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and she will still offer the quest but after the conversation she teleports away. That would not do, as long as she teleports away, you'll have to reload from autosave and start from previous area.
Move east and Kaitlin Silvertongue will cut in to ask for help. The situation is, villagers are being held as hostage inside town, door to town is locked, a device to open door is in Torak base, once you enter his base his gang will kill all hostage far away. During the conversation, you can also ask about a dam that she mentioned to gather some information.
So you need a rogue to do the job. If your rogue is very bad at hiding, wait until night to try again. If you don't have a rogue, there is an invisible potion at (2196, 1414) a ruin north of where Kaitlin stands.
Move your invisible member along the ruins and enter the base. Turn immediate west to uncover a roller (2203, 1109) which once used will open the door to village. Backtrack, move into the village at (1920, 1200) and save the village people. Once the villager are saved, report back to
Kaitlin for reward. A new guy, Arte, appeared to offer trading service.
He sells a 'sure striking short sword' which would be useful later on.
Besides, you can also buy gem bag, potion bag and scroll case which can collect all your miscellaneous stuff.
Since the village crisis is sloved, feel free to move into the base and finish Torak for good. Together with torak is a key which opens the gate out of the village up northwest. Moving up to the ramp inside Torak base, you arrive at a cave entrance. This would be the place where you recover the moonblade.
Inside the cave you will encounter slime and slime zombie. i believe that slime is resistance to slashing damage and slime zombie is resistance to bludgeoning damage. Eventually you'll run into not-hostile orcs guarding sort of an entrance (3120, 1600). Vrel Vileclaw is inside at the end. it would be best if you just send a tanker inside to initiate the conversation. After which a fight will break out and the guards will turn hostile. A troll would not die just by any type of damage. When it is almost die, it will lay down, at this point it is immune to every damage.
You'll need to use a fire or acid damage for the finishing touch, through spell, melee or range. Emma did give you a flaming oil when she offer this quest didn't she? Return the moonblade to Emma and you can leave this area to the next area via the ramp beyond village gate up north.
---------------------------------------------------------------------------
2.1.3 somewhere before dam ppg09
---------------------------------------------------------------------------
Nothing here, just beat everyone and go through.
Straight north to where you started is a house guarded by gaints, the house has some minor treasure.
As you turn at the junction at (1852, 948) you'll encounter Gaernat
Sharptooth. He is the one who runs this pass. Just proceed where ever you can and kill everyone along the way.
If you don't get along well with Emma in previous area and she teleports away. She will be waiting you here at south-western tip with her gang.
---------------------------------------------------------------------------
2.1.4 dam ppg10
---------------------------------------------------------------------------
As soon as you enter the area you'll be attack by priests (they all looked and functioned like driuds to me). They are accompanied by their pets and they cast 'entangle' to annoy you. Just at the entrance (2453, 497) is first of three 'support beams'. You'll have to destroy them all in order to destroy the dam.
Pass through the camp you'll reach a broken bridge which need repair. go the other way and you'll reach a small bridge beyond it is a ramp and the 2nd 'support beam' at (1127, 369) which can be only reach by range attack or magic attack. Pass the ramp to the west end is the 3rd 'support beam'
(130, 580) which you don't need to destroy but rather just 'take it' and leave. You get xp for destroying the dam. take the 3rd 'support beam' and place it one the broken bridge to get pass this area into your final destination. Remember to cast every protective spell before you enter the next area.
---------------------------------------------------------------------------
2.1.5 shaengarne bridge ppg11
---------------------------------------------------------------------------
This is why you are being sent for, to recover the bridge.
The situation is, Xuki is defending the bridge along with tons of minions,
Two ogre are destroying the bridge at the far end, you want to save the bridge. i failed once to prevent the bridge from being destroy but that does not end the game. i suppose that just yields less xp.
Simple stuff, just join in the party and kill everyone you meet. You can save and rest anytime you want, and i don't think that resting would jeopardize your mission as while you rest, orge rest also. Do not work towards the western part yet, you should instead move towards the bridge at east. As you draws near the end of the bridge you'll meet Xuki. She'll talk with you and offer you something. DO NOT bargain with her, directly end the conversation and kill everyone. If you go into that conversation, you are falling into Xuki's trap as she is just only trying to buy some time for the orge. As soon as the conversation ends, the bridge is destroy. so don't ever go into that.
>>According to [Arachree Mae]
"Talk to Xuki using a high wisdom (16-17 WIS) paladin or cleric (or just high wisdom, haven't try that one) first consider to talk peace out of it and then when she said this is a good offer, the wisdom will detects that it is too good an offer. Yields better xp than just talk hurriedly (1050)"
>>Author's note
High WIS will do, as you go further into the conversation, 'wisdom dictates that the offer is far too good'.
Over Xuki's body you'll find 'bag of holding' which can carry everything. i place it under my sorcerer so that everytime he identifies an item, i can just place it into the bag.
---------------------------------------------------------------------------
2.2 horde fortress ppg12
---------------------------------------------------------------------------
==GENERAL==
This time we strike at the Horde Fortress. Ulbrec has sent two scouts to uncover the fortress. You'll need to meet with them and and aid them to destroy the fortress or rather, destroy the fortress yourself.
---------------------------------------------------------------------------
2.2.1 outside fortress ppg13
---------------------------------------------------------------------------
You meet Ennelia at the entrance, get every piece of information available from her. Remember to offer help to find her partner Braston as well. at the end of conversation remember to offer her healing potion for some xp.
The fortress entrance is top north and it is heavily guarded. Once you touch the gate, worg raiders will teleport out of nowhere beside your weakest members. We don't want to risk for that. There is an alternative.
A cave entrance at east will lead you inside the fortress as well but you'll need a key to open the gate blocking the cave entrance.
Throughout the area are 3 major outpost with war drum. Once any of these outpost discover you, someone, usually a shaman, will beat the war drum and worg raiders will keep on teleporting beside you.
If you rest anywhere, you'll likely be interrupt by half-goblins, goblins archers or ice trolls. Half-goblins and ice trolls are hard to beat but yield some amount of xp. If you want to avoid the trouble, consider talking to Ennelia to rest there.
Now to deal with the 3 war drums first. First is to the west of your starting position beyond a bridge. The bridge is trapped. and a shamann stands at the end of the bridge. As soon as he sees you, He will move north to beat the drum. So you need to kill him first. What i did under normal mode is just rush in with tanker infront of course, ignore the traps because it wouldn't kill me. So soon as i see the shaman talking something about beating the drum, i send my spellcasters (sorcerer, wizard and druid) casting 2 magic missile and sunscroch on him. Then continue casting another 2 magic missile and sunscroch again. Before the shaman is out of sight, he should be taken care off. If so unfortunate that he is out of your sight. i suggest you reload. Second outpost is at (1173, 631). Beyond a camp guarded by winter wolves and a trapped bridge. Start from the main path where you started the area and follow it north till the end.
The third outpost is a bit tricky. There are two ways to approach it.
Beyond first outpost, follow the path to the north, pass the trapped bridge.
Alternatively, from second outpost, go east, pass the fortress front gate. i think that while passing the the front gate you might trigger teleported worg raiders. Furthermore, going this way you will encounter large amount of worg raiders and the drum beater is way back and out of your sight.
Talking the bridge path, you'll have a better sight of the drum beater, a witch doctor. While clearing the third outpost, careful not to go too east into an encampment. If so, you'll have a difficult battle.
The camp east to the third war drum lives Trugnuk. He is the one who is holding the key to the alternative path inside fortress. He is accompanied by ice trolls, shaman, and orc archers. The most annoying thing about him is he will cast 'entangle' and 'call lightning'. 'entangle' will limit your members' movement. 'call lightning' will still strike you from time to time even after he dies and you linger around his body. Over his dead body you could find the key to the cave entrance.
Now you get the key, follow the path beyond second outpost to south then east, pass locked gate, into the cave.
---------------------------------------------------------------------------
2.2.2 cave to fortress 1 ppg14
---------------------------------------------------------------------------
Special thanks to [Aveh] and [Arachree Mae] for contributing greatly to this part of walkthrough.
To gain extra xp in this, you'll need some stealth skill (for low level) or invisibility spells (for high level). If you are short in this department, you'll have to take the slice and chop way. If you are hungry for some extra xp, don't not alert any enemy of campA, campB and campC before you entered the second floor.
To the north is a locked door that needs password and we are going to get it. Move at least two invisible members to the south and through the goblins camp (campA), follow the road westward to a junction. Turn south will encounter a orc camp (campB), we don't want to go into that for now.
So turn north a bit further from here into a small cave(?) where you meet
Pondmuk. Pondmuk eats spiders and will trade the password with spiders if you got any. Backtrack to the junction and move stealthly further west. At the end, to south is another camp of goblins (campC), to north is a door which leads to a vast area with 4 spiders and 1 spider queen. Kill all the spiders and move stealthly back to Pondmuk. After you gave him the spiders,
Pondmuk will tell you the password, which is 'chimera'.
>>According to [Arachree Mae]
"....give him the spider in this order: 3 regular, 1 queen, 1 regular (you'll have to drop 1 before) yields the highest xp.
1050+1575+545 if i didn't wrong. "
Now, you'll need to move your band together and go to the password door.
As soon as you are in, aim your attacks at the nearest blue orc as he is the drum beater. Move around to discover an orc chief in north, and trolls in northwest, and the war drum is to the west. Of course you can kill them all and loot their items.
From war drum move south to speak with Vunarg. You can convince him to bring his people back home for 700xp by selecting second conversation option all the way or just kill him and his horde for more xp. i think you need 'diplomacy' to convince him.
Further east from Vunarg you'll meet a troll called Yquog. He needs you to fetch a message from Kruntur and he gives you a password 'xvim'. Now, before you are totally done with this quest, you cannot kill anyone, not Yquog, not his minions blocking Kruntur and not Kruntur. Any of these dies, the quest cannot be complete.
When you are done with this level without alerting enemies in campA/B/C, detrap the exit at top north wall and move to the next level. Upon arriving the next level, you'll be given some xp for not alerting the enemies in previous level. Of course, from this point onward you are welcome back to finish off everything in campA/B/C. Among the loots in campA, you'll find, one of many to come, dart that return to user.
---------------------------------------------------------------------------
2.2.3 cave to fortress 2 ppg15
---------------------------------------------------------------------------
Deal with the welcome party. Move north is a band of sleeping orc. One of them is a drumer. If your rogue uses 'hamstring' you can slow him down from running to the drum at west. The drum is guarded by 2 trolls. Ignore the bug prison first, go through the door, near the drum. To west is a band of mixed enemies, to the east is another war drum. After taking care of the enemies and war drum, you'll have plenty time to deal with the bugs inside prison.
From the second war drum, follow the path to a farm(?) and a band of orcs.
Among the their dead bodies, you'll find a 'Iron Ward Stone' keep it for later use. Move futher west and you'll meet Yquog's minions asking for password, 'xvim'. Move into the camp to find Kruntur (739, 1017). He will ask for you to fetch for him his brother's bracer from Yquog. Move west from here and take a turn south to meet Yquog's minions again. No password needed.
Follow the path to find companies of orcs. Like the previous one, you'll find 'Black Ward Stone' for later use. Right now you have should have taken
Move east and Kaitlin Silvertongue will cut in to ask for help. The situation is, villagers are being held as hostage inside town, door to town is locked, a device to open door is in Torak base, once you enter his base his gang will kill all hostage far away. During the conversation, you can also ask about a dam that she mentioned to gather some information.
So you need a rogue to do the job. If your rogue is very bad at hiding, wait until night to try again. If you don't have a rogue, there is an invisible potion at (2196, 1414) a ruin north of where Kaitlin stands.
Move your invisible member along the ruins and enter the base. Turn immediate west to uncover a roller (2203, 1109) which once used will open the door to village. Backtrack, move into the village at (1920, 1200) and save the village people. Once the villager are saved, report back to
Kaitlin for reward. A new guy, Arte, appeared to offer trading service.
He sells a 'sure striking short sword' which would be useful later on.
Besides, you can also buy gem bag, potion bag and scroll case which can collect all your miscellaneous stuff.
Since the village crisis is sloved, feel free to move into the base and finish Torak for good. Together with torak is a key which opens the gate out of the village up northwest. Moving up to the ramp inside Torak base, you arrive at a cave entrance. This would be the place where you recover the moonblade.
Inside the cave you will encounter slime and slime zombie. i believe that slime is resistance to slashing damage and slime zombie is resistance to bludgeoning damage. Eventually you'll run into not-hostile orcs guarding sort of an entrance (3120, 1600). Vrel Vileclaw is inside at the end. it would be best if you just send a tanker inside to initiate the conversation. After which a fight will break out and the guards will turn hostile. A troll would not die just by any type of damage. When it is almost die, it will lay down, at this point it is immune to every damage.
You'll need to use a fire or acid damage for the finishing touch, through spell, melee or range. Emma did give you a flaming oil when she offer this quest didn't she? Return the moonblade to Emma and you can leave this area to the next area via the ramp beyond village gate up north.
---------------------------------------------------------------------------
2.1.3 somewhere before dam ppg09
---------------------------------------------------------------------------
Nothing here, just beat everyone and go through.
Straight north to where you started is a house guarded by gaints, the house has some minor treasure.
As you turn at the junction at (1852, 948) you'll encounter Gaernat
Sharptooth. He is the one who runs this pass. Just proceed where ever you can and kill everyone along the way.
If you don't get along well with Emma in previous area and she teleports away. She will be waiting you here at south-western tip with her gang.
---------------------------------------------------------------------------
2.1.4 dam ppg10
---------------------------------------------------------------------------
As soon as you enter the area you'll be attack by priests (they all looked and functioned like driuds to me). They are accompanied by their pets and they cast 'entangle' to annoy you. Just at the entrance (2453, 497) is first of three 'support beams'. You'll have to destroy them all in order to destroy the dam.
Pass through the camp you'll reach a broken bridge which need repair. go the other way and you'll reach a small bridge beyond it is a ramp and the 2nd 'support beam' at (1127, 369) which can be only reach by range attack or magic attack. Pass the ramp to the west end is the 3rd 'support beam'
(130, 580) which you don't need to destroy but rather just 'take it' and leave. You get xp for destroying the dam. take the 3rd 'support beam' and place it one the broken bridge to get pass this area into your final destination. Remember to cast every protective spell before you enter the next area.
---------------------------------------------------------------------------
2.1.5 shaengarne bridge ppg11
---------------------------------------------------------------------------
This is why you are being sent for, to recover the bridge.
The situation is, Xuki is defending the bridge along with tons of minions,
Two ogre are destroying the bridge at the far end, you want to save the bridge. i failed once to prevent the bridge from being destroy but that does not end the game. i suppose that just yields less xp.
Simple stuff, just join in the party and kill everyone you meet. You can save and rest anytime you want, and i don't think that resting would jeopardize your mission as while you rest, orge rest also. Do not work towards the western part yet, you should instead move towards the bridge at east. As you draws near the end of the bridge you'll meet Xuki. She'll talk with you and offer you something. DO NOT bargain with her, directly end the conversation and kill everyone. If you go into that conversation, you are falling into Xuki's trap as she is just only trying to buy some time for the orge. As soon as the conversation ends, the bridge is destroy. so don't ever go into that.
>>According to [Arachree Mae]
"Talk to Xuki using a high wisdom (16-17 WIS) paladin or cleric (or just high wisdom, haven't try that one) first consider to talk peace out of it and then when she said this is a good offer, the wisdom will detects that it is too good an offer. Yields better xp than just talk hurriedly (1050)"
>>Author's note
High WIS will do, as you go further into the conversation, 'wisdom dictates that the offer is far too good'.
Over Xuki's body you'll find 'bag of holding' which can carry everything. i place it under my sorcerer so that everytime he identifies an item, i can just place it into the bag.
---------------------------------------------------------------------------
2.2 horde fortress ppg12
---------------------------------------------------------------------------
==GENERAL==
This time we strike at the Horde Fortress. Ulbrec has sent two scouts to uncover the fortress. You'll need to meet with them and and aid them to destroy the fortress or rather, destroy the fortress yourself.
---------------------------------------------------------------------------
2.2.1 outside fortress ppg13
---------------------------------------------------------------------------
You meet Ennelia at the entrance, get every piece of information available from her. Remember to offer help to find her partner Braston as well. at the end of conversation remember to offer her healing potion for some xp.
The fortress entrance is top north and it is heavily guarded. Once you touch the gate, worg raiders will teleport out of nowhere beside your weakest members. We don't want to risk for that. There is an alternative.
A cave entrance at east will lead you inside the fortress as well but you'll need a key to open the gate blocking the cave entrance.
Throughout the area are 3 major outpost with war drum. Once any of these outpost discover you, someone, usually a shaman, will beat the war drum and worg raiders will keep on teleporting beside you.
If you rest anywhere, you'll likely be interrupt by half-goblins, goblins archers or ice trolls. Half-goblins and ice trolls are hard to beat but yield some amount of xp. If you want to avoid the trouble, consider talking to Ennelia to rest there.
Now to deal with the 3 war drums first. First is to the west of your starting position beyond a bridge. The bridge is trapped. and a shamann stands at the end of the bridge. As soon as he sees you, He will move north to beat the drum. So you need to kill him first. What i did under normal mode is just rush in with tanker infront of course, ignore the traps because it wouldn't kill me. So soon as i see the shaman talking something about beating the drum, i send my spellcasters (sorcerer, wizard and druid) casting 2 magic missile and sunscroch on him. Then continue casting another 2 magic missile and sunscroch again. Before the shaman is out of sight, he should be taken care off. If so unfortunate that he is out of your sight. i suggest you reload. Second outpost is at (1173, 631). Beyond a camp guarded by winter wolves and a trapped bridge. Start from the main path where you started the area and follow it north till the end.
The third outpost is a bit tricky. There are two ways to approach it.
Beyond first outpost, follow the path to the north, pass the trapped bridge.
Alternatively, from second outpost, go east, pass the fortress front gate. i think that while passing the the front gate you might trigger teleported worg raiders. Furthermore, going this way you will encounter large amount of worg raiders and the drum beater is way back and out of your sight.
Talking the bridge path, you'll have a better sight of the drum beater, a witch doctor. While clearing the third outpost, careful not to go too east into an encampment. If so, you'll have a difficult battle.
The camp east to the third war drum lives Trugnuk. He is the one who is holding the key to the alternative path inside fortress. He is accompanied by ice trolls, shaman, and orc archers. The most annoying thing about him is he will cast 'entangle' and 'call lightning'. 'entangle' will limit your members' movement. 'call lightning' will still strike you from time to time even after he dies and you linger around his body. Over his dead body you could find the key to the cave entrance.
Now you get the key, follow the path beyond second outpost to south then east, pass locked gate, into the cave.
---------------------------------------------------------------------------
2.2.2 cave to fortress 1 ppg14
---------------------------------------------------------------------------
Special thanks to [Aveh] and [Arachree Mae] for contributing greatly to this part of walkthrough.
To gain extra xp in this, you'll need some stealth skill (for low level) or invisibility spells (for high level). If you are short in this department, you'll have to take the slice and chop way. If you are hungry for some extra xp, don't not alert any enemy of campA, campB and campC before you entered the second floor.
To the north is a locked door that needs password and we are going to get it. Move at least two invisible members to the south and through the goblins camp (campA), follow the road westward to a junction. Turn south will encounter a orc camp (campB), we don't want to go into that for now.
So turn north a bit further from here into a small cave(?) where you meet
Pondmuk. Pondmuk eats spiders and will trade the password with spiders if you got any. Backtrack to the junction and move stealthly further west. At the end, to south is another camp of goblins (campC), to north is a door which leads to a vast area with 4 spiders and 1 spider queen. Kill all the spiders and move stealthly back to Pondmuk. After you gave him the spiders,
Pondmuk will tell you the password, which is 'chimera'.
>>According to [Arachree Mae]
"....give him the spider in this order: 3 regular, 1 queen, 1 regular (you'll have to drop 1 before) yields the highest xp.
1050+1575+545 if i didn't wrong. "
Now, you'll need to move your band together and go to the password door.
As soon as you are in, aim your attacks at the nearest blue orc as he is the drum beater. Move around to discover an orc chief in north, and trolls in northwest, and the war drum is to the west. Of course you can kill them all and loot their items.
From war drum move south to speak with Vunarg. You can convince him to bring his people back home for 700xp by selecting second conversation option all the way or just kill him and his horde for more xp. i think you need 'diplomacy' to convince him.
Further east from Vunarg you'll meet a troll called Yquog. He needs you to fetch a message from Kruntur and he gives you a password 'xvim'. Now, before you are totally done with this quest, you cannot kill anyone, not Yquog, not his minions blocking Kruntur and not Kruntur. Any of these dies, the quest cannot be complete.
When you are done with this level without alerting enemies in campA/B/C, detrap the exit at top north wall and move to the next level. Upon arriving the next level, you'll be given some xp for not alerting the enemies in previous level. Of course, from this point onward you are welcome back to finish off everything in campA/B/C. Among the loots in campA, you'll find, one of many to come, dart that return to user.
---------------------------------------------------------------------------
2.2.3 cave to fortress 2 ppg15
---------------------------------------------------------------------------
Deal with the welcome party. Move north is a band of sleeping orc. One of them is a drumer. If your rogue uses 'hamstring' you can slow him down from running to the drum at west. The drum is guarded by 2 trolls. Ignore the bug prison first, go through the door, near the drum. To west is a band of mixed enemies, to the east is another war drum. After taking care of the enemies and war drum, you'll have plenty time to deal with the bugs inside prison.
From the second war drum, follow the path to a farm(?) and a band of orcs.
Among the their dead bodies, you'll find a 'Iron Ward Stone' keep it for later use. Move futher west and you'll meet Yquog's minions asking for password, 'xvim'. Move into the camp to find Kruntur (739, 1017). He will ask for you to fetch for him his brother's bracer from Yquog. Move west from here and take a turn south to meet Yquog's minions again. No password needed.
Follow the path to find companies of orcs. Like the previous one, you'll find 'Black Ward Stone' for later use. Right now you have should have taken
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- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
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