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Electrum Door
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Open the door and head north. You will come to a room filled with ghosts.
On the eastern wall, at (x 2695 y 645) is a secret door. GO east. There are more undead here for your killing pleasure, as well as a coffin (x 3080 y 520). Search it to find:
Bronze Key
On the north wall, at (x 2920 y 420) is a secret door. Open it and head north. On the north wall of the next room, at (x 2620 y 290) is another secret door. Continue to the north if you simply MUST slay all undead.
Otherwise, return to the Circular Room, unlocking the remaining doors. (do not enter through any of them, though) Once you have unlocked all of the doors, you will hear a sound. You are now able to pass through the locked, non-descript door on the northeast wall (x 2355 y 1210).
Vault of the Watchknights
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You will enter a room that apparently houses the Undead Convention of 2001. (lots of undead) On the eastern wall, at (x 2907 y 990) is a secret door.
Open the door and enter through to reach the last chamber.
This is the final resting place of the four Watchknights that you have read about in the four Tales. In each tale, you may recall that each Watchknight fought the azure wyrm with a particular weapon. If you take the time to search the four coffins in this room, you will notice that each one contains a weapon from one of the four tales. This is how you determine which coffin belongs to which Watchknight.
You need to place each tale in its respective coffin. Use the above-mentioned hints if you would like to do this on your own. If you are in a hurry, however...
1. Go to the west coffin, located at (x 3000 y 830). Open the coffin. This is the tomb of Sir Erris. Inside, you will find:
Two-Handed Axe +2: Life Giver
Place The Tale of Sir Erris in this coffin. You will be thanked by his spirit.
2. Go to the south coffin, located at (x 3150 y 1020). Open the coffin.
This is the tomb of Sir Giles. Inside, you will find:
Mace +1
Place The Tale of Sir Giles in this coffin. You will be thanked by his spirit.
3. Go to the east coffin, located at (x 3570 y 855). Open the coffin. This is the tomb of Sir Zierkki. Inside, you will find:
Spear +1
Place The Tale of Sir Zierkki in this coffin. You will be thanked by his spirit.
4. Go to the final coffin, located at (x 3410 y 670). Open the coffin.
This is the tomb of Sir Geddian. Inside, you will find:
Long sword of Action +4
Reinforced Large Shield +2
Place The Tale of Sir Geddian in this coffin. You will be thanked by his spirit.
Once you have laid all four of the Watchknights spirits' to rest, you will receive 420,000xp. You are now finished with the Crypt. Head back upstairs to the Abandoned Temple and go outside. From here, head northwest until you reach (x 790 y 355). This door leads to the Keep. You will find that the door is now unlocked, so enter in.
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The Keep - Ground Floor (AR 9711)
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You are once again greeted by the Luremaster. He has come to give you another riddle. The riddle is:
"To understand this shameful tale,
Through princely guards you must prevail.
'Neath unused arms and unstruck mail,
Will you find the coffin's nail."
"'Round and 'round the sun does fly,
And one man left below will die.
His crime? To make the peasant's eye,
Reflect his lord's ignoble lie."
Now, wasn't that cheery? Regardless, you have quite a task - and a fight - ahead of you!
To begin, head north. You will see Spectral Guards posted at the doors on the north wall, as well as on the two staircases on the east and west sides of the room. The guards will not attack you unless you try to pass between them.
They are formidable opponents, so do not fight them until you are ready, and only fight them if you must. (you do not need to fight the two guarding the door on the north wall)
From the center of the room, head west. You will come upon a staircase at (x 215 y 1375). This leads to the upper level, but you will have to fight the guards before you will be able to pass.
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The Keep - Floor 2 (AR 9712)
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Head north, then go east through the door. You will find yourself in a small room with paths heading off to the north, south, and east. For starters, head o the north and south. Here you will find pairs of Water Kin
Elementals. Defeat them, then head through the door to the east.
The next room appears to be a chapel of some sort, but that should not be what immediately grabs your attention. There is a new enemy in this room, one that fans of the Baldur's Gate series should be familiar with - the dreaded
Beholder!! Attack it fast and hard, because it has a number of attacks with which it can charm, stun, and kill you!
After you manage to defeat the Beholder, head east down the hall. There is a door which leads to a room at (x 1928 y 341). In this room is a shelf with:
Power Word: Stun (mage)
Now return to the hallway and continue to the east, heading south when the hallway curves. On the western wall is another door (x 2155 y 510). There is a bookshelf in this room which you should search, for it holds:
History of the Nether Scrolls
It proves to be a short but interesting read. Oh, wait... no it doesn't.
Your party is actually unable to read it. Oh, well... Continue south down the hallway, passing by the next two doorways on the left. You will encounter more Beholders, so be prepared. Continue to follow the path as it curves to the west.
At (x 2070 y 1350) you will find a path that leads south to a library.
Head south and search the bookshelves. The shelf on the left contains:
Acid Storm (mage)
Power Word: Kill (mage)
Disintegrate (mage)
The shelf on the right has an even more valuable treasure:
Tome of Leadership and Influence (permanently increases CHA by 1)
Now head west down the hall. After passing through a door, head north.
You will come face to face with the king of the castle, Lord Maluradek himself! Prepare yourself for a fight! This ruler has a formidable spell library - he can even cast Power Word: Kill, so make sure that your party members remain above 90 hit points. (assuming that they have that many to begin with) When you finally defeat this rascally ruler, you can search his body for the following:
Dead God's Dreaming (+5 vs. Good, casts Emotion: Fear 3/day, Symbol of
Pain 1/day)
Also be sure to search the shelf at (x 1310 y 1020) for:
Maluradek's Journal
This will show you how the king, who is the villain in the stories you have read thus far, views his actions. Head east into the next room. In this room, you will find a secret door on the eastern wall (x 1725 y 880). It will lead you to a small room with some items scattered on the floor at (x 1860 y 797). Search here to find:
Dungeon Key
High Quality Bastard Sword
Full Plate Mail +1
Great Shield +3
Now you should backtrack to the stairs that you came up on, and return to the lower level of the Keep.
The Keep - Ground Floor
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Once you are back on the first floor of the Keep, head to the right side of the room. Take the stairs at (x 2200 y 740) up to the next level. From here, head north. There is a series of bookshelves which line the wall. Most of them only provide books which you have most likely read if you have played other games in the Icewind Dale series. However, check out the bookshelf at (x 1965 y 75) for a couple of spells:
Monster Summoning IV (mage)
Flesh to Stone (mage)
Tenser's Transformation (mage)
In front of the bookshelf at (x 2173 y 225) is your old "friend", Hobart
Stubbletoes. He seeks key on the upper floor of the Keep, and would like you to go and retrieve it for him. No matter what you say to him, however, he views you as uncooperative, and will attack you, but not before revealing his true nature - he is a Rakshasa!! Furthermore, you will be attacked by several
Invisible Stalkers, but the Rakshasa is the primary threat. When he is killed, the Rakshasa will drop:
242gp
Cloak of Non-Detection
Now head back down the stairs to return to the previous level. From the base of the stairs, head south. There is a door at (x 2030 y 1272) which you can open only if you retrieved the Dungeon Key from upstairs. Guess where it leads? The dungeon, of course! Take the set of stairs at (x 2447 y 1539) down to the Dungeon.
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3. The Dungeon
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The Holding Area (AR 9716)
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Go through the door. You will come to another door that is flanked by two levers. Do not pull the levers yet - they do not open THIS door. The door is locked, but you can open it with a Thief, the Knock spell, etc. Open the door and pass through. You will notice several doors on either side of the hall.
These doors are opened by the levers that you found. Pull one of the levers.
The doors on one side of the hall will open, depending on which lever you pulled. Out of these rooms will come a series of enemies, but none of them are as difficult as anything you have faced thus far.
EXTRA: You can pull both levers BEFORE you open the door. If you pull the two levers and then wait, the monsters will begin to fight one another. This means that you will have to face fewer enemies, but you will also receive less experience - the choice is yours.
After you finish the last of the enemies, head north to the door at (x 500 y 227). Unlock and open the door to proceed to the next area.
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The Dungeon (AR 9717)
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Head north a little, but do not enter the room itself. There is barrel at (x 2235 y 955) which contains:
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