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Return to the Cooper's house and inform him of what you learned from Quinn
Silverfinger. He will be very grateful for the information, and you will receive 20,000 exp. Now what can be done about his wife and daughter? Let's try to get his daughter to go home.
Return to The Whistling Gallows Inn
-----------------------------------
Once you return to the Inn, begin a conversation with Ambere Dunn, the drunk woman. Mention her husband and she will strike up a conversation about how she hates it in the north. With the earlier advice you gave to her husband, the family may be moving south soon. Convince her to return to her husband's house for a cool 15,000 exp. Two down, one to go. Let's return to the well and talk to Hailee.
Return to the Well
------------------
When you return and attempt to send Hailee back to her father's house, she refuses to go. If you have previously talked with her mother and father about
Hailee, you will reveal that her story is a lie and will receive 15,000 exp.
When she tells you that she has a secret, you can offer to pay her (1gp) for it. Upon learning the secret you will gain another 15,000 exp.
EXTRA: If you have a Bard, ask Hailee about secrets. She will be stubborn and refuse to share hers, but you can make up a children's story for her. This will get you an additional 15,000 exp. But to do this, you have to talk to Hailee with your Bard.
Once you have done the above, you should tell her that life at home will be different from now on. You will convince her to return home, and will receive another 15,000 exp to boot!
---------------------------------------------
The Cartwright (x 1550 y 719 AR 9106, 9107)
---------------------------------------------
Floor 1: (AR 9106)
-------------------
Finally, the home of the rather infamous Baldemar Thurlow. You can talk to his wife, who is downstairs, but the man you want to see is upstairs. But while you are downstairs, you should search the cabinet at (x 520 y 211) for:
4 Elixers of Health
And now, upstairs!
EVIL: Killing Baldemar's wife will net you: 54gp
Floor 2: (AR 9107)
-------------------
You will find Baldemar in his study (x 775 y 452). Boy, he sure is suspicious! He will give you more information about the one-eyed man who came to see him a short time ago. You should also be sure to check the cabinet farther back at (x 396 y 274) to find a note that will prove to be enlightening. There is nothing more to do at the moment. We will return, though.
EVIL: Killing Baldemar Thurlow will get you: 47gp
---------------------------------------
Brothers Cabin (x 326 y 392 AR: 9108)
---------------------------------------
This is the home of Lonelywood's premier scholars. Their conversation proves to be mildly entertaining, but they are of no other use, at least for now.
EVIL: Killing Doogal will get you:
1400 exp. 53gp
Charged Battle Axe +2
Studded Leather Armor +1
---------------------------------------
The Boathouse (x 1088 y 1592 AR 9109)
---------------------------------------
Thom Farold is the town boatmaker. He isn't really very useful at the moment, but there is a chest at: (x 483 y 186) with:
Pearl
Light Crossbow
Bolt +2 (x20) and another chest at (x 400 y 274) with:
Bottle of wine
He has a helper, Young Ned, who can be found just outside and a bit to the west of the house entrance. He will become useful later when you have a need to travel on the seas.
EVIL: Killing Thom Farold, the boatmaker, will get you: 100gp
It is uncertain whether it is possible to kill Young Ned.
---------------------------------------
Purvis' Shack (x 3358 y 1331 AR 9110)
---------------------------------------
Purvis isn't terribly helpful, or personable. After all, he does bury dead people for a living. He will be of more use later.
EXTRA: If you aren't in to grave robbing, you could just pickpocket
Purvis instead. Doing this yields a Ring of Free Action. (these rings are wonderful; get as many as possible!) Interestingly enough, after you return from the Barbarian Camp, you can pickpocket him AGAIN for more items!
EVIL: Don't like the gravedigger's mannerisms? Kill him and you will get: 87gp
Potion of Extra Healing
Short Sword of Backstabbing
Boots of Stealth (+35% to Stealth)
Cloak of Non-Detection
--------------------------------------------
Merchant Warehouse (x 2141 y 2696 AR 9100)
--------------------------------------------
Rawleigh Gallaway is upset that trade has been disrupted. When asked about barbarians, he can show you the location of their camp on your map. That's about all for now. He also has two assistants roaming nearby named Karrl and
Jemeliah.
EVIL: If you want, you can kill the merchants. From Karrl you will get:
Leather Armor
Short Sword 2gp
Jemeliah will net you:
Leather Armor
Dagger
Finally, their boss, Rawleigh Gallaway, will drop:
Chainmail Armor
Potion of Healing
Short Sword +2
Well, now that you have explored the town, it is time to pay these barbarians a visit.
----------------------------------
| Did You Remember To... |
----------------------------------
| * Pickpocket Kiernan and |
| Purvis? |
| * Talk to Murdaugh in the Inn? |
| * Find the Boots of the North |
| in the Cooper's House? |
| * Find Kiernan's secret |
| chamber? |
----------------------------------
==============================================================================
2. The Barbarian Camp
==============================================================================
Leave the town from the east, and you will come across the outskirts of the barbarian camp. You will be confronted by a company of barbarians led by
Angaar. A cut scene begins. You will eventually find yourself in front of the newly-risen barbarian chief, the infamous Wylfdene!
When you first greet Wylfdene, you can either tell him you come on behalf of the Ten-Towns, or you can ask him what he meant about Jerrod's spirit.
Choose the second option for 84,000 exp. (you won't get another opportunity to choose this option, so take it now!) You can then attempt to forge a peace treaty on behalf of Lonelywood, but it will fail. However, you will receive
84,000 exp for the effort.
NOTE: During the conversation with Wylfdene, you will receive an additional 84,000 exp. if you choose the "I know of no assassin" option instead of "I am no assassin." (contributed by Heng Lok)
Wylfdene thinks you are another assassin sent to kill him. Hjollder will come to your defense, but is banished to Burial Isle. You are to be taken outside the camp and executed. If your lead character has a high enough INT score, you can ask Angaar why you are to die, and ask what will happen to
Hjollder to receive 42,000 exp. If you can convince Angaar to let you go, you will receive another 42,000 exp.
Don't stop there! Ask him about Wylfdene and receive ANOTHER 42,000 exp!
If your lead character does NOT have a sufficient INT score, you will have to fight a small group of barbarian warriors. Under no circumstance should you allow Angaar (who will not fight) to be hit with any of the party's attacks. If you do, and Angaar dies, your game is more or less over. So don't let Angaar die!
NOTE: I find it... amusing that Angaar has a brother named Raag. Now, either I am so sleep-deprived that I am seeing things, or the name
Angaar looks a whole lot like Anger, while Raag looks like Rage.
Very creative!
You are done here for the time being. You should return to Lonelywood.
Return to Lonelywood
--------------------
Go and meet Purvis (x 3538 y 1705), who is outside working. Apparently, someone has died since you left. Ask him about it.
EXTRA: Oddly, you can pickpocket Purvis again after returning from the
Barbarian Camp. This time you will receive:
Ring of Free Action
Oil of Speed
You will need to pickpocket 2 separate times to get both. Where did
Purvis get the extra items anyway? Perhaps from Digby, the deceased brother?
Who knows. Take them and move on.
Emmerich Hawk
-------------
He can fill you in on more information regarding the recent death.
At any time after the death of the first brother, you may encounter a
Greater Werewolf out on the streets of Lonelywood at night. You can either kill it, or you can ran away and spare it. Either way is acceptable, but it is better to run than to kill it. After all, some men can turn into werewolves, right? Later, you will be able to identify who the werewolf is, and you will receive a greater experience reward for not killing the wolf. If you do encounter it on the streets, it is best to just duck into a building and wait it out. The inn is preferable because you can rest until dawn.
Return to the Cooper's house and inform him of what you learned from Quinn
Silverfinger. He will be very grateful for the information, and you will receive 20,000 exp. Now what can be done about his wife and daughter? Let's try to get his daughter to go home.
Return to The Whistling Gallows Inn
-----------------------------------
Once you return to the Inn, begin a conversation with Ambere Dunn, the drunk woman. Mention her husband and she will strike up a conversation about how she hates it in the north. With the earlier advice you gave to her husband, the family may be moving south soon. Convince her to return to her husband's house for a cool 15,000 exp. Two down, one to go. Let's return to the well and talk to Hailee.
Return to the Well
------------------
When you return and attempt to send Hailee back to her father's house, she refuses to go. If you have previously talked with her mother and father about
Hailee, you will reveal that her story is a lie and will receive 15,000 exp.
When she tells you that she has a secret, you can offer to pay her (1gp) for it. Upon learning the secret you will gain another 15,000 exp.
EXTRA: If you have a Bard, ask Hailee about secrets. She will be stubborn and refuse to share hers, but you can make up a children's story for her. This will get you an additional 15,000 exp. But to do this, you have to talk to Hailee with your Bard.
Once you have done the above, you should tell her that life at home will be different from now on. You will convince her to return home, and will receive another 15,000 exp to boot!
---------------------------------------------
The Cartwright (x 1550 y 719 AR 9106, 9107)
---------------------------------------------
Floor 1: (AR 9106)
-------------------
Finally, the home of the rather infamous Baldemar Thurlow. You can talk to his wife, who is downstairs, but the man you want to see is upstairs. But while you are downstairs, you should search the cabinet at (x 520 y 211) for:
4 Elixers of Health
And now, upstairs!
EVIL: Killing Baldemar's wife will net you: 54gp
Floor 2: (AR 9107)
-------------------
You will find Baldemar in his study (x 775 y 452). Boy, he sure is suspicious! He will give you more information about the one-eyed man who came to see him a short time ago. You should also be sure to check the cabinet farther back at (x 396 y 274) to find a note that will prove to be enlightening. There is nothing more to do at the moment. We will return, though.
EVIL: Killing Baldemar Thurlow will get you: 47gp
---------------------------------------
Brothers Cabin (x 326 y 392 AR: 9108)
---------------------------------------
This is the home of Lonelywood's premier scholars. Their conversation proves to be mildly entertaining, but they are of no other use, at least for now.
EVIL: Killing Doogal will get you:
1400 exp. 53gp
Charged Battle Axe +2
Studded Leather Armor +1
---------------------------------------
The Boathouse (x 1088 y 1592 AR 9109)
---------------------------------------
Thom Farold is the town boatmaker. He isn't really very useful at the moment, but there is a chest at: (x 483 y 186) with:
Pearl
Light Crossbow
Bolt +2 (x20) and another chest at (x 400 y 274) with:
Bottle of wine
He has a helper, Young Ned, who can be found just outside and a bit to the west of the house entrance. He will become useful later when you have a need to travel on the seas.
EVIL: Killing Thom Farold, the boatmaker, will get you: 100gp
It is uncertain whether it is possible to kill Young Ned.
---------------------------------------
Purvis' Shack (x 3358 y 1331 AR 9110)
---------------------------------------
Purvis isn't terribly helpful, or personable. After all, he does bury dead people for a living. He will be of more use later.
EXTRA: If you aren't in to grave robbing, you could just pickpocket
Purvis instead. Doing this yields a Ring of Free Action. (these rings are wonderful; get as many as possible!) Interestingly enough, after you return from the Barbarian Camp, you can pickpocket him AGAIN for more items!
EVIL: Don't like the gravedigger's mannerisms? Kill him and you will get: 87gp
Potion of Extra Healing
Short Sword of Backstabbing
Boots of Stealth (+35% to Stealth)
Cloak of Non-Detection
--------------------------------------------
Merchant Warehouse (x 2141 y 2696 AR 9100)
--------------------------------------------
Rawleigh Gallaway is upset that trade has been disrupted. When asked about barbarians, he can show you the location of their camp on your map. That's about all for now. He also has two assistants roaming nearby named Karrl and
Jemeliah.
EVIL: If you want, you can kill the merchants. From Karrl you will get:
Leather Armor
Short Sword 2gp
Jemeliah will net you:
Leather Armor
Dagger
Finally, their boss, Rawleigh Gallaway, will drop:
Chainmail Armor
Potion of Healing
Short Sword +2
Well, now that you have explored the town, it is time to pay these barbarians a visit.
----------------------------------
| Did You Remember To... |
----------------------------------
| * Pickpocket Kiernan and |
| Purvis? |
| * Talk to Murdaugh in the Inn? |
| * Find the Boots of the North |
| in the Cooper's House? |
| * Find Kiernan's secret |
| chamber? |
----------------------------------
==============================================================================
2. The Barbarian Camp
==============================================================================
Leave the town from the east, and you will come across the outskirts of the barbarian camp. You will be confronted by a company of barbarians led by
Angaar. A cut scene begins. You will eventually find yourself in front of the newly-risen barbarian chief, the infamous Wylfdene!
When you first greet Wylfdene, you can either tell him you come on behalf of the Ten-Towns, or you can ask him what he meant about Jerrod's spirit.
Choose the second option for 84,000 exp. (you won't get another opportunity to choose this option, so take it now!) You can then attempt to forge a peace treaty on behalf of Lonelywood, but it will fail. However, you will receive
84,000 exp for the effort.
NOTE: During the conversation with Wylfdene, you will receive an additional 84,000 exp. if you choose the "I know of no assassin" option instead of "I am no assassin." (contributed by Heng Lok)
Wylfdene thinks you are another assassin sent to kill him. Hjollder will come to your defense, but is banished to Burial Isle. You are to be taken outside the camp and executed. If your lead character has a high enough INT score, you can ask Angaar why you are to die, and ask what will happen to
Hjollder to receive 42,000 exp. If you can convince Angaar to let you go, you will receive another 42,000 exp.
Don't stop there! Ask him about Wylfdene and receive ANOTHER 42,000 exp!
If your lead character does NOT have a sufficient INT score, you will have to fight a small group of barbarian warriors. Under no circumstance should you allow Angaar (who will not fight) to be hit with any of the party's attacks. If you do, and Angaar dies, your game is more or less over. So don't let Angaar die!
NOTE: I find it... amusing that Angaar has a brother named Raag. Now, either I am so sleep-deprived that I am seeing things, or the name
Angaar looks a whole lot like Anger, while Raag looks like Rage.
Very creative!
You are done here for the time being. You should return to Lonelywood.
Return to Lonelywood
--------------------
Go and meet Purvis (x 3538 y 1705), who is outside working. Apparently, someone has died since you left. Ask him about it.
EXTRA: Oddly, you can pickpocket Purvis again after returning from the
Barbarian Camp. This time you will receive:
Ring of Free Action
Oil of Speed
You will need to pickpocket 2 separate times to get both. Where did
Purvis get the extra items anyway? Perhaps from Digby, the deceased brother?
Who knows. Take them and move on.
Emmerich Hawk
-------------
He can fill you in on more information regarding the recent death.
At any time after the death of the first brother, you may encounter a
Greater Werewolf out on the streets of Lonelywood at night. You can either kill it, or you can ran away and spare it. Either way is acceptable, but it is better to run than to kill it. After all, some men can turn into werewolves, right? Later, you will be able to identify who the werewolf is, and you will receive a greater experience reward for not killing the wolf. If you do encounter it on the streets, it is best to just duck into a building and wait it out. The inn is preferable because you can rest until dawn.
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