house.
    You can find Arundel's House just south of the first bridge (x 1400 y 2150).
    Go inside and talk to Arundel to find out what you should be doing.  He
    tells you to go to the Vale of Shadows, there to search for an EVIL force.
    You can also mention the Ogre from the previous area, if you talk to him
    again.

    Getting to the Vale of Shadows is easy.  Simply leave the Kuldahar area,
    and click on the Vale of Shadows.  Interestingly, you can leave Kuldahar
    from any direction, including where you came in from.

  QUEST:  Open the Locked Door

    See that mysterious door that won't open?  Well you can't open it.  Ever.
    I only mention it to prevent people from asking about it.

  QUEST:  Beat back the Yeti Invasion

    At the east end of the city (x 3150 y 1640), Mirek will come running up to
    you yelling of Yeti.  Then right behind him come a gaggle of Yeti.  Dispatch
    the Yeti and talk to Mirek again.  Seems that a precious family heirloom of
    his (a necklace) was stolen by a Yeti Chieftan in the Vale of Shadows.  When
    you return it to him, he gives you 2400 exp, and a magic sling.

  QUEST:  Untangle Eidan's Legacy (Tavern AR 2111, Inn AR 2114, 2115)

    There's a bit of a controversy over how Aldwin the Halfling came to possess
    the local Inn.  Go into the tavern (x 2030 y 860) and talk to Amelia the
    barmaid about Aldwin and the Inn.  She'll tell you that she thinks Eidan,
    a previous owner of the Inn, never meant to leave it to him.  Go to the Inn
    (x 1150 y 550) and talk to Aldwin about this.  You won't get anywhere.  Go
    upstairs and search the third room's chest (x 300 y 275) to find Eidan's
    Legacy Ring.  Go back downstairs and accuse Aldwin of things.  He'll spill
    the whole sordid story.  Now you have two options of what to do, accept
    cheap rates at the inn for not telling anyone, or getting Aldwin to confess
    to the town elders.  Confession gets you 3225 experience.

  MISC:  Lysan

    Also in the tavern is the other barmaid, Lysan.  You can talk to her, though
    she won't have anything interesting to say.  For now, anyway...

  Once you're done in here, leave Kuldahar and head over to the Vale of Shadows!


--------------------------------------------------------------------------------
4.  Vale of Shadows (AR 3000)
--------------------------------------------------------------------------------

  The Vale of Shadows is the first major "area" of the game, and consists of
  numerous small caves and crypts, and one big Tomb.  Naturally we need to hit
  each of the small caves before tackling the big Tomb.  The Tomb is covered
  in the next sub-section as "Kresselac's Tomb."

  The first crypt can be found by going directly right (x 1830 y 240).

  Crypt 1: (AR 3401)
  ------------------
    Traps are located all around this crypt, have a thief searching for them at
    all times.

    Once entered you will be beset upon by numerous of the lesser undead,
    skeletons and zombies.  The skeleton on the wall in front of you
    (x 775 y 670) has some treasure:

      Spell - Luck (Mage)
      2 Potions
      Studded Leather Armor

    Deeper in to the Crypt is another skeleton on a wall (x  y ) with more
    treasure:

      Spell - Stinking Cloud (Mage)
      Short Bow
      Arrows

  That's it for the first Crypt, on to the next.  Go back left from the first
  crypt, then head south.  At (x 750 y 1300) take the right path, and then go
  up to find the next crypt (x 1200 y 420).

  Crypt 2: (AR 3101)
  ------------------
    Again as before be wary of traps. (This is pretty constant, you always have
    to beware of traps)

    And again you are attacked by undead, this time there are also Ghouls and
    Ghasts added into the mix.

    Search the altar statue at (x 350 y 480) to find some treasure:

      Gate Key (necessary item!)
      Spells - Identify (Mage)
               Remove Fear (Mage)
      Healing Potion

    Going right, then up will reveal more undead, and a coffin full of fun fun
    treasures (x 766 y 155):

      Spells - Grease (Mage)
               Strength (Mage)
      Gold
      2 Potions
      RANDOM ITEM     - Huge Long Bow (mightier than the L. Bow, harder to use)
      (any 1 of these)  Flawless Two Handed Sword
                        Halberd of Sparks +1 (15% chance 1d10 electric dmg)
                        Finest Long Sword (+2 Thac0)

    From the entrance, going left then up leads to still more undead, and a
    shelf (x 267 y 327) with more treasures:

      Leather Armor +1
      Spell - Cure Light Wounds (Priest)

  That's it for that Crypt, so leave.  Head south, and west until you reach
  the very bottom left corner of the map.  Then go right along the bottom path.
  There will be a path that splits to the north (x 2575 y 1600), go up it.
  The path then goes left to an open area with a statue.  Continue north to
  find the third crypt (x 2600 y 450).

  Crypt 3: (AR 3201)
  ------------------
    Again you are rushed by undead.  Just a little to the northwest (x 180
    y 580) is a container with treasure:

      Spells - Find Traps (Priest)
               Chant (Priest)

    Go into the east room, to find a shelf (x 780 y 460) with some treasure:

      2 Potions

    Head north, and in the eastern chamber is another coffin (x 850 y 315)
    full of treasure: (careful, it's trapped)

      Gold
      Gold Ring
      Bastard Sword
      Spells - Infravision (Mage)
               Protection from Evil (Mage)
      Potion of Infravision
      Chainmail +1

  Once that is done, leave this crypt, and go back down to the Statue area.
  From here, go west, until you see the path that leads down and to the right.
  Follow that path to a cave (x 2020 y 1360) with a Yeti Chieftan guarding
  it.  Kill that Chieftan and take his treasure:

    Mirek's Family Heirloom (give to Mirek for some experience!)
    Yeti Pelt
    RANDOM ITEM      - Short Sword +1
    (any 1 of these)   War Hammer +1
                       Short Bow +1
                       Long Sword +1
                       Morning Star +1

  Enter the cave.

  Cave: (AR 3001)
  ---------------
    We don't need to be here right now, but it's useful.  First there are
    several treasures to pick up, and second clearing out the Yeti now makes
    life easier later.  Remember this cave, you'll have to come back soon.

    There are four crates of treasure here, all located at about (x 360 y 415):

      Mace +1
      Chainmail
      6 Potions
      Gold Necklace
      Gold
      4 Gems
      Spells - Glyph of Warding (Priest)
               Prayer (Priest)

  Leave the cave, and get back to the southernmost path (from the statue, head
  right, then south).  Go right and into the fourth crypt (x 3380 y 1450).

  Crypt 4: (AR 3301)
  ------------------
    When you enter here, a skeleton by the name of Therik will accost you.
    Demand entrance to the crypt and he will attack.  He has some interesting
    items on him:

      RANDOM ITEM     - Flawless Two Handed Axe (+2 Thac0)
      (any 2 of these)  High Quality Bastard Sword (+1 Thac0)
                        High Quality Battle Axe (+1 Thac0)
                        Battle Axe
                        Long Sword
                        High Quality Long Sword (+1 Thac0)
                        Bastard Sword
                        High Quality Bastard Sword (+1 Thac0)
                        Finest Halberd (+2 Thac0, +10% slashing resist)
                        Potion of Action Transference (permanent +1 CHA, -1 DEX)
                        Ring of the Warrior (+1 Thac0)
                        Phase Dagger (15% chance enemy is phased)

    Go east across the bridge, through the skeletal mob, and north to the wall.
    On the wall are numerous cubbies where skeletons have been stuffed.  One
    of these has treasure (x 1540 y 300):

      Helmet
      Long Sword
      Gold

    Continue east until you reach the stairs, and then go south down the stairs.
    Go west into the room with the circle of coffins.  One of the coffins
    (x 1900 y 790) is open and has treasure:

      Spell - Color Spray (Mage)
      Dagger +1
      Gold
      Potion of Strength

    Just north of the circle is a skeleton sticking out of the wall with
    treasure:

      Gold
      Spell - Invisibility (Mage)

    Go south into the next room and search the coffin there as well (x 1800
    y 1250): (careful, it's trapped!)

      Sanctum Key (necessary item!)
      Gold
      Broken Armor (no purpose, just sell it)
      Spell - Chill Touch (Mage)
      Potion of Insulation

  That done, leave the crypt, and head north through a shadow ambush to the big
  crypt, Kresselac's Tomb (x 3250 y 435).


--------------------------------------------------------------------------------
4.1  Kresselac's Tomb (AR 3501, 3502, 3503)
--------------------------------------------------------------------------------

  You NEED these items:

    Gate Key
    Sanctum Key

  If you do not have these items, you skipped them in the previous crypts (see
  the above section) and need to go back and get them.

Level 1:
--------

  From where you start, go up the right passage, and open the door.  This leads
  to a large room with a big glowing green pool.  Clear out all the skeletons
  here.  There are 4 side passages here, and one major passage to the north.
  The first passage to the left of where you came in (x 840 y 1360) has nothing
  down it but monsters and a small box by the coffin with minor treasures.
  
  Open the door just north of the first passage (x 900 y 1130), and enter this 
  passage.  Clear out the wights and zombies to access the open coffin at
  (x 440 y 1025).  Careful this one is trapped.  Open it to get the treasure:

    Priest's Key (Necessary Item!)
    3 Potions
    Gauntlets of Weapon Skill (+1 Thac0)

  Now go to the passage just to the right from where you came in (x 1400 y 1515)
  enter the room, clear out the undead, and get the treasure (x 1600 y 1990):

    4 Potions
    Long Sword +1

  Now we have only one side passage left, the only locked door here (except the
  main doors), which we now have the Priest's Key to open. (x 1600 y 1385)
  Immediately inside is a treasure (x 1800 y 1375):

    Ring
    Potion of Strength
    Gold
    Spell - Armor (Mage)
    Short Bow +1

  Continue to the right, clear out the Ghouls, to get to the coffin full of
  treasure (x 2020 y 1530):

    Myrkul's Holy Symbul (necessary item!)
    War Hammer
    Splint Mail
    Potion of Genius
    Spells - Larloch's Minor Drain (Mage)
             Burning Hands (Mage)

  That done, we now have the ability to open up those big double doors at the
  top of the main room.  Once opened, an irritating Skeletal Mage named Mytos
  talks to you.  If you ask Mytos to search the tomb, and try to convince him
  of this non-violent solution you still get attacked, but you get some extra
  experience (about 3225).  Mytos' items:

    Warhammer +1
    Random Gem

  From where we now stand, the passage continues to the north, and there are
  also two side passages, one to the left, and one to the right.  Go up the
  main passage to the north.  There's a really big shadow here (x 1850 y 285)
  called Myrkul's Sending.  Beat him and get some treasure:

    Ring of Shadows (+15% stealth skill, rangers and thieves only)
    RANDOM ITEM     - Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
    (any 1 of these)  Dazer (Club +1, 5% chance to stun)
                      Static Dagger +1 (50% chance of 1d3 electrical dmg)
                      Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
                      Reinforced Large Shield +1 (+10% resist to slashing)
                      Mage Dagger +1 (+1 1st level spell)

  Go back down, and take the left passage (x 1500 y 620), follow it up, then
  down to the coffin (x 833 y 685).  When you open the coffin, a trap is set
  off that releases bunches of new skeletons, but you still get treasure:

    Gold
    Spell - Haste (Mage)
    Scroll of Protection from Fire
    Short Bow +1

  Go back, and go right through the last passage (x 1770 y 710).  Soon you'll
  go south to (x 1910 y 1120) where you will find a secret door.  Open the
  secret door to reveal a Mummy.  Beat the Mummy, and get the treasure contained
  in his sarcaphogus:

    Mausoleum Key (Necessary Item!)
    Potion of Genius
    Finest Light Crossbow (+4 Thac0)
    Spells - Knock (Mage)
             Resist Fear (Mage)
    Mage Robe of Cold Resistance

  There is also a small box of treasures just in front of the coffin:

    Gold Ring
    Gold Necklace
    Gold
    Spells - Aid (Priest)
             Blindness (Mage)

  Head right, up, right, and down to get to the doors at (x 2200 y 1330), open
  them to get to the next level.

Level 2:
--------

  There's only one thing to do at the moment, and that is to open the only door
  in front of you.  You are now in a long hallway leading west.  Somewhere along
  the way, you will trigger a trap.  You can't disarm this trap, so don't 
  bother.  However, if you hug the wall to the north, you can avoid the trap
  altogether. (It creates several skeletons to fight you, so it isn't that bad)

  Anyway, past this hallway is a large chamber filled to bursting with enemies.
  Skeletons, Skeletal Mages, Imbued Wights, etc.  Search the Skeletal Mage for
  some treasure:

    Bracers AC 8
    Random Gem

  There is further treasure in the open coffin located right there (x 660 
  y 840):

    Wand of Sleep
    4 Potions
    Spells - Cure Moderate Wounds (Priest)
             Agannazar's Scorcher (Mage)
    RANDOM ITEM     - Massive Warhammer (1d4+3, -2 Thac0, req. 18 STR)
    (any 1 of these)  Dazer (Club +1, 5% chance to stun)
                      Static Dagger +1 (50% chance of 1d3 electrical dmg)
                      Crooked Flail (+1, 50% chance of 1d4 piercing dmg)
                      Reinforced Large Shield +1 (+10% resist to slashing)
                      Mage Dagger +1 (+1 1st level spell)

  There are four side passages here, two to the north, and another two to the 
  south.  We'll start with the northern passage (x 990 y 445), go up the passage
  to get some treasure:

    Gold
    Potion of Regeneration
    Wand of Armory
    Spell - Silence 15' Radius (Priest)
    Morning Star +1

  Next we'll hit the passage located just to the right of this one (x 1300 
  y 700), open the door and go in.  There are four containers on the north wall
  with some very minor treasures in them (mostly just gold).  Open the door at
  (x 1920 y 520) and go through.  Head left to get:

    Plain Key (needed)
    Spell - Slow Poison (Priest)

  The southwest passage has only a few monsters in it.  So, go in the southeast
  passage (x 860 y 1333), open the door and go in.  There are a number of
  treasures found in the walls here, but the real attraction is the door in the
  south (x 1000 y 1820), open it and go through.  Go left to find the skeleton
  at (x 575 y 1725) and get its treasures:

    Spell - Hold Person (Priest)
    Black Wolf Charm (Needed for the Lever, +10 Max HP, +1 AC)

  Go back to the main chamber, and search the rightmost column for a lever
  (x 925 y 890), use the lever to open the left gear door.  Go through the door
  to get to level 3.

Level 3:
--------

  You are in a very large chamber filled to bursting with undead.  Plus there
  are several new types of undead such as Spectral Knights for you to deal with.
  From here there is the main passage that continues to the left, and two side
  passages, one to the north and another to the south.  Go up the north passage
  (x 2300 y 640) first.

  There's a Mummy up here with some shadows backing it up.  There are three
  treasures to pick up here, one to the left (x 2112 y 400), one in the middle
  (x 2485 y 350), and one to the right (x 2725 y 530):

    Spells - Silence 15' (Priest)
             Cure Moderate Wounds (Priest)
             Ghoul Touch (Mage)
             Shocking Grasp (Mage)
    Gold
    Gems
    5 Potions
    Helmet
    Ancient Armor (can sell)

  Leave this chamber, and go into the southern side passage (x 1600 y 1650).
  There are Imbued Wights (they cast Magic Missile) and Chosen Zombies here.
  And again there are three treasures, one to the left (x 1250 y 1667), one in 
  the middle (x 1450 y 1860), and one to the right (x 1760 y 1915):

    Gold
    Composite Long Bow
    Spells - Chant (Priest)
             Shield (Mage)
             Cure Light Wounds (Priest)
             Magic Missile (Mage)
             Color Spray (Mage)
    Gems
    3 Potion

  Leave this chamber, go back into the main room, and continue down the left
  passage.  There are lots of enemies here, Spectral Knights, Skeletal Mages,
  etc.  So, you might want to draw some enemies off, kill them, and work your
  way through them like that.  Work your way left to the door, open it, and
  go through.

  Here you will find the Skeletal Knight, Kresselack.  This is his tomb.  Talk
  to him (you couldn't kill him if you tried), and agree to get rid of the
  Priestess of Auril for him.  You MUST agree to this!

  Leave the Tomb completely, and get back to the Vale of Shadows.  Remember
  the Cave that we cleared the Yeti out of?  Well it's the cave under the giant
  statue in the middle of the area.  Go into it to find Lysan (the barmaid),
  who is also the Priestess of Auril.  Talk to her, and tell her that you are
  there to kill her.  She'll summon more Yeti.  Kill her and her Yeti friends:

    Morning Star +1

  After she is dealt with, a Shadow will tell you that he is free.  This isn't
  Kresselack, so return to Kresselack and give him the good news.  You will get
  13,000 experience for the deed, and he'll tell you that he ISN'T the evil that
  plagues Kuldahar.  How useful.  Search his nearby coffin (x 350 y 500) for 
  some treasure:

    Healing Potion
    Gold
    Plate Mail
    Helmet
    Kresselack's Sword (Two Handed, +1 Thac0, +10% cold resist)
    RANDOM ITEM     - Fine Long Sword +1 (+2 Thac0)
    (any 1 of these)  Phasing Bastard Sword +1 (15% chance target is phased)
                      Giant Two Handed Sword (+4 dmg, -1 AC & Thac0, min 18 STR)
                      Turodahel (Long Sword +2, +1 INT)
                      Cradle of Mielikki (Scimitar +1)
                      Flaming Short Sword +1 (50% chance of 1d3 fire dmg)

  Return to Kuldahar.


--------------------------------------------------------------------------------
4.2  Post Vale Kuldahar
--------------------------------------------------------------------------------

  Once back in Kuldahar, you will want to get rid of the keys that you gathered
  in the Vale:

    Sanctum Key
    Gate Key
    Plain Key
    Priest's Key
    Myrkul's Holy Symbol
    Mausoleum Key

  Most of these can be sold to Gerth's item shop, however Myrkul will have to
  be dropped somewhere.

  If you haven't already given Mirek his family heirloom, do that now for 2400
  exp and a magic sling.  Mirek can usually be found near the Potter's.

  PLOT:  Talk to Arundel

    Inform Arundel of everything that has transpired for 10,350 experience.  He
    tells you of a Heartstone Gem, which could be used to root out the source of
    the Evil, and that this can be found in the Temple of the Forgotten God.
    Agree to go there.

  QUEST:  Get Lysan's Items from the Tavern

    Since Lysan was an evil priestess of Auril, one wonders what she was doing
    working as a barmaid in the tavern.  Go to the tavern and talk to the 
    barkeep there.  Tell him that you had to kill Lysan, and that she was evil.
    He has her items, so ask for those nicely:

      Protection from Fire
      Spells - Cure Critical Wounds (Priest)
               Cure Serious Wounds (Priest)
      Mantle of the Coming Storm (+1 AC, +30% cold & fire resist, +1 save para)

  Once you're done here, leave and go to the Temple of the Forgotten God.


--------------------------------------------------------------------------------
5.  Temple of the Forgotten God (AR 3600, 3601, 3602, 3603)
--------------------------------------------------------------------------------

  Once you're at the temple, go north to find a fleeing Verbeeg (the least of
  all giants).  It would seem as though the temple has been invaded by someone
  before you got a chance to.  At any rate, go inside the temple.

Level 1:
--------

  Once inside, you will quickly find an Acolyte who assumes that you were part
  of the invading host that already sacked the temple.  Nothing you say can
  change his mind, and he will attack you.  Up ahead is a big sitting statue,
  and two passages, one to the left and one to the right.  Take the passage to
  the LEFT. (x 1030 y 1130)

  This passage leads south to a series of rooms on the left.  There is a 
  treasure chest at (x 480 y 1700):

    Potion of Stone Form
    RANDOM ITEM     - Long Bow +1 Protector (+2 Thac0, +1 AC)
    (any 1 of these)  Light Crossbow +1 (+3 Thac0, +1 dmg)
                      Long Bow +2 Defender (+3 Thac0, +2 dmg, +2 AC, +2 save sp)
                      Short Bow +1
                      Medium Shield +1
                      Protection From Fire Scroll
                      Spells - Ghost Armor (Mage)
                               Hold Person (Mage)
                               Flame Arrow (Mage)
                               Web (Mage)

  The next room also has treasure (x 515 y 1410):

    RANDOM ITEM     - Greater Ring of the Warrior (+1 Thac0, +1 AC)
    (any 1 of these)  Boots of Many Paths (cast Blur once a day)
                      Ring of Missile Deflection (+10% missile resist)
                      Black Knight (Summons a Black Knight)
                      Amulet of Protection +1 (+1 AC, +1 saving throws)
                      Boots of Moander (immune to Entangle)
                      Studded Necklace w/ Zios Gems (non-magical!)
                      Badge of the Brave (can cast Emotion: Courage once/day)

  The last side room before the main room has some bookshelves with some potions
  on them.

  Go up into the library room here (x 510 y 970) and there are a couple of 
  Acolytes here with a Verbeeg.  Oh, and there are a lot of dead Verbeeg 
  already.  Interesting.  There are 7 different bookshelves arrayed around the
  room here with:

    Spells - Skull Trap (Mage)
    Lots of History Books

  Go back to the sitting statue, and this time take the other passage (x 1580 
  y 1000).  This passage goes south into a small room.  Search the barrels in
  the corner (x 2390 y 1425) to find some treasure:

    Potion of Healing (cursed)

  Head north up the right passage to get to an Acolyte guarding some stairs.
  Down the stairs is the passage to the next level (x 825 y 450).

Level 2:
--------

  From where we are, you have to go north and east into some nicer looking
  tunnels.  Along this Grand Hallway are rooms on each side, one on the north
  and one on the south all down it.  Each of these four rooms has a treasure
  chest in it (that could be trapped), the total treasures of all these chests
  are:

    Gold
    2 Potions
    RANDOM ITEM     - Spiked Long Sword +1 (25% chance of 2d6 piercing dmg)
    (any 1 of these)  Short Sword of Lesser Phasing (10% phased, +1d2 cold dmg)
                      Studded Leather +1 Shadowed (+15% Stealth, +5% magic res)
                      Studded Leather +1
                      Reinforced Leather +1 (+35% crushing resist)
    RANDOM ITEM     - Two Handed Sword of Resistence +1 (+5% magic resist)
    (any 1 of these)  Two Handed Sword +1 Hammering (20% chance of stun)
                      Charged Battle Axe +2 (50% chance 1d3 electric, 15% stun)
                      Bastard Sword +1
                      Two Handed Fire Axe +1 (50% chance 1d3 fire dmg)
                      Flaming Bastard Sword +1 (25% chance of 2d3 fire dmg)
                      The Snow Maiden's Reaver (Bastard Sw, 2% turned to ice)

  Once you get past those 4 rooms, you come to the well guarded end of the hall
  (x 2875 y 750).  There are several Acolytes and Verbeeg here.  Just past that
  you can find a body of an Acolyte, that was killed in a very bizarre manner.

  And past that you find a great big door (x 3400 y 600).  Open it, and go
  through to the last level here.

Level 3:
--------

  Walk forward until you get the Journal Updated message.  Read it if you are
  curious about what happened here.  The green body in the middle there has a
  Vial of Mysterious Liquid, be sure to take it.

  Once all that is done, go back to Arundel in Kuldahar.

Kuldahar:
---------

  Talk to Arundel again, and tell him all that has gone on for 19,500 exp.
  He then tells you the next place that you need to go, the Dragon's Eye.  Once
  you are ready to go, head on out to Dragon's Eye.  The most Dragony Eyed place
  you'll ever find.


--------------------------------------------------------------------------------
6.  Dragon's Eye (AR 4000, , , , )
--------------------------------------------------------------------------------

  Kill the Ice Trolls (not indicative of how you kill real trolls), and go 
  inside the Eye of the Dragon.

Level 1:
--------

  At the far left of the area, you are immediately attacked by two varieties of
  Lizardmen.


================================================================================
                                   Appendices
================================================================================

--------------------------------------------------------------------------------
Cheats:
--------------------------------------------------------------------------------

  The first step to getting these cheats to work, is to download the latest
  patch here:

    http://www.interplay.com/icewind/

  Use a text editor to edit the "icewind.ini" file in the game directory.  Add 
  the line "Cheats=1" under the "[Game Options]" section.  Start the game and
  press [Ctrl] + [Tab] to display the console window.

  Cheat Codes
  Press Ctrl + Tab to display the console window and
  then enter the following codes:

  CHEATERSDOPROSPER:ExploreArea();
  Show full map.

  CHEATERSDOPROSPER:Hans();
  Teleport party to pointer.

  CHEATERSDOPROSPER:SetCurrentXP([number]);
  Give selected characters indicated EXP.

  CHEATERSDOPROSPER:AddGold([number]);
  Add indicated gold to party total.

  CHEATERSDOPROSPER:Midas();
  Add 500 gold to party total.

  CHEATERSDOPROSPER:FirstAid();
  5 healing potions, 5 antidotes, and 1 Scroll Of Stone
  To Flesh.
  
  CHEATERSDOPROSPER:CreateItem("xxxxxx")
  This creates any item that you know the Item Code for.  Every item from
  Baldur's Gate is there (minus Drizzt's Defender), so you can get some Item 
  Codes from my Baldur's Gate FAQ. (Tales of the Sword Coast items are NOT in 
  IWD)
  
  Note:  If you are creating an item that can have multiples in one stack, use 
         the CreateItem("xxxxxx", num) form.  So to create 300 Summon Cow 
         scrolls you would enter CHEATERSDOPROSPER:CreateItem("scrlzz", 300)

    Here's a few IWD unique codes:

    BELTSTR -  Girdle of Stromnos (sets STR to 19)
    BOOTFOX -  Boots of the Fox (increases speed, and +1 AC)
    CLOAKMI -  Mithran's Cloak (+3 AC, Saving Throw +2)
    DBONE   -  Ring of Dwarven Bone (+1 STR, not usable by good char)
    GLORY   -  Plate Mail +6, Glory of Suffering (-25 HP to wear)
    HELMDEF -  Helm of the Blessed Defender (+3 AC, Halflings/Gnomes only)
    HELMSUN -  Sune's Laurel of Favor (Helm that anyone can wear, +1 AC, +1 CHA)
    HOLDING -  Jester's Bag of Holding (Creates random items once per day)
    KAYBOW  -  Kaylessa's Bow (+1 Dex, +3 Dmg, +3 to hit, min STR of 15 to use)
    KAYCHAI -  Kaylessa's Elven Chainmail (AC 2, +1 Dex)
    KAYGLOV -  Kaylessa's Gloves (+1 AC, +1 Dex)
    ORRSHLD -  Orrick's Rhino Beetle Shield (+4 AC)
    SCRLZZ  -  Spell: Summon Cow (you heard me!)
    ULBOW5A -  Long Bow +4: Hammer (+1 AC, +4 Dmg, +5 to Hit, 4 attacks/round)
    ULSWD4B -  Long Sword +3: Enforcer (extra spells, only usable by F/M)
    ULSWD5B -  Long Sword +3: Bhaal's Fire (extra 2d4 of fire dmg)
    UROBE1A -  Robe of Enfusing (+2 AC, +5% magic resitance, +5 Lore)
    VOICEBN -  A dead paladin (no point, but it's interesting to see things cut
               from the game)

    Here are the Astrolabe Pieces:

    PIECE1
    PIECE2
    PIECE3
    PIECE4
    
  The following codes can merely be entered (they don't need the CONSOLE like
  the above cheats) after you've entered:
  "CHEATERSDOPROSPER:EnableCheatKeys();" in the console.

  [Ctrl] + J - Move selected characters to pointer
  position.
  [Ctrl] + R - Heal or resurrect the selected character
  or portrait.
  [Ctrl] + Y - Kill selected monster or NPC with no EXP.
  [Ctrl] + 4 - Display trigger polygons; shows traps.
  [Ctrl] + 9 - Display character bounding boxes

  (most cheats here, except CreateItem, came from Jake Sweet)


--------------------------------------------------------------------------------
Bugs:
--------------------------------------------------------------------------------

  The "Symbol of Correlon Lorethian" Necklace bug:

    This artifact is supposed to affect your THAC0 by +2 when worn, but instead
    it actually CHANGES your THAC0 by +2 EVERY time it is worn!  So if you were
    to unequip/reequip this item over and over, your THAC0 would continuously
    decrease!  Not only that, but when you simply LOAD your game up, it will
    decrease your THAC0 then as well.  As far as I know, you can keep improving
    your THAC0 forever (I stopped at -130).

    WARNING:  I wouldn't use this Bug as it horribly unbalances the game.  What
              I would do with it is to equip it once, then throw it away.  This
              way you get the effect of the item, but not the bug.

  Denaini's Holy Water:

    When you give Denaini the holy water, she is supposed to give you an item
    "as Thanks", but you get nothing.

  Orrick and the Book of Mythal:

    When you give Orrick the Book about Mythal that you found in the Shattered
    Hand, you should get an artifact, but you don't.  Not only that, but when
    talking to him about it, you get a "NO REPLIES OR LINKS" as your only
    dialogue option! (even IF this is fixed in a patch, if you have already
    visited Orrick, then you will never get the right reply, you would have to
    start a new game)


  Character Arbitration Bug (This was done in Single Player mode)

    I recently started a new game with only 2 characters, just to play around
    with some different classes and such.  Quickly getting bored with that I did
    a Quickload (via pressing L) to bring up my regular party.  Now I wanted to
    Modify this party of 6, but discovered when I pressed the Character
    Arbitration button that it only showed the first two people in the party.
    If I clicked 'done' at this point nothing happened, but if I clicked
    'modify' first, then 'done', it would drop my party from the full 6 to only
    2.

    Then if I were to try to create a new character in one of the "blank" spots,
    it would actually restore the party member who should have been there 
    already!


  Infinite Experience Loop in Aquarium (from ERSKINE)

    This is a bug I found and I don't know if it will work for you but--- If
    you talk to the boss salamander and he tells you to kill the leader of
    the slave revolt, go talk to the leader of the slaves in the basement
    (not Vera- you need to avoid talking to Vera before you talk to
    Gareth)-- he thinks that vera is dead and you can now go back to the
    Boss and tell him that she died in the escape---heres the bug--- He will
    then tell you to kill all of the slaves, tell him you will think about
    it and the conversation ends,  BUT if you talk to him again you can tell
    him Vera died in the escape again and get more xp's (about 10k for each
    character)  I was able to do this indefinately (I got my characters up
    about three levels each before I got tired of it)-- again I don't know
    if this will work for you, or if you even want to try it.


  Rhino Beetle Shell Bug (from ERSKINE)

    Another bug-- when I took rhino beetle shell to dirty lew (use a female
    to talk to him--better prices) and got him to make a shield for me I
    then took it to Nym (the dark-elf) an paid for him to enchant it and to
    buy his dagger (refuse his first offer of 30,000 gp and the next offer
    is 33,000gp for the enchantment and a dagger)- only he didn't give me
    his dagger! (the dialogue said "here's your dagger" but I didn't get
    one)-- if you refuse his second offer he offers "a better enchantment"
    for 28,000gp-- but this is the same as the first enchantment, but
    2,000gp less.


--------------------------------------------------------------------------------
Strange Things
--------------------------------------------------------------------------------

  The Shadowed Orcs in the Severed Hand say "Zug Zug" when they attack you, just
  as the Peon Orcs in Warcraft II do.

  The Razorvine Extract (property of Mourns-for-Trees) is a reference to the
  Black Isle game, Planescape: Torment.

  Erevain's Journal makes mention of Xan from Baldur's Gate (see the Stinger at
  the end of the FAQ for the exact quote).


================================================================================
                                 Final Words...
================================================================================

This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

_________________________
Special Thanks: (Credits)

  Tony for a small update on the Priestess of Auril
  Lauren for mentioning how to get rid of the Register Now thing
  Scott Werner for pointing out that Trolls sometimes die without fire or acid
  Jim Valeri for a good question
  Mike Gan for information on the Ice Priestess' Items, etc.
  ERSKINE for lots of information all over the place
  Jake Sweet for the cheats
  Ken Baker (Founder of TeamBG) for making some of the best BG & IWD Utilities
  CJayC for posting this FAQ
  Anyone who emails me with nice things to say, you are appreciated!
  Black Isle for making such a great little game!

_________________________
Shameless Self Promotion:

  I have also written FAQs for:
    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PC:       Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Master of Magic (revision)
              Messiah
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:
    http://www.gamefaqs.com/features/recognition/2203.html
    

________________
Version History:

  Version  x.1  July 6, 2000  14k

  Version  x.2  July 7, 2000  24k

    Added new Questions, added a Contents, added the Bugs list, added this here
    Version History, and slightly changed the format

  Version  x.3  July 8, 2000  35k

    Had the version history saying that this was done in "june", so I fixed that
    Added new questions, and a new bug (one I found myself, no less!).  Also
    began separating the Gameplay Specific questions into their separate areas
    to not only make things easier to find, but also to help people avoid 
    spoilers.  Added the Special Thanks thingie in the Final Words section.
    Fixed a spelling mistake.  Spaced in all the questions, hopefully this makes
    things easier to read.

    You know, this was just going to be a 5-10k mini-FAQ at first, just 
    answering the basic questions, but it keeps growing and growing...

  Version x.4  July 9, 2000  38k

    Added more questions taking me all the way through the game.  Now I'm going
    to go through the game again with a different party, but with the items
    from my first party.  Sure that's sorta cheating, but I've already won the
    game once without cheating!

  Version x.5  July 9, 2000  41k

    Added a couple of new questions, and updated the Troll killing question.
    Lots of little changes too, just things that looked like they could use an
    extra word or two.  And in case you were wondering, version x.4 was only
    uploaded to one site, and it wasn't GameFAQs.  After it was uploaded I found 
    some new things to put in, so here we are.

    So, now that I've finished the game, and pretty much all the questions, what
    will I do next?  A full Guide/Walkthrough?  Who knows!

  Version x.6  July 10, 2000  45k

    Removed a bad question (well, the question was irrelevant, and the answer
    was bad).  Added a new question about my favorite armor in the game (the
    Mithril Field Plate +2), as well as a question dealing with the Caravan
    Contract, and some other questions.

  Version x.7  July 11, 2000  49k

    Added some info from Mike Gan.  Also went through the FAQ and corrected a
    number of spelling mistakes and/or typos.  Added the section on Creating a
    Balanced Party... but it needs some more work, I think.

  Version x.8  July 11, 2000  53k

    Added lots of new information from ERSKINE, so THANKS!

  Version x.9  July 12, 2000  53k

    Just some small changes.

  Version x.9.1  July 13, 2000  54k

    Fixed two mistakes.

  Version x.9.2  July 16, 2000  60k

    Added new party making strategies, one from me, and another from ERSKINE.
    Reformatted the Contents slightly (you'll notice that I claim to have a
    Walkthrough forthcoming...heh).  Some other small changes.

  Version x.9.3  July 23, 2000  63k

    Figured out what was locking the SWITCH for the GEAR DOOR (it's the Black
    Wolf Talisman), so added a question/answer for that.  Created the CHEATS
    section thanks to Jake Sweet.

    So, how's the walkthrough coming along?  Um... fine.  I have been very busy
    with a new job, but I should still be able to get it finished.
    
  Version x.9.4  July 30, 2000  64k
   
    Added a new cheat code, the CreateItem code, along with a item codes for 
    several of the more interesting IWD items.

  Version x.9.5  July 31, 2000  65k

    There's a new patch out as of yesterday, so I updated that.  Also added
    several new Item Codes in the cheats section.

  Version 1.0  August 2, 2000  100k

    Added several new Frequently Asked Questions, one about where the Severed
    Hand is (people apparantly don't know to scroll the map down), and another
    about the Glory of Suffering Armor.

    Began adding the Walkthrough.

  Version 1.1  August 4, 2000  105k

    Continued on with the Walkthrough.


________
Stinger:

  Excerpt from Erevain's Journal:

  "It is an endeavor doomed to failure.  Oh, there I go again.  Corellon help
  me, I'm starting to sound like cousin Xan!"

________________________________________________________________________________

This Document is Copyright 2000 by Dan Simpson
Icewind Dale is Copyright 2000 by Black Isle/Interplay

I am not affiliated with Black Isle, Interplay or anyone who had anything to do
with the creation of this game.  This FAQ may be posted on any site so long as
NOTHING IS CHANGED and you EMAIL ME telling me that you are posting it.  You may
not charge for, or in any way profit from this FAQ.

