===============================================================================
==( Icewind Dale 2 walkthrough v1.0 (c) Nailz 2003 )===========================
===============================================================================

   uploaded to www.GameFAQS.com on August 26th, 2003
   email: [email protected] subject: iwd2

--( Index  )-------------------------------------------------------------------

(-) Prologue
   PR1.1 - Targos Docks
   PR1.2 - Targos Town
   PR1.3 - Targos Palisade

(-) Chapter 1
   CH1.1 - The Shaengarne Bridge
   CH1.2 - The Horde Fortress

(-) Chapter 2
   CH2.1 - Crashed Airship
   CH2.2 - The Glacier
   CH2.3 - The Ice Temple
   CH2.4 - The Ice Temple Basement

(-) Chapter 3
   CH3.1 - The Wandering Village and the Fell Woods
   CH3.2 - The River Caves

(-) Chapter 4
   CH4.1 - The Black Raven Monastery
   CH4.2 - The Eight Chamber Challenge
   CH4.3 - The Underdark
   CH4.4 - The Drider Cave
   CH4.5 - Z'Hinda Citadel

(-) Chapter 5
   CH5.1 - Kuldahar
   CH5.2 - Yuan-Ti Jungle
   CH5.3 - Yuan-Ti Temple
   CH5.4 - Dragon's Eye
   CH5.5 - Dragon's Eye Exit
   CH5.6 - Fields of Slaughter

(-) Chapter 6
   CH6.1 - The Severed Hand
   CH6.1 - The Severed Hand Level 1
   CH6.2 - The Severed Hand Level 2
   CH6.3 - The Severed Hand Level 3
   CH6.4 - The Severed Hand Level 4
   CH6.5 - The Severed Hand Towers


===============================================================================
==( PR1.1 - Targos Docks - AR 1000  )==========================================
===============================================================================

   Your main objective is to kill all the goblins in this area. Be sure to
   check inside all houses.

(!) Talk to Brogan at the warehouse, with high enough dialogue skills you
   can convince him to let you drive the goblins out of the warehouse
   (x=2400 y=500).

   There is a dead cat inside a barrel (x=790 y=400). Go down the trap door
   at x=600 y=200. This will lead to a small cave. Kill all the goblins
   including the one named "Rukwurm". Be sure to pick up the
   "Charred Vellum Scroll" he drops!

(-) Talk to Reig Redwaters (x=1450 y=900). He wants you to get healing
   draughts from Magdar Shenlen (x=990 y=520). You can find the healing
   potions inside a locked chest at (AR1001) x=1180 y=430.

(-) You can get a dagger from Honest Jon (x=1370 y=950) with high enough
   dialogue skills.

(-) Inside the Salty Dog Tavern (x=900 y=1800) you'll find Guthewulfe Henghelm.
   He has some items for sale and after you get rid of the goblin threat you
   can compete with him in a drinking game to get his magical wolf charm.
   Character needs >16 Constitution.

(-) Inside the house at coordinates x=800 y=2200 you will find Firtha Kerdos,
   Hedron's mother. Kill the goblins and talk to her. After this you can go
   back to Hedron (x=2500 y=890) for some gold.
   Come back after killing all the goblins for a lot of information.

(-) There is a bottle of wine in the from the boat hold at x=2888 y=2032.


===============================================================================
==( PR1.2 - Targos Town - AR 1100 )============================================
===============================================================================

(-) Talk to Ulbrec Dinnsmore inside the house at x=2300 y=1400 to get recruited.
   Let Elytharra identify the "Charred Vellum Scroll", talk to her again to
   learn that there is a traitor in Targos.

(-) Confront Phaen (x2270 y=970) and show him the scroll. After killing him
   return to Elytharra for a reward.

(-) Also ask Elytharra about her troubles;
   a diviner named Valin Geldencross has become ill. He's in the Temple. Talk
   to him to learn he wants to have "Braegh". Buy it from Guthewulfe Henghelm
   in the Salty Dog tavern.

(-) Gallaway Trade Depot (x=1550 y=1750)
   Deidre Gallaway has a lot of useful weaponry for sale, including the
   "Heart of X" longsword. This is a must get weapon in HoF mode.

(-) Temple Pavillion (x=1250 y=600)
   This is the local temple, one of the clerics has a +1 Wisdom ring for sale.

--( Weeping Widow Quest )------------------------------------------------------

(-) Inside the house at x=420 y=940 you will meet with Koluhm Bonecutter. Do
   not kill this person! Talk to him for information about the spirit in the
   Weeping Widow Inn.

(-) Make your way to the Weeping Widow Inn. (x=800 y=1650) Talk to the owner,
   Cahl-Hyred a couple of times. You should get a key to the weeping
   spirit's room and a magic bottle. Go upstairs during the night and talk
   to the spirit, Veira. Talk to the Cahl-Hyred again about Veira's husband,
   Donavan.

(-) Go to Elytharra to have the bottle identified.

(-) Go to the Salty Dog Tavern (AR 1000 x=900 y=1800) and talk to Gohar. He
   will give you a piece of Donavans ship, "Veira's Gaze".

(-) Talk to Koluhm and tell him what you know about the bottle for some extra
   experience points.

(-) Go back to Veira and show her the ship prow. You can also get her to shed
   one final tear into your ghost-touched bottle.

(-) You can sell the bottle to Elytharra for 700 gold maximum, or she will
   offer to make you an enchanted dagger.


===============================================================================
==( PR1.3 - Targos Palisade - AR 1200 )========================================
===============================================================================

(-) Niles (x=3265 y=2290) wants a bottle of wine, instead of helping him order
   him back to his post.

(-) Bluff Tabard Mooncalf (x=3280 y=1660) out of your way. Grab the shield.

(-) Talk to Anson (x=3240 y=1450) and listen to his story. Be sure to ask him
   how he got rid of the rats. Mention it to Firtha Kerdos for some XP.

(-) Talk to the drill sergeant (x=2830 y=1700) with a cleric.

(-) Talk to Gable and Kadance (x=3100 y=970) with a character holding a ranged
   weapon. You can make a wager with Gable for 50 gold. Force attack the keg.
   Gable only has a normal bow which you can sell for aprox. 35 gold.

(-) Destroy the keg (x=2290 y=2190) with your fighter, you will then be able to
   give some tips to the trainees.

--( Shawfords Chores )---------------------------------------------------------

(-) Go inside the barracks at x=2700 y=2500 and talk to Shawford Crale.

(1) Your first of four chores will be to talk to Olap Tamewater (x=2570 y=520).
   Make your way to Lumbar Grundwall inside Targos Town (x=1150 y=1650).
   The crane needed to haul the wood is broken. Report back to Olap. Olap's
   father, Jorun is a carpenter and can fix the crane. He can be found at
   the docks (x=635 y=1460). Fix the crane by putting the part into the
   container at x=1000 y=1850. Report back to Shawford.

(2) Your next assignment will be to get arrows for Isherwood (x=650 y=2100).
   Talk to Isherwood then head for the Gallaway Trade Deport. Talk to
   Deirdre with your best dialogue skilled character. Report back to Shawford.

(3) Your next job is to talk to Koluhm Bonecutter. He can be found inside a
   house in the town area (x=420 y=940). Initiate dialogue with a dwarf or
   drow character so you can translate the goblin message yourself.
   Report back to Shawford.

(4) The last chore is to get the Iron Collar mercenaries to report to the
   palisade. They can be found in the Salty Dog tavern in the docks area.
   This can be done several ways, one is to accuse them of being friends with
   Phaen. Another way is to use a bluff skilled character; you can threaten
   to have their contracts revoked. Be sure to finish of all the other little
   quests in the palisade area before reporting back to Shawford. A major
   battle will start once you talk to Shawford.


===============================================================================
==( CH1.1 - The Shaengarne Bridge )============================================
===============================================================================

--( AR 2000 )-----------------------------------------------------------------

(-) You will encounter Torak, chieftain of the Broken Tusk Clan. Proceed
   northwards killing orcs.

(-) Break the logs. (x=1837 y=930)

(-) Talk to Dereth Springsong. (x=2000 y=1000) A passage south of your
   position will open. (x=800 y=2500)

(-) Find Sabrina Fairwynd. (x=250 y=870)

(-) Break the logs. (x=1650 y=850)

(-) A passage to the east will open. (x=2800 y=1070) This passage to will
   lead to an orc which drops a magical weapon (x=1900 y=530).

(-) Leave this area northwards. (x=2350 y=50)

--( AR 2001 )-----------------------------------------------------------------

(-) You enter an ambush and Emma Moonblade will appear. Talk to her
   and agree to return her Moonblade.

(-) Travel east and talk to Kaitlin Silvertongue. (x=2300 y=1700)
   Get the invisibility potion (x=2190 y=1480). Use the potion with
   one of your characters and go north, open the gate. (x=2190 y=1100)
   Move your party to the now opened gate. Kill all the orcs to rescue
   the villagers. Return to Kaitlin.

(-) Check the barrel (x=560 y=1170) for magic weapons.

(-) Now attack Torak's party. (x=2800 y=1200) Be sure to loot the Highland
   Gate Key from Torak's corpse.

(-) Enter the cave.

--( AR 2002 )-----------------------------------------------------------------

(-) Inside there are several slimes and zombies.

(-) Pickup the magical axe at x=3067 y=956. (Random?)

(-) Kill the troll Vrek Vileclaw. (x=2220 y=2130) Loot the chest for the
   Moonblade.

(-) Return to AR 2001, first talk to Kaitlin then Emma Moonblade. With the
   proper skills and dialogue choices you get to keep the Moonblade.
   Leave through the gate. (x=780 y=520)

--( AR 2100 )-----------------------------------------------------------------

(-) Be sure to check the container at x=1920 y=410.

(-) Kill Gaernat Sharptooth and his wererats.

(-) Leave the area at x=50 y=560.

--( AR 2101 )-----------------------------------------------------------------

(-) Destroy the support beam. (x=2450 y=540)

(-) Destroy the other support beam. (x=1230 y=370)

(-) Grab the wood planks. (x=130 y=630)

(-) Put the planks in the container at x=250 y=1160.

(-) Leave the area at x=50 y=1150.

--( AR 2102 )------------------------------------------------------------------

(-) Prepare for battle! Whatever you do, you can not stop getting the bridge
   from being destroyed.

(!) Xuki the mage drops a bag of holding, be sure to get it.

(-) Return to Targos after killing everything. Report to Ulbrec. Don't forget
   to collect your reward from Shawford. The Horde fortress will be accessible
   on your world map.


===============================================================================
==( CH1.2 - The Horde Fortress )===============================================
===============================================================================

--( AR 3000 )------------------------------------------------------------------

(-) Upon entering this area you will encounter Ennelia. She has a lot of
   information about this area. She is also looking for Braston, a prisoner
   in the fortress. Heal Ennelia for some extra XP. There are 3 camps each
   with their own wardrum.

(-) Kill Trugnuk, the orc shaman at x=3500 y=850. Loot the warren key of his
   corpse.

(-) Open the gate at x=2980 y=2300 and enter the cave.

--( AR 3001  )-----------------------------------------------------------------

(-) Locate Pondmuk (x=2050 y=1600) and agree to fetch him some spiders.
   Kill some spiders (x=1000 y=1300) and return to Pondmuk with some corpses
   to learn the password (Chimera) for the door.

(-) Talk to Yquog the troll at x=2970 y=1250. Agree to help him get his message
   from a goblin called Kruntur. He will tell you a password (Xvim) to get past
   Kruntur's guard peacefully.

(-) Leave the area at x=3300 y=120.

--( Fortress Cave - AR 3002 )--------------------------------------------------

(-) Get the Iron Ward Stone from the orc Gumph (x=2700 y=1000).

(-) Get the Black Ward Stone from Orog (x=800 y=3000).

(-) Talk to Kruntur (x=730 y=1010). He wants his bracers back, go back to
   Yquog (AR 3001 x=2970 y=1250) to fetch Tamjan's Bracers. Go back to
   Kruntur. In return for the bracers you will get the note and a Large
   Shield of Luck +1. Now give the note to Yquog for another reward,
   Lightning Star +1. If you let Yquog live you will encounter him again
   later in the game.

(-) Using the two ward stones you can now use the stairs (x=2400 y=270).

--( Fortress Exterior - AR 3100 )----------------------------------------------

(o) Kill everything and leave at x=800 y=1100.

--( Fortress Interior AR 3101 )------------------------------------------------


(-) Kill the two bugbears at the entrance, an Old Orc will appear which has the
   key to open the double doors. Once you open the door you will see Sherincal
   talking to Guthma.

(-) Free Brastor (x=1500 y=1450) and escort him back to
   Ennelia (AR 3000 x=250 y=2500).

(-) Return to Lord Ulbrec in Targos for your next mission. Dont forget to claim
   your reward from Shawford. Speak to Oswald Fiddlebender (x=2040 y=660) to
   start chapter two.


===============================================================================
==( CH2.1 - Crashed Airship )==================================================
===============================================================================

(-) Keep talking to Oswald to wake him up. Get Oswald's spellbook from the
   Table. You need the following components for the melding spell:
   Spider Silk -> Kill spiders (AR 4000 x=2100 y=2500).
   Bottle of Thrym extract -> On the ground inside the airship.
   Belladonna paste -> Aurilite village x=2400 y=640.
   Smidgen of iron ore -> Broken weapon of Captain Yurst body.
                          (AR 4000 x=1935 y=1910)
   Two Diamonds -> One is in a locked box inside the airship, the other
                   in the Aurilite village at x=3250 y=130.
   Wood -> Just outside the airship.

(!) Oswald is also able to craft armour if you bring him a boring beetle
   shell. Bring him winter wolf or yeti pelt for clothing.

--( AR 4000 )------------------------------------------------------------------

(!) Get the Periapt of Wound Closure from a locked box at x=930 y=1030.

(-) Approach Captain Yurst (x=1935 y=1910), go east and kill the giants.
   Talk to Yurst again and let him use the Periapt of Wound Closure.
   Loot back the periapt and pick up the broken weapon.

(-) Head toward the north-eastern part of the map and look for Odea
   Winterthaw (x=3000 y=1300). You will hear about a local cult.
   Head to Beodaewn at x=560 y=665. You can bluff by threatening to mention
   his cult to the mayors of Ten-Towns; you can now shop at cheaper prices.
   After that you can just kill him and loot his stash.

(-) Slaughter the Aurilite village. There are stairs at x=3440 y=540. Grab
   the Belladonna.

(-) You should now have all the ingredients for the melding spell, so return
   to the airship. Finish your business with Oswald and leave the airship.
   You can now travel to the glacier. (x=3500 y=560)


===============================================================================
==( CH2.2 - The Glacier - AR 4100 )============================================
===============================================================================

(-) When you enter hug the western wall and proceed northwards, following
   the corridor until you reach the crystal golem and two Aurilites.
 > Push down the 3 rocks (x=1675 y=1540) and go back down to loot the
   Aurilite Holy symbol. Once you equip it the doomguards will attack you and
   all the doors will open.
 > Open the door at x=556 y=1234 and "talk" to the spider.
 > Open the door at x=790 y=2070 and kill the Remorhaz Queen.
 > Kill Shenical (x=2400 y=1050).
 > Kill the Remorhaz at x=2250 y=2500 to free Zack Boosenburry. Tell him
   you saw his spider for some extra XP. You can buy scrolls from him as well.
 > You can enter the ice temple though a door (x=3000 y=880) if you have a
   Dwarf or Half-ling character in your party. Enter with a fully healed
   party! Talk to the white abishai leader, Xhaan. Agree to help her. Exit
   this are and use the front entrance to the temple.


===============================================================================
==( CH2.3 - The Ice Temple - AR 4101 )=========================================
===============================================================================

(!) Make your way to the prison area (x=500 y=1900) and free Nathaniel and
   the other prisoners by lockpicking the doors. When you talk to Nathaniel
   you will learn he is missing his bag of holding.

(!) Kill the High Priestess Lysara (x=1170 y=800), on her body you will find
   a temple key.

(!) Kill the High Priestess Cathin (x=1500 y=1650), on her body you will find
   a another temple key.

(-) Kill the genie Ondabo (x=2090 y=910) for a Scimitar of the Defender +1.

(-) The Dias Room (x=1130 y=850).
 ! To open the doors to the white abishais stand on the right hand side of
   the dias and turn it north. Stand left and turn it round till it faces
   north again.
 ! To disable the anti-magic field; stand right then turn east, stand left
   and turn west. (You learn this by talking to Nathaniel.)
 ! To unlock the study room (x=2070 y=1400); stand left then turn southwest,
   stand right then turn northwest.

(-) Great Oak Painting (x=3240 y=1250)
   Talking/looking at this painting and saying a certain word or phrase
   will cause the stairway to change it exit:

 ! Death to Kuldahar and all who defy the will of the Cold Goddess! ->
   Stairs leading from lower level to ground level (AR 4102).

 ! Andora? ->Andora village on crash site map (AR 4000).

 ! Lysan. -> Door leading to altar room (AR 4102, x 900 y 950).

 ! Auril, shower me with strength! -> Game room (AR 4102, x 2180 y 2500).

 ! Bedroom. -> Nickademus' bedroom. (AR 4102, x 1300 y 1400)

 ! From the Sea of Moving Ice.. -> White Abishai den (AR 4101, x 1500 y 500).

 ! In Auril's name, from winter's veil.. (Available after defeating Oria) ->
   Oria's private vault room (AR 4102, x 1500 y 1000).
   ^-- Nathaniel's Ring of the Ram.

 ! Hmmm... Interesting.. -> Random location.

(e) Go downstair through the door (x=2600 y=760).


===============================================================================
==( CH2.4 - The Ice Temple Basement - AR 4102 )================================
===============================================================================

   First should run around and kill all of the baddies.

(!) Retrieve Nathaniels bag of holding, it is in a chamber to the
   south (x=380 y=1780). In order to do this you have to position a few
   characters in different places.
   Place one in the mirror room (x=450 y=1650).
   Place one in the coffin room (x=1250 y=2100). Open the hidden passage
   at x=1050 y=1900.
   Go the center of the area to the prism room. Operate the prism device
   with the lever (x=2020 y= 1190) so that it faces south. Use the other
   lever to activate the device. A jolt will shoot south and bounce off
   the mirrors in the shadow and mirror room opening the door there
   (x=380 y=1780).

(-) Get Nathaniels' bag of holding (x=160 y=2200). On your way back to
   Nathaniel, lockpick Nickedamus cabinet (x=1060 y=1280).

(-) Go to Nickademus' bedroom, he has awoken from his sleep. Talk to him for
   heaps of information about the temple and its devices. Be sure to ask about
   everything.

(-) Find your way to the Great Oak painting and choose "Lysan". Take the stairs
   down and they will lead to the shadow door (x=970 y=4100), touching it is
   very painful. Open the hidden passage on the left.
   Position one character in near the mirror just outside the shadow door.
   Position another character near the mirror in the top left corner of the
   map. Another character halfway through the corridor leading towards the
   prism room. Rotate the mirror at x=2480 y=950 and leave a character there.
   Rotate the prism device north and fire a jolt. If done correctly - the
   jolt will bounce of all the mirrors and into the shadow door, opening it.
   Go in the room and talk to the spirit, say its real name out loud:
   Aeij-Kllenzr't. This will free the white abishai, go talk to them for
   some XP.

--( The Battle Arena x=2150 y=2500 )-------------------------------------------

(-) You get a key to Oria's room if you beat the battle square game on rank 1.
   There are 3 levers together here, the bottom one is the on/off switch.
   Put the other two levels on off (so they face west). The other levers set
   the rank level 1-9.
   Start the game. The character who pulled the level has to do some 1-on-1
   battling. Obtain 3 squares to win rank 1 level 1.

   Each rank has 5 levels. In order to win a rank you have to beat all 5
   levels. Link up 3 tiles to win/end a round. Use the following patterns
   to determine how to win levels.

   LV1 LV2 LV3 LV4 LV5
   xxo xxo xxo xx- xx-  Select the tiles marked "x" first, end with the
   --- --- --- o-x xox  "o" tile to connect 3 squares in a row - you win
   --- x-- xx- xx- -xx  the level!

   Rank 1 mastery: Dragon's Belt +3 Bonus to Reflex saves.
   Rank 2 mastery: Potion of Holy Transference (+2 Wis, -1 Dex perm).
   Rank 6 mastery: Club of Disruption (One-handed Mace)
                   Damage 1d6 +3
                   Attack Bonus +3
                   Enchantment +5
                   All undead and outsiders must make a Fortitude
                   or be destroyed.

(-) With the key go to Oria's room (x=2800 y=4100), and kill her. When she
   threatens to break her staff let her. Run back to the game room and move
   the levers so that it is set on "Inner Sanctum", then activate it.
   Your party will get plain-shifted so they can combat Oria's Essence.

(-) You can now use the Great Oak painting to go to Oria's private vault room.
   See previous section. Grab Nathaniel's Ring of Ram from the chest at
   x=1290 y=1060.

(-) You now have access to the rest of the chambers. (Minor treasures)

(-) Return to Nathaniel and give him the ring. Leave the temple.


===============================================================================
==( CH3.1 - The Wandering Village and the Fell Woods )=========================
===============================================================================

(-) Talk to Suoma, the wandering village elder (AR 5000, x 1850 y 420) to get
   things starting.

(!) (Missing children) Talk to Venla the Healer. (AR 5000, x 2420 y 870)
   Exit the wandering village area to the east.
   Enter the tent. (AR 5001, x 2400 y 630)
   Inside you will find Limha. If you have a paladin in your party he will
   expose her immediatly. If not you will have to exit the tent and proceed
   eastwards into the Fell woods. (Do not buy any scrolls from Limha.)
   From the entrance with the ghost (AR 5010) take the exit at x 190 y 290.
   Wolf clearing (AR 5024) -> x 900 y 430
   Container in trunk (AR 5017) -> x 490 y 220
   Area with tree trunk (AR 5018) -> x 830 y 250
   Area with tree trunk (AR 5019) -> x 830 y 250
   This will lead to AR 5016, the Dryad area. Kill the Restless Dead. Carynara
   the Dryad will appear. She will expose Limha. Return to the tent and
   confront Limha.
   After getting rid of Limha and her trolls return to Suoma for a new
   assigment.

(!) Talk to Tahvo the Huntmaster.(AR 5000, x 2340 y 510)
   Talk to Sordinsin the Tusked (AR 5000, x 900 y 1600), he's looking for his
   Drinking Horn.
   Make your way to the Dryad area as explained in the previous section.
   Dryad area (AR 5016) -> x 170 y 360
   Spiders (AR 5020) -> x 210 y 350
   Maze 1 (AR 5026) -> x 620 y 230
   Maze 2 (AR 5027) -> x 850 y 900
   Maze 3 (AR 5028) -> x 250 y 310
   Maze 4 (AR 5029) -> x 850 y 900
   This will lead to a clearing with some standing stones. Loot the
   body at x 566 y 488 for the Drinking Horn. Watch out for the traps.
   Take the west exit, return the horn to Sordirsin, loot his grave for
   treasure, then report back to Tahvo and Souma.

(!) (Kyosti's Spirit) Talk to Kurttu (AR 5000, x 1890 y 670)
   Talk to Carita (x 2400 y 570) and Leevi (x 2430 y 580),
   then go back to the Fell Woods. Go to the area with the standing stones
   as explained in the previous section.
   Standing Stones (AR 5011) -> x 850 y 550
   Frozen Pool 1 (AR 5012) -> x 705 y 570
   Frozen Pool 2 (AR 5013) -> x 670 y 220
   Frozen Pool 2 (AR 5014) -> x 250 y 230
   Frozen River with 2 logs (AR 5021) -> x 330 y 240
   3 Logs (AR 5022) -> x 850 y 270
   3 Logs (AR 5023) -> x 830 y 720
   Destroy the 3 will o'wisps in this area (AR 5030) Exit west. Talk to
   the ghosts at the Fell Wood entrace, they will reveal the location of
   Kyosti's Spirit. Go to the area with the tent (AR 5001). Talk to Kyosti
   (x 700 y 600). Return to the village and talk to Kurttu and Suoma.

(-) Before you leave the village be sure to buy two hemp ropes and give the Fell
   Wood remains to Suoma. Head for the Fell Woods, at the ghost entrance kill
   the dark treant and go south-east.

--( AR 5004 )------------------------------------------------------------------

(-) Kill several trolls and babarians. Solve the boulder puzzle to advance
   north.

--( Wyvern's Nest - AR 5005 & AR 5100 )----------------------------------------

(-) Kill the White Wyrm outside, and the White Dragon inside the cave. Go
   down below.


===============================================================================
==( CH3.2 - The River Caves )==================================================
===============================================================================

--( Hook Horrors and Duergers - AR 5101 )--------------------------------------

(-) Kill all the Hook Horrors and use the passage at x=1750 y=1700. Kill
   the Ochre Jellys and Shambler. Loot the key from the corpse
   (x=3166 y=1980).

(-) Go in the gate (x=310 y=1150). Speak to Barud Barzam and accept his
   job to clear out the river caves of any monsters. Kill all the monsters
   on this level, including the Jellys and Shamber. Return to Barud Barzam
   and accept his next mission, to wipe out all the monks in the monastery.

(-) Grab the mining tools from the chest (x=750 400).

(-) Talk to Dragu Ironbreaker (x=1450 y=450 with your most intelligent
   character to get his prototype crossbow, the Doom Bolter.

(-) Enter the tortore chamber (x=2250 y=570) with a cleric. After talking to
   the spirit turn him with your cleric for some extra XP.

(-) Clear the rocks at x=3100 y=850 with the mining tools and proceed deeper
   into the cave.

--( River Cave Exit - AR 5102 )------------------------------------------------
   Kill Harshom and his gang. Loot the key of Harshom's corpse.
   Exit the area.


===============================================================================
==( CH4.1 - The Black Raven Monastery )========================================
===============================================================================

--( Outside the Monastery - AR 5200 )------------------------------------------

(-) Loot the wyrm egg and ruby ring from the nest (x=1180 y=1200).
   Kill the Yeti's and use the passage (x=2700 y=1400). Enter the monastery.

--( Monastery Interior - AR 5201 )---------------------------------------------

(-) Talk to Aruma Blade (x=1300 y=1300).

(-) Lockpick the door and break into Dolon Daemba's room (x=1045 y=1100).
   Get the note from the chest (x=770 y=1050). Show the Dolon's letters to
   Aruma.

(-) Talk to Salisam Harbash, you are now allowed to take the chamber test.

(-) Talk to Sersa (x=770 y=830) and ask if she can train somewhere else.
   Offer to talk to Svaltid, the monastery trainer (x=910 y=480). You will
   need a fairly high Bluff skill to convince him to train Sersa.

(-) Lockpick the store room door (x=1630 y=960) and enter. Talk to Ven or just
   kill him on the spot. You don't want him looting the tomb a bit further
   ahead.

(-) Talk to Nonin (x=650 y=500) with a ruby ring in your inventory for
   some extra XP.

(-) Go down the stairs and talk to Morohem to start the chamber trials.


===============================================================================
==( CH4.2 - The Eight Chamber Challenge )======================================
===============================================================================

(-) In every chamber there is a container with weapons.

<1> The Chamber of Stone
   Pull the levers in the order as displayed on the northwest wall.
   1 - 5 - 3 - 2 - 4

<2> The Chamber of Shadows
   Enter the portals in the following order: Top, Right, Left, Bottom.

<3> The Chamber of Sorcery
   The two green tiles will spawn a monk each. Once they disappear/get killed
   closely watch the blue tiles. One will raise - step on it as fast as
   possible. This will give you immunity to electricity. Keep killing the
   Crystalline Monks, eventually it will end.

<4> The Chamber of Clockwork
   There are 3 monks, focus your attack on one. Once its damaged enough one of
   the levers in the wall will be accessible, pull it before the time runs out.

<5> The Chamber of Sand
   Run around pushing the buttons to activate the fire beams. Try to make the
   monks run into them.

<6> The Chamber of Silk
   Kill all Poisonweb Spiders.

<7> The Chamber of Battle
   Lure the Iron Monk onto the blue platform. When he is knocked down use the
   lever on the northern wall. A door will open. Lure both monks onto their
   own blue platform in this new room section. Pull the lever.

<8> The Chamber of Immolation
   Destroy the two Brass Monks. A sorcerer with Mirror Image and Animate Dead
   or Summon Fire Elemental does wonders.

(-) Talk to Salisam Harbash to learn that you've become an associate of the
   Black Raven Monastery. You now have access to the lower tombs, go there.

--( AR 5203 )------------------------------------------------------------------
   First kill the duergars, then empty the tomb (x=560 y=1100). Iron Golems
   are very hard to kill, probably impossible in normal mode. Best strategy
   is to cast invisibility on your thief and make a run for it.

(-) Exit the area (x=1400 y=50).


===============================================================================
==( CH4.3 - The Underdark - AR 5300 )==========================================
===============================================================================

(-) Upon entering this are you will be greated by Malavon Despana, accept
   his hospitality. Agree to investigate the drider cave for Malavon.
   Be sure to talk to Kadresh Olonrae and Viizra Arabani in the drow
   encampment.

(-) You will encounter the Lolthian assasins when you move your party to
   x=1050 y=450.

(-) You can find some dwarfen merchants (Don't anger them) just south of the
   drow camp. (x=550 y=2200)
   Talk to Wode the Guileful for the best trade prices.
   When you are about to leave the Underdark you can come back here to
   slaughter them and loot the chests.

(-) Speak to Oinchack'olp the Mind Flayer (x=2450 y=1710) and accept his job
   to retrieve his blue stone. If you return the stone (+2 Wisdom) you will
   get a +2 Strength belt in return.

(-) Leave the area at x=3800 y=1260.


===============================================================================
==( CH4.4 - The Drider Cave -AR 5301 )=========================================
===============================================================================

(-) Loot the Incandescant Blue Ion Stone at x=1170 y=2610.

(-) Talk to Ginafae Despane (x970 y=700), convince her to leave the cave and
   return to her brother.

(-) Speak with Imphraili Asserbai at x=1730 y=1870 and learn about the driders.
   Loot everything in sight. You should find the following items:
   3 Vial of Spores
   Vial of Silvery Fluid
   Imphraili's Transfusion Sotes
   Progess Journal: Viciscamera
   A Treatise upon Flesh Golem

(-) Feel free to kill Imphraili so you can use the
   alchemy table (x=1640 y=1730).      Create a Viciscamera conversion poison.
   You can also enhance healing potions here or use the Wyrm Eggs to create
   strength potions. After talking to Enhanced Flesh Golem you can attempt to
   create "Sanguis Anima", a fluid needed to animate Flesh Golems. Use the
   potion on the golem, then activate it by hitting it with a electricity
   spell.

(-) Make your way to the Viciscamera Heart (x=3600 y=1000) and hurl the
   conversion poison into its maw.

(-) Report back to Malavon Despana. Then kill the Mind Flayer to get his belt.
   You can now leave the drow area at (AR 5300 x=3200 y=480).


===============================================================================
==( CH4.5 - Z'Hinda Citadel - AR 5302 )========================================
===============================================================================

(-) Scattered throughout this map you will find Lighting Generators, after
   destruction there is a pickable container each with a diamond.

(-) You can forge your own magical axe at the armoury (x=620 y=1640).

(-) In the center of the map there is an Elder Brain, kill it to unlock the
   rear gates.

(-) Leave the are through the rear gates (x=3040 y=500). Be prepared for a
   big battle.

--( Reunited with Oswald - AR 5305 )-------------------------------------------

(!) THIS IS YOUR LAST OPPORTUNITY TO RETURN TO THE BATTLE SQUARE ARENA.
   After having killed Mirabel and Majrash, speak to Oswald.




===============================================================================
==( CH5.1 - Kuldahar )=========================================================
===============================================================================


--( AR 6000 - Kuldahar Pass )--------------------------------------------------
   You will be greated by Hiepherus, a priest of Bane. Kill his minions and
   proceed north, towards the watch tower (x=1750 y=850). Pick the lock and
   go inside. Talk to Jermsy and Nathaniel. Agree to get rid of Hiepherus -
   go through the gate at x=1500 y=250. They are also looking for Gerbash, he
   can be found in the Kuldahar village (AR 6001 x=2900 y=830).

(-) Be sure to buy the Every God Ring (+5 Wisdom) from Nathaniel.

--( AR 6002 - Kuldahar Graveyard )---------------------------------------------

(-) Try to remember this place, you will return later in the game.
   Kill all the undead and go in the cave (x=1600 y=250) to kill Hiepherus.

(-) Return to Jermsy after having killed all the undead in all of the areas!
   Leave the area at (AR 6000) x=3780 y=1270.

--( AR 6001 - Kuldahar Village )-----------------------------------------------

(-) Talk to Conlan inside the house at x1010= y=1830 for information.
   Head north to the tower (x=350 y=800) and speak with Sheemish, return
   to his dad Conlan to let him know he is alright.

(-) Talk to Gerbash inside the house at x=2900 y=830 and return the tower
   key to Jermsy and Nathaniel.

(-) Speak with Iselore (x=1790 y=2370). You will have to get rid of the
   Yuan-Ti threat in Kuldahar by thraveling through the portal at
   x=1400 y=600.


===============================================================================
==( CH5.2 - Yuan-Ti Jungle - AR 6050 )=========================================
===============================================================================

(-) You'll find a group of Mezro Warriors, speak to their leader Katchmat
   (x=2230 y=1700) and learn about the idols and temple.

(-) Get the Religious Stele at x=1960 y=990.

(-) Get the two Religous Steles from the altar at x=1300 y=950.

(-) Get the Religious Stele at x=630 y=790.

(-) Talk to the Yuan-Ti teacher at x=520 y=1020 for some background
   information (listen carefully), they will attack afterwards. Loot the
   robes from the initiates.

(-) Equip the robes on all of your characters and go insite the
   temple (x=330 y=1670). Paladin will refuse to wear it, you will miss out
   a lot of story information.

===============================================================================
==( CH5.3 - Yuan-Ti Temple - AR 6051 )=========================================
===============================================================================

(-) Applicable only if you entered the temple disguiged.
   Use your best Bluff and Diplomacy skilled character to scout the temple.
   Throughout the temple you will get challenged by the guards. The following
   questions and answers are possible:

   Q: Who keeps the ancient venom of Sseth potent?
   A: His faithful followers.

   Q: What approaches at dusk?
   A: The growing darkness.

   Q: Where does Sseth embrace unbelievers?
   A: In his cradle of scales.

   Q: What drowns Selune's gleaming on a cloudless night?
   A: The obscuring moon of our faith.

   Q: What is the black flower of the world.
   I wasn't able to get a proper answer for this one, neither of the
   3 answers (Orchid, Sseth, Darkness) was the correct one.  With the proper
   skills you might be able to get out of the dialogue with the "Excuse me?"
   option.

(-) Use a rogue to disable the fire/acid pit traps.

(-) Pull the lever at x=2960 y=2230 and get the last Stele at x=3680 y=2150.
   Doing this will set the Heartless Dead free. They will try to retrieve
   their hearts which are located in the ritual chamber (x=2500 y=700). It's
   not a good idea to do this if the ritual is taking place. A good way to
   make sure they reach it to the altar:
   Block off the doorway, pull the lever and cast Invisibilty on all the
   Heartless Deads.

(-) Talk to Jeszrael (x=2310 y=2480) to learn about Chimera's plans.

(-) With the proper skills you can get a lot of information about the temple
   out of Yuan-Ti priests. Learn about Jeszrael and the vault room.

(-) Confront Ojaiha (x=2990 y=370) with these facts and try to make him stop
   his attacks on Kuldahar. Prepare for battle! The rest of the temple will
   remain neutral after this.

(-) To open the vault room you need to code. Talk to the Yuan-Ti cook
   (x=2250 y=2620) for the first part. Talk to one of the Viper's Fang
   Assasins in the room (x=300 y=1900) next to Ashra (x=710 y=2020) and
   try to trick him. Go to the stone room (x=3300 y=1700).
   The stone on the right side is the "Restore" stone, so don't press it.
   Press all the stones from left to right, then push down the remaining 2
   stones.

(-) After cleaning out everything return to the temple entrance and use all
   the Steles on the altars to summon the Guardian. Kill the guardian and
   immediatly head back to the portal. If you are too late the portal will
   close and you will be trapped. After returning to Kuldahar a major battle
   with start. Afterwars talk to Iselore and you will be able to travel to
   the Dragon's Eye (AR6001 x=3770 y=1670).


===============================================================================
==( CH5.4 - Dragon's Eye )=====================================================
===============================================================================

(-) Collect and keep the following items: Rope, fire agate gems and wyvern
   stingers. You need these later in the game.

--( AR 6100 - Dragon's Eye Entrance )------------------------------------------

   You will entercounter High Sorceress Izbelah who makes a runner.
   You can disable all the traps on the bridge at x=910 y=710. Enter the cave.

--( AR 6101 - Dragon's Eye Level 1 )-------------------------------------------

(-) Get the rope from the bridge at x=1757 y=1200.

(-) Get the wyvern stingers by killing wyverns near x=700 y=2060.
   (They look like daggers when dropped on the floor.)

(-) Use the door at x=2800 y=2000, it's locked but you get a hint on how
   to open it. Use the torture device at x=2911 y=1470 to open the door.
   Rush down south through the door and free the prisoners. Speak with
   Nheero Fhutma (x=2610 y=247) for information about the Dragon's Eye.
   You will learn about the Histachii Transformation, wyvern poison and
   the alchemy lab.

(?) There is a mage (x=3265 y=2420) in the prison which will attack you once
   he is done casting protective spells. He also casts non-detection and
   improved invisibility on the troll. In one occasion I talked to him and
   told him he should get some rest. After I rested and woke up he moved to
   the troll and starting buffing it and himself. He dropped the 7th circle
   spell "Malavon's Rage".

(-) Go past the swinging blades (preferable with a high dex character) and
   disable the blades with the switch at x=2315 y=620. Kill commander
   Grisham. Place fire agate gems in the five braziers. Enter the passage
   in the altar (x=3060 y=440).

--( Dragon's Eye Level 2 - AR 6102 )-------------------------------------------

(-) Nheero Fhutma to tell him about it. Accept his assigment to find
   Mandal's sword. Mandal Graye's spirit will appear at his body.

(-) Travel west and talk to Nathaniel (x=290 y=1200), you can trade with him.
   Just south is a Yuan-Ti pyramid and the alchemy lab (x=1900 y=2500).

(-) Exit the area through the opening at x=2900 y=2080.

--( AR 6103 - Dragon's Eye Level 3 )-------------------------------------------

(-) Make your way through the snake room to x=750 y=1580. Kill all
   the slimes that spawn. Have your rogue search near x=740 y=1480, use
   your thieving skills on the weak spot, it will open up a new area.
   Explore.
 ! Mandal's sword can be found on the ground x=2390 y=1590,
   it's being guarded by a Iron Golem. Pick it up and bring it to back
   to Mandal (AR 6102 x=2550 y=1260). Mandal will show you where he lost
   his modified mandrake root. Go to Ancient Wyverns cave entrance on
   level 1 (AR 6101 x=1750 y=1960), you need the rope here to descent.
   Kill the wyvern and pickup the roots (x=2198 y=1990).

(-) Tell Nheero that you have found the modified mandrake root. Agree to help
   him and go to the alchemy lab on level 2 (AR 6102 x=1900 y=2500). Place
   the modified mandrake into the table at x=2020 y=2440. You can
   intimidate the alchemist D'hey-jazerrion into making the potion or do it
   yourself. Pull the lever at x=650 y=2450 to start the process. Afterwards
   put the original mandrake root back in the table.
 ! While we are here you can make wvyern poisons by putting the 4 wyvern
   stingers into the table at x=1850 y=2520.

(-) Return to Nheero with the Sabotaged Histachii Brew. Ask him about the
   strange creatures with purple skin and severals eyes and tentaccles
   (Feyrs); you can find Nheero later after his transformation in the library
   on level 2.
 ! You can use the potion yourself immediatly to get passed the mind warded
   room on level 3 (x=1730 y=550) but you will miss out a lot of dialogue and
   information.

(-) Talk to Nheero at the egg shells on level 2 (x=440 y=390), if he's already
   transformed back you can find him in the alchemy lab. You can ask him for
   another sabotaged potion or make one yourself. Ask about the Feyrs again, he
   will offer to further study it in the level 3 study room. (Be sure to have
   visited it.)

(-) Go to the room guarded by the Sseth's Eye (x=1730 y=550) and drink the
   sabotaged brew, you can enter safely. Loot the cupboard (x=1920 y=130)
   and you will find out if was actually a switch. It will lower the
   drawbridge at x=1600 y=1750, go there and wipe out all the Efreetis.
   (Holy Word + Acid Storm combo works really well.)

(-) Talk to Thorasskus (x= y=) a couple of times, he is disguiged as a child.
   Eventually he will transform into his own form, kill him and use the passage
   at x=2000 y=2450. If he flees you can find him at the snake statue.

--( The Holy Avenger )---------------------------------------------------------

   You will fall down into the storage room.  Be sure to loot the Medallion
   of the Lost Followers from the containers. With this item you will be able
   to obtain the Holy Avenger. Before leaving Dragon's Eye backtrack to the
   Kuldahar Graveyard (AR 6002). With the medallion in your inventory take a
   closer look at the grave at x=1330 y=850.

   One of the more interesting battles in the game, you will be facing 6
   high level characters:

   Atalaclys the Lost - Mage (Undead Male, Chaotic Evil)
   Str 10, Dex 20, Con 10, Int 30, Wis 20, Cha 9

   Broken Khree - Monk (Undead Male, Chaotic Evil)
   Str 18, Dex 20, Con 18, Int 12, Wis 10, Cha 10
   Has boots of speed.

   Inhein-Who-Was-Taken - Cleric (Undead Female, Chaotic Evil)
   Str 10, Dex 20, Con 10, Int 30, Wis 20, Cha 9
   Memorized Draw Upon Holy Might, Hold Person, Animate Dead, Circle of
   Blades, Divine Shell, Blasphemy, Symbol of Hopelessness, Tremor.

   Jaiger of the Fanged Seasons - Fighter (Undead Male, Chaotic Evil)
   Str 18, Dex 20, Con 14, Int 10, Wis 10, Cha 10
   Uses bow and arrows (WF), able to cast Hold Person, Dispel Magic and Cure
   Cricital Wounds.

   Kaervas Death's Hand - Fighter (Undead Male, Chaotic Evil)
   Str 30, Dex 18, Con 20, Int 9, Wis 9, Cha 9
   Uses an axe (WF).

   Veddion Kairne - Fighter (Undead Male, Chaotic Evil)
   Str 30, Dex 18, Con 20, Int 19, Wis 19, Cha 20
   Uses a Warhammer +1 (WF).

   You don't have to kill them to get the Holy Avenger, just pick it up from
   the floor.

   Normal mode: "Cera Sumat", Holy Avenger - a one handed large sword.
                Damage 1d8 +5
                Attack bonus +5
                Enchantment +5
                Damage type: Slashing
                Special: +2d6 against evil creatures (Holy)
                         +15 Magic resistance
                         can cast Dispel Magic, no limit per day.

(-) If you do go back for the Avenger you will come through Kuldahar. You will
   notice all the NPC are lined up in the village. Talk to Nathaniel; learn
   that he has never been inside Dragon's Eye. Return back to the Nathaniel
   in Dragon's Eye and confront him, he will morph into Rakshasa Maharajah.


(-) Pour the wyvern poisons into the four pools.
   South-east pool x=3060 y=2160
   North-east pool x=2900 y=200
   North-west pool x=550 y=240
   South-west pool x=605 y=2150
   Enter the now open door at x=3000 y=1350.


===============================================================================
==( CH5.5 - Dragon's Eye Exit - AR 6104 )======================================
===============================================================================

(-) Day Five
   Head east and follow the path until you reach the bridge. Repair the bridge
   with ropes. Talk to Archon (x=850 y=1450) and travel to Lord Pyros' domain.
   Gathering information by speak with Ambassador Jasper (x=1950 y=1630).
   Talk to archon and go to the embassy for some minor treasures. Head for the
   Field of Slaughter exit. Kill Zil-t'yor and exit the area.

(-) Day Four
   Head for the ambassy and talk to Jasper. Go to Pyros' Domain and watch
   Inquisitor Venomin kill Lord Pyros. Go back to the ambassy and speak with
   Venomin. Next destination is the amphitheathre, talk to one of the
   Flamewalkers to learn about the trial. It seemed I was stuck until I
   encountered King Lothar summoning Efreeti's at x=3200 y=1500.

(?) At this point I think my game was bugged, Yuan-Ti priests and thieves
   spawned everywhere as well as a lone Iron Golem, which was quickly killed
   by King Lothar. It seemed like all the monsters from Dragon's Eye
   level 1 spawned here, including wyverns dropping stingers.
   After all this I could go the Field of Slaughter exit.

(-) Day Three
   Speak to Lord Pyros. If you have an antidote potion in your inventory
   you can offer it to him. Learn about the play. From Lord Pyros' location
   move north, the walkway (x=1950 y=1600) will flash and Venomim will
   approach Lord Pyros. He informs him that Izbelah is innocent.
   Visit King Lothar's Citadel. Lothar and Pyros will have a little
   discussion. Afterwards you need to go to the amphitheater and watch
   the play. Revisit King Lothar's Citadel and overhear the conversation
   Lothar has with Venomin, he will get angry with you for eavesdropping.
   Exit through the Fields of Slaughter.

(-) Day Two
   Speak to Archon and have him take you to the lava mephit lair, loot
   the chest - you need fairly high Open Lock skill. Talk to Lothar and
   witness the trial. Save your game and proceed to the exit at the
   Fields of Slaughter.

(-) Day One
   Hurry to Archon and go to the ambassy. Kill Izbelah before she casts
   the tempral statis spell, loot her corpse and go the exit at the Fields
   of Slaughter.

--( AR 4103 - Nickademus Favor )-----------------------------------------------

   You will get teleported to the Ice Temple, kill all the demons and
   fiends. Once you are ready exit through the staircase on the right.


===============================================================================</pre><pre id="faqspan-2">
==( CH5.6 - Fields of Slaughter )==============================================
===============================================================================

   Almost finished the chapter!

--( AR 6200 )------------------------------------------------------------------

(-) Talk to Blah'mah with your best dialogue character, he will take
   you to see his leader Kratuuk. Agree to kill M'darfein the lich, he will
   give you a key to open the gate to the east.
   Speak with Gorg (x=2420 y=1130) and kill the lich (x=1740 y=1970).

(-) Be sure to loot the Vial of Elven Holy Water from the elven corpse.
   Purify the waterfall by using the vial on x=3340 y=1600.

(e) Fight your way until you reach the world map, travel to the Severed Hand.


===============================================================================
==( CH6.1 - The Severed Hand Level 1 - AR 6301 )===============================
===============================================================================

   It's possible to bluff your way in at the entrance. If unsuccesfull
   you might still learn that the severed hand has a Minister of Foreign
   Affairs. Make your way into the severed hand where you will encounter
   Zigma.

(-) Speak to Xavier Townsend (x=1340 y=490) for a lot of background
   information.        Ask to see the envoy imprisoned in the tower, he will
   redirect you to captain of the guard.
   GET THE DELEGATE PASS, with it you can travel unmolested through
   most of the severed hand. This opens up a lot of extra quests.

(-) Talk to Jerre Stoh (x=700 y=1700) and gain valuable information about
   the demons. Speak to the Glabrezu Guard, but not with an Aasimar.

(-) Talk to Ysha (x=470 y=1520) and agree to help her with the construction
   plans. Find Kav Lathram (AR 6302 x=1100 y=500) on the second floor who
   can alter the documents, then return to Ysha for some XP.

(-) Meet with Vashti Zerran (x=2230 y=780). She wants you to talk to the cook
   about allocating more food to the slaves. Miram, the cook can be found on
   level 4 (AR 6304 x=535 y=830). She is not very helpful, return to Vashti.
   A short cinematic will follow showing you how you spot the thief. Talk to
   Zaem (x=2583 y=1270). Bring him the ring of Nourishment which can be found
   on level 2 at x=1100 y=500. Report to Vashti for some XP.

(e) Head up the stairs at x=1600 y=2050.


===============================================================================
==( CH6.2 - The Severed Hand Level 2 - AR 6302 )===============================
===============================================================================

(-) Talk with Roga Thulc (x=1760 y=2000), he has heaps of information about
   the Severed Hand. Roga will ask you to convince Vylu on level 2 to stop
   her pranks (AR6302 x=470 y=980), but she has a mental disorder.

(!) Get the ring of Nourishment and the Virulent Agent from broken barrel
   at x=1100 y=500.(!) Help Fynne and Tasha (x=1650 y=580) by killing the
   Demonic Construct. Loot the Tainted Demon's Blood and find the Diary of
   Garuk Katah.

(!) Talk to Vese Nejj (x=2700 y=920), he wants you to find a solution to a
   portal puzzle in the Mage Tower. Accept his mission. Check the Mage Tower
   section on what to do, return and insist on a reward. You'll be able to get
   a Iron Will, Greater Fortitude or Lightning Reflex tattoo, a free feat!

(-) Grab the Diary of Zaem Astyr from the bookcase (x=570 y=1460).

(-) Stormlord Garuk Katah (x=2070 y=690) tells you a tiny bit about the
   Globe of Essence.

(e) Go up the stairs at x=1400 y=1354.


===============================================================================
==( CH6.3 - The Severed Hand Level 3 - AR 6303 )===============================
===============================================================================

   North-east -> War Tower
   East -> Cleric Tower
   South -> Officer Tower
   West -> Wizard Tower

(-) Talk to Yxbudur'zmutkimdu, you will have some interresting dialogues
   with a high Bluff/Diplomacy character. He is impressed and will let
   you go alive, 1500 XP. (High INT?)

(!) Get the Bonding Agent from the cabinet at x=410 y=750.

(!) Get the Iyachtu Xvim Holy Symbol from the cabinet at x=800 y=1800.

(!) Get the Illmater Holy Symbol from the desk at x=1860 y=1834.

(e) Go up the stairs at x=1370 y=1610.


===============================================================================
==( CH6.4 - The Severed Hand Level 4 - AR 6304 )===============================
===============================================================================

(!) Talk to Riki (x=1160 y=755), agree to poison the guards food supply.
   You need the following ingredients:
   Virulent Agent (Severed Hand Level 2)
   Tainted Demon's Blood (Severed Hand Level 2)
   Bonding Agent (Severed Hand Level 3)
   An alchemy lab (AR 6302 x=2690 y=1360) can be found on the second floor
   of the Severed Hand. Ask Draceins permission to use the lab, it should be
   alright as long as you have the delegate pass. Put all the 3 ingredients
   in the table and wait a few moments. Now get the Lethal Virulent Poison and
   go to kitchen. Put the poison in the food supply at x=870 y=750.

   You need a fairly high alchemy skill, probably 20 or more - I
   couldn't do it with 19 alchemy?

   The alternative way of doing it is to kill all the guards in the room at
   x=2200 y=1600. Report back to Riki and he will redirect you to imprisoned
   cleric in the War Tower.

(!) Learn how to destroy the demons by showing the Dairy of Garuk to
   Hatemaster Drothan (x=2230 y=940).

(!) Get the Chain of Drakkus out of the chest at x=2020 y=1840.

(e) Head for the Wizard Tower.

===============================================================================
==( CH6.5 - The Severed Hand Towers )==========================================
===============================================================================


--( The Wizard Tower - AR 6400 )-----------------------------------------------

                                ..-(1+6)-..
                           .--""'   / \   '""--.
                         ."        |   |        ".
                       ."          |   |          ".
                      /           /     \           \
                     /           |       |           \
                   (3)-----------+-------+-----------(4)
                    / "-.       /         \       .-" \
                   .'    ".    |           |    ."    '.
                   |       "-. |           | .-"       |
                   |          )-.         .-(          |
                   "         |   ".     ."   |         "
                    \       /      "-.-"      \       /
                    ".     |      .-' '-.      |     ."
                     \     |    ."       ".    |     /
                      \   /  .-"           "-.  \   /
                       ".|.-"                 "-.|."
                        (5)                     (2)
                           "--..           ..--"
                               '""-------""'

(e) Connect the dots in the order shown above and you will be teleported into
   the Mage Tower. :)

(!) Loot Orrick the Grey's Spellbook from the brazier (AR 6401 x=590 y=320).

(e) Go up the stairs at x=930 y=790.

(!) Get Orrick's Book of Mythal from the bookshelf (AR 6402 x=820 y=230).

(!) Get the Tome of Illmater from the bookshelf (AR 6402 x=205 y=230).

(e) Go up the stairs at x=640 y=730.

(!) Get Larrel's remains from the container.

(!) If you want to solve the puzzle quest, first report to Vese Nejj!
   DO NOT SPEAK TO ORRICK BEFORE THAT!

(-) Talk to Orrick, be very thourough. In case you finished Vese's quest,
   confess "I may have tipped to scales in their favour, Orrick" for some XP.

(e) Head for the War Tower.

--( AR 6700 - War Tower )------------------------------------------------------

   You enter in the War Tower's central jail cell. Get the prison key from the
   table and free the prisoners.

(!) Talk to Toral Sorn -> read "Ilmater Sanctification Ritual" section below.

(-) Talk to Ormis Dohor, someone transformed into a Lemure. Agree to help him.
   See the Cleric Tower section.

(-) Speak to Puddy Talltale, promise to speak to Orrick about a safe way out.

(e) Go up the stairs to the second floor.

(!) Get the Bonds of the Faithful from the torture rack (AR 6701 x=250 y=309).

--( AR 6500 - Cleric Tower )---------------------------------------------------

   The first floor is where you perform the ritual, check the
   Ilmater Sanctification Ritual section below for further details.

(*) You will encounter Yquog on the first floor - the statue room, if you
   didn't kill him in Fortress Cave (chapter 1).
   Show him the bodies of a cat and/or woman and/or a man, you get extra
   XP for this. Yquog will attack nonetheless.
   You can find a cat on the second floor in the Cleric Tower,
   a male body on the third floor in the Officer Tower and
   a female body on the second floor in the War Tower.

(e) Go up the stairs to the second floor.

(-) You need six Holy Xvim Symbols to use the portal, they can be found at:
   Severed Hand Level 2 - Guards guarding the Globe of Essence (2).
   Severed Hand Level 3 - Cabinet at x=800 y=1800.
   Cleric Tower Level 2 - Two symbols.
   Cleric Tower Lever 3 - Two more Symbols

   Equip the Xvim Holy Symbols and go through the portal (AR 6501).

   Kill Tyrannar Brutai Mar for the Monk's Antidote (AR 6503). Go the first
   floor of the Water Tower and give the antidote to Ormis Dohor.

(e) Go up the stairs to the third floor.

(-) You will see Ruinlord Mayzom Col having a lecture. Kill them all for
   the Xvim Holy Symbols.


===============================================================================
==( CH6.6 - Ilmater Sanctification Ritual )====================================
===============================================================================

(-) Toral Sorn wants you to perform the Ilmater Sanctification Ritual,
   you need four items:
   Tome of Ilmater (Wizard Tower)
   Ilmater Holy Symbol (Severed Hand Level 2)
   Bonds of Suffering (War Tower second floor)
   Tears of the suffering (From Jerre, Severed Hand Level 1)

(-) Head to the first floor of the Clerics Tower and "talk" with the
   Ilmater statue. Place the items on the pedestal and start the ritual.
   The Iyachtu Xvum Statue proposes an alliance - Isair and Madae will not
   be able to summon demons in the final fight if you agree to slay 10
   slaves. Doing this will pervent you from completing the ritual, so you
   won't be able to free the Severed Hand slaves. You can not choose this
   option with a paladin in your party. Reject his offer.

   Iyachtu Xvim - Tanari (1)Cleric/(8)Fighter/(18)Wizard - Lawful Evil
   Str 24, Dex, 24, Con, 22
   Int 16, Wis 16, Cha 18
   Casts: Sunfire, Chainlightning, Fiery Cloud,
          Great Shout, Gate and Meteor Swarm.
   Very vulnerable to Cold and Electricity damage.

   He dropped a very nice axe in normal mode:

   Greataxe of Cleaving +5 (Two-handed Axe)
   Damage: 1d12 +5
   Attack Bonus: +5
   Enhancement: +5
   Damage type: Slashing
   Special: +2d6 slashing damage

(-) Continue with the ritual. Check your inventory, you should get the
   Holy Water of Corellon Larehtian. Return to Toral Sorn for some xp.

(-) Go to the pool room on the third level of the  Severed Hand. Purify
   the radiant pool by pouring Holy Water in.

(-) Destroy the Globe of Essence (AR 6302 x=2150 y=600).

(-) Note: The guards will have 2 Holy Xvims, so you probably have 6 now. That
         means you can now travel through the portal on the second floor of
         the Cleric Tower.

(-) Go to the first floor of the Hand and kill the Glabrezu Guard. Talk to
   Jerre Stoh to free the slaves.

(-) Return to Toral Sorn in the War Tower jail cell.

(-) Speak to Riki on the fourth floor of the Hand. Head for the Officer Tower.

--( The Final Battle )---------------------------------------------------------

(-) Kill everything in sight on your way to the top floor of the Officer
   Tower.
   You will interrupt a conversation between Captain Pudu and Vyxein. You
   need Captain Pudu's key so you can open the door at the top of the War
   Tower.

(!) ONCE YOU ENTER THE TOP LEVEL OF THE WAR TOWER YOU CAN NOT GO BACK!

(-) You will meet Nalakore at the top of the War Tower, defeat her and
   get your party ready for the final battle.


===============================================================================
==( Legal Information )========================================================
===============================================================================

   Icewind Dale II © 2002 Interplay Entertainment Corp.

   The BioWare Infinity Engine © 1998-2002 BioWare Corp.

   Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN REALMS, the
   FORGOTTEN REALMS logo, DUNGEONS & DRAGONS, the D&D logo, Wizards of the
   Coast and the Wizards of the Coast logo are trademarks of Wizards of the
   Coast, Inc., a subsidiary of Hasbro, Inc.

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