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Submitted by System on 09/03/2006, 09:50. Print file.
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casket.  The guardian, Mebdinga, is the guardian of the casket.  And she is not pleased to see your party at all!  She issues you a familiar ultimatum - leave or die.  You should choose the hero's option of  C) Start a fight.  But be warned - Mebdinga is not alone, as there are four other Wailing Virgins with her.  Also, Mebdinga can quickly kill most or all of your party, so Haste your warriors and take her out first!

EXTRA:  Why fight fair?  Tell Mebdinga that you will leave.  That way, you can initiate the battle, if you want.  Doing so will not cause a reputation loss.  I guess it isn't dishonorable to pick a fight with the undead.

After you deal with the guardians, search the casket at (x 440 y 1795).  In it you will find:

735gp
Wylfdene's Tribal Insignia

Time to press on.  Rest up, then head west to the edge of the screen, and follow the path to the north.


Treasure Cove #5
----------------

Located at (x 175 y 1310) is what every hero wants - more treasure!!!  This final treasure cove in the underground is, not surprisingly, trapped.  The jar at (x 274 y 1362) contains:

Blade Barrier (scroll - priest)
Holy Smite (scroll - priest)
5 Moonbar Gems
169gp

The table at (x 220 y 1360) has:

325gp

Ready to finish this area up?


Exit to Exile Island
--------------------

From the fifth treasure cove, take the first stairway heading north (x 500 y 1300).  This will lead you to a new exit (x 300 y 560) and to the reason you came to this island in the first place!


Rescue Hjollder
---------------

Once you surface, you will receive 280,000 exp. for locating Hjollder.  You tell him what you have learned about Wylfdene, but he requires more proof in order to confront the king.  Show him the Tribal Insignia that you found below ground.  You will receive 420,000 for doing this.

Hjollder is unable to discern the true nature of the spirit within
Wylfdede, but he knows of one who can.  He directs the party in the direction of the Gloomfrost Seer.  He will mark the location of Gloomfrost on your map.
Backtrack through the cave and take some time to visit some of the other sites on Burial Isle (detailed below).  When you are ready, return to Lonelywood.

EXTRA:  As mentioned earlier, you can take a shortcut directly to
Hjollder's Island to gain a quick 280,000 exp. before you even enter the caves.  This is very useful since your characters are most likely still fairly weak.  To get there, head to the bridge that leads to the Abandoned Lighthouse at (x 290 y 900).  Just before the bridge you will notice an island that you can not reach just to the north.  Have your Mage cast Dimension Door (make SURE he can cast it twice!)  Place the Spell Cursor on the island, and you are there.  You will get the 280,000 exp. for locating him, but you must still search the caves for Wylfdene's
Tribal Insignia.


------------------------------
Tower  (x 565 y 2326  AR 9301)
------------------------------

This tower is home to one Edion Caradoc, a necromancer of great power.  He was put under a curse by his enemies, and can not be healed short of divine intervention.  So he sits here, waiting to die.  He will, however, offer to sell you magical items and scrolls.  And, of course, he will buy them off of you as well.  (see my supplementary list of game items for shop inventory)

EXTRA:  If you talk to him with a mage, you will have the additional conversation option of suggesting that he perform the ritual which would allow him to become a lich, and thus cheat his curse...somewhat.  This suggestion won't have any effect on his dismal outlook regarding his future, but it is noteworthy.

EVIL:  You can attempt to kill the necromancer, if you wish.  However, he will only give you: 585gp

NOTE:  One of the weapons that Edion sells is a Large Sword named
Cynicism.  It is +4 to hit, but that is not what makes it worth mentioning.  Fans of Baldur's Gate 2 might remember Lilacor the talking two-handed sword.  Well, Cynicism is Icewind Dale's talking sword.  Unfortunately (maybe) you won't *hear* the sword speak, like in BG2,  but it will send up random text messages above your character's head.  Here is some of what it will ramble at random:


"I'm tired.  Sleepy sword."
"Hey halfwit, why don't you do us both a favor and put me back where you found me"
"We're going to die.  Why don't you just put me down and go take up the plow."
"Could you please put me back in my sheath?  I'm scared.  Oooh! So scared!"
"Why did I have to be in Icewind Dale?  Why?  I could be with a soldier in
Evermeet right now..."
"Why must you insist on carrying me exposed to the world?"
"Oh, for Solomar's sake, you don't even know how to hold a sword properly."
"Would you mind throwing me into a nearby lake?  I'd rather keep the fish company."
"This scenery is depressing.  Too bad I'll have to look at it for a long time when you *die*."
"I have a special purpose: To be dropped and left alone while you go off and die."
"If we get into a fight, be sure to put the pointy end into the enemy.
That get 'em every time!"
"If my mother only saw me now...but if she saw you, she'd probably cry herself into oblivion."


----------------------------------------
Cave Entrance B (x 1556 y 1746  AR 9300)
----------------------------------------

This is another possible entrance to the underground area, and is located
E of Edion Caradoc's Tower, and W of Young Neb.  This cave will place you at (x 1500 y 980) in the underground.   For the complete underground walkthrough, see entry under Cave Entrance A.


---------------------------------
Polar Bear Spirit  (x 2780 y 850)
---------------------------------

East of Cave Entrance C, (located near the center of the map) your party will be accosted by a Polar Bear Spirit.  It thinks you are upsetting the balance on the island and demands that you leave.  Of course, you aren't going to do that, are you?  Prepare to fight - this bear has some friends!

EXTRA:  If you want a slight tactical advantage, agree to leave when talking to the Polar Bear Spirit.  Then attack it to gain the first strike.


--------------------------------
Cave Entrance C  (x 1953 y 1079)
--------------------------------

This is a third possible entrance to the underground area, and is located in front of a ruined wall near the center of the map.  This cave will place you at (x 2370 y 660) in the underground.   For the complete underground walkthrough, see entry under Cave Entrance A.


-------------------------------
Cave Entrance D  (x 3240 y 431)
-------------------------------

This is a fourth possible entrance to the underground area, located NE of the Polar Bear Spirit area.  This cave will place you at (x 3640 y 733) in in the underground.  For the complete underground walkthrough, see entry under Cave Entrance A.


--------------------------------------------
Skaldar and the Ghost Shaman  (x 994 y 1173)
--------------------------------------------

The spirits of the dead shaman reside here.  A spirit named Skaldar will direct your search for Hjollder elsewhere, and then demand that you leave the
Isle yourself.  You can choose to either leave or to fight.  If you choose to fight them, be prepared for a difficult battle, for they are all experienced shaman - and undead to boot!  Successfully killing all of them gives you
25,000 exp.

EXTRA:  The same strategy used on the Polar Bear Spirit also works here with the ghost shaman.  Simply tell them you are leaving, then attack them.


-----------------------------------
Abandoned Lighthouse  (x 290 y 900)
-----------------------------------

On the westernmost part of the island, behind the place where you met
Skaldar, is an abandoned lighthouse.


Lonelywood - after Burial Isle
------------------------------

After completing the quests above, you should return to Lonelywood to rest and supply yourself for the next journey, as well as to see what has happened around town since you were last there.  There is quite a bit to do.  Let's start with the center of any town's gossip - the Inn.


The Whistling Gallows Inn
-------------------------

Upon entering the inn, you can ask around, or just watch the text lines that appear above people's heads.  You will learn that there has been another murder!  The gravedigger is as good a start as any to find out more information.


Purvis
------

Purvis is located outside again, in the graveyard (x 3538 y 1705).  He will tell you that he just buried another of the three trapper brothers.  This one looks to have been killed by a wolf also.  Maybe the remaining brother knows more.


Brother's Cabin
---------------

The remaining brother, Doogal, can be found here.  He was at the scene of the attack and says that the wolf was magical.  He also thinks that Emmerich is behind it and vows revenge.  Better go and talk to Emmerich now.


Bowyer's House
--------------

Inform Emmerich of your meeting with the remaining brother.  Emmerich reveals that Doogal wanted to buy an enchanted weapon from Kieran at the Inn.
Off to the Inn.


The Whistling Gallows Inn
-------------------------

Kieran will tell you that Doogal did indeed come in and try to buy an enchanted weapon, but he told the brother that they don't sell those kinds of weapons at the Inn.  (heh, heh)  Kieran thinks that the mystery wolf might actually be a werewolf.  Uh, oh!  Better inform Emmerich about this.


Bowyer's House
--------------
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