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Confront Baldemar Thurlow
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Return to the Cartwright's house. You should go up to Baldemar's study and confront him with the information Wylfdene told you regarding the attempted assassination of the chief. He will reveal his role in the plan, but say that there are higher powers at work. For getting him to confess and to come clean with the other council members nets you a whopping 420,000 exp!
Young Ned
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Hjollder may have been banished to Burial Isle, but he left a lot of unanswered questions. Remember the boatmaker? He will be able to get you to the Isle. Talk to his assistant, Young Ned (x 499 y 1818) and he will reluctantly offer to sail you to the Isle. When you are ready, and adequately equipped, you should travel to the Isle in search of Hjollder.
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3. Burial Isle
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Young Ned: (AR 9300)
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He will wait here (x 2833 y 2445) to take you back to Lonelywood.
NOTE: It is possible to kill Young Ned once you are on Burial Isle. Why you would want to however, is a mystery.
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There are a series of caves on
Burial Isle that all lead to the same general area. What I have done is labeled each of the caves with a letter A through D.
The walkthrough for that section begins at Cave Entrance A.
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Burial Caves
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There are two ways of rescuing Hjollder, the exiled shaman. One way is to traverse through the Burial Caves. The other one is to hop directly to his island. You still need to explore the caves for an item, but you can gain the
280,000 exp. bonus for locating Hjollder, in case you need an experience boost. For full details, look under the section "Rescue Hjollder" below (after the Caves Walkthrough).
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Cave Entrance A (x 3022 y 1916)
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NOTE: The underground walkthrough assumes you entered through Cave Entrance A.
The entrance to this cave is located more or less due north of where you land on the island. Immediately upon entering the cave, you will be greeted by an entourage of Barrow Wights and Wailing Virgins. The latter are especially difficult, and can paralyze and damage your party severely.
Vexing Thoughts (x 3066 y 1151 AR 9400)
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Head north from the entrance, and you will encounter a creature that appears to be a floating set of armor. That's essentially what it is. If you talk with it, it reveals its name as Vexing Thoughts. Its true name was once known to its master, but the master forgot it, and Vexing Thoughts disposed of him. At this point, you have four choices.
1.) Just leave. You don't *have* to do anything here.
2.) Ask it how you can gain control over it. It will ask you to go and kill an innocent. Upon doing this, it then wants you to dedicate the kill to its dark master. I suppose this is a good option for an evil- aligned party. But my Paladin wouldn't stomach it.
3.) The third option is to tell it that you will control it.
4.) The final (and best) choice is to discover its true name.
In response to 3, the spirit armor puts itself in your inventory.
Identifying it reveals it to be a Plate Mail of AC 1, giving the wearer 100% cold resistance, and promises other benefits upon donning the armor. If you do equip it, the armor will kill the wearer. But that's not all. It will also reveal its true form - it's a Chilmandren - and attack the party! He's really tough, but not impossible to kill. My party took him down after inflicting 125 points of damage, so his limit is around there.
EXTRA: Have your weakest attacker who can wear the armor equip it. No sense losing your most powerful fighter!
If you would like to gain mastery over it without destroying it, thus bending its will to serve you, you must discover its true name. However, its previous master, as you may recall, met an untimely end. If only you could speak with the dead. If only there was some way to _Contact Other Plane_ and discover the answer in the beyond. If that hint wasn't obvious enough, you must need to either *update* or *review* your supply of _magic_ ... If you discover its true name, not only do you get the armor, which is a WONDERFUL piece of equipment for this climate, but you can also call on the Chilmandren
_ONE TIME_ to help you out. Save this for a REALLY tough battle...like at the end of the game. You should also be aware that once you summon the
Chilmandren to battle, the Vexed Armor will be destroyed. This will leave its wearer without armor!! Be ready!
EVIL: You can also select to kill an innocent person in order to gain the Vexed Armor. After you kill an innocent, come back and you will gain the Vexed Armor, but if you try to summon the
Chilmandren...watch out!
Whatever you decide, once you are done, it's time to move on.
Treasure Cove #1 (x 2550 y 765)
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Just north of where you meet Vexing Thoughts is a treasure cove. Careful, it's trapped! In the jar at (x 2582 y 824) you will find:
Broken Armor
Elixir of Health
Protection from Cold (scroll)
In the center, at (x 2550 y 765) is:
525gp
Svian's Club (+5 THAC0)
And finally, in the jar at (x 2458 y 790) is:
12 Horn Coral Gems
153gp
If you need to exit the cave, see below. Otherwise, head west from here.
Exit to Cave Entrance D
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If you need to exit the cave, there is an exit due east of Treasure Cove #1 at (x 3640 y 733). It will lead you to Cave Entrance D above ground.
Exit to Cave Entrance C
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If you need to exit the cave, take the stairs to the left of Treasure Cove
#1, at (x 2370 y 660). It will lead you to Cave Entrance C above ground.
Treasure Cove #2
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West of Treasure Cove #1 (and the Exit to Cave Entrance C) is another treasure cove (x 1720 y 760). This one is also trapped. In the jar at (x 1680 y 840) is:
Winter Wolf Pelt
Cloak of Displacement (+4 AC versus Missile Weapons)
In the jar at (x 1865 y 760) you will find:
4 Water Opals
Arrows +2
Chain Mail +1
Battle Axe +1
And finally, in the center, at (x 1720 y 760) you will get:
318gp
Short Sword +4: Blood Iron (Each hit heals 3hp)
Time to move on. Head down the stairs and go west if you need to exit the cave for some reason. Otherwise, return to Cave Entrance A. (where we came in)
Exit to Cave Entrance B
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If you need to exit the cave, take the stairs down from Treasure Cove #2 and head west to (x 2370 y 660). It will lead you to Cave Entrance B above ground.
Return to Cave Entrance A
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Once you have returned to the cave entrance, head west and take the first stairway down. From here, fight your way west. You will be attacked several times by Drowned Corpses, Barrow Wights, and Wailing Virgins. Just before the stone bridge is a third treasure cove, located at (x 1600 y 1940). Good thing heroes like treasure!
Treasure Cove #3
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To the best of my recollection, this is the only treasure cove in this level that is not trapped. But don't take my word for it - check first! In the jar at (x 1530 y 1996) is:
High Quality Bastard Sword
309gp
And in the jar at (x 1735 y 1955) you will obtain:
Jade Ring
High Quality Battle Axe
Small Shield +1
Now cross the bridge to the west. Unbelievably, you will find... well, just just say I hope you aren't sick of treasure!!
Treasure Cove #4
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Just on the other side of the stone bridge is the fourth treasure cove (x 1240 y 1950). This one is trapped. At (x 1183 y 1918) is:
Fire Darts +2
Battle Axe +3: Fatigue (20% chance target is slowed)
You will find the following at (x 1230 y 1950):
740gp
Battle Axe +5: Young Blood (5% chance per hit user goes berserk)
And (x 1270 y 2020) will treat you to:
2 Heal (scroll - priest)
Yeti Pelt
Inferno Arrows +2
From this treasure cove, head west and up the stairs. Now things get interesting!
Mebdinga and Wylfdene's Tomb
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You have stumbled upon another clue to the mysterious Wylfdene - his empty
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