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a big turn back to the entrance. Now you can perform the usual fetch stuff.
After all is done, kill everyone for extra xp and treasure. If you don't kill Yquog, you'll meet him again in the last chapter. Of course this opens up another mini quest then. Xp-wise, killing him now is better, but the mini quest is a bit weird so you might enjoy that.
Exit to this area is at the north east tip. In case you are wondering, The ward stones that you kept are to enable you to exit this area here safely and also the big door in the next area. If you encouter fire blast while passing the stair, you don't have the two ward stones. By the way, the fortress will have a lot of items to loot, so you might want to go all the way back to targos empty your load at this point.
---------------------------------------------------------------------------
2.2.4 fortress ppg16
---------------------------------------------------------------------------
Not much story here, just hordes of orcs and goblins. Kill and loot everything you can, if you need to rest, it is safer to rest inside cave.
Obviously, door at (825, 1071) is the one that leads into the fortress and gate at (869, 1613) is that one that leads back to outside fortress. If you have problem opening door (825, 1071), you would want to double check if you have to two ward stones with you from the previous area.
---------------------------------------------------------------------------
2.2.5 inside fortress ppg17
---------------------------------------------------------------------------
*please have a look at section (ppgbug) i start to wonder why does Black Isle design so many 'as soon as you enter, you will be attack by xxx' scenario.
So, as soon as you enter, bugbears attack you. When bugbears die, the entrance will pop out an old orc who holds the key to the locked door.
Note that you cannot rest inside fortress. open the door to find Sherincal and Guthma. After the conversation, proceed to kill everything inside.
After a big tough fight, remember to save.
Guthma's position is from entrance walk straight, first junction turn right, first room to the north. They have a lot of sorcerer and shaman and they are not shy to use 'web' which limits your movement and disrupts your spell casting. Don't stick your caster too close to your tanker.
After all is clear, Braston is at the south-eastern tip which setting looks like prision or some sort. After conversation, he will follow the talker.
Through the entrance, through the fortress gate and bring Braston to
Ennelia. There was once that i lost Braston when entering the 'outside fortress area'. Loading the autosave will slove the problem.
==CONCLUSION==
Simply put, you saved Targos. You have also discovered that behind the goblins attack is Guthma, behind Guthma is Sherincal. The next thing you need to do is to find Sherincal. Report back to Shawford and Ulbrec for reward and next mission.
Now that targos is saved, Ulbrec wants you to meet with the reinforcement from Neverwinter which is long overdue. He wants to tell inform them of
Targos situation and aid the other ten-towns (or nine towns). To do so, you'll need to travel in Oswald's airship. Shop for whatever needed as you will not come back to targos anymore.
---------------------------------------------------------------------------
3. chapter 2 ppg18
---------------------------------------------------------------------------
==OVERVIEW==
You travel in Oswald's airship and the ship crashed due to some unnatural ice storm. In here you will discover the real boss (or bosses) behind everything. But first you'll need to repair the crashed ship and investigate what's going on here.
---------------------------------------------------------------------------
3.1 foothills ppg19
---------------------------------------------------------------------------
Everyone is unconscious and boring beetles comes to attack you. actually, it is not unconscious, everyone is sleeping. so if you have half-elf or elf, they wouldn't be sleeping and can react fast to the threat. When this taken care of, shout at Oswald to wake him up. Now that the airship is broken, you'll need to help Oswald to repair it and find out what's behind the glacier that caused the crash. Recipe for repairing airship is in the table. As for the boring beetles shell, Oswald can make it into light weight heavy armor. Go for the fullplate, forget the other two. This could prove useful for your fighter, cleric and druid. You can only make one item at a time, so you'll need to come back several times to get more fullplates
. Beside that, later when you encounter yeti or winter wolf, Oswald can make their pelts into several items. Go for the winter wolf item instead.
A winter wolf item will provide the same cold resistance as yeti item in addition with +1 CHA.
Now back to the recipe, you'll need spider slik, Thrym extract, belladonna, iron, 2 diamonds and woods, all 7 items. Inside oswald ship, you should able to find Thrym extract and 1 diamonds (2/7). Put them into the table and go to search for more. You cannot rest in here until the elimination of the boring beetles threat.
The foothills area is heavily trapped, so plan your footsteps carefully.
There are woods laying in the middle of the road which are trapped.
These woods would be what oswald need (3/7). Sometimes, you'll see cultists running around. They are actually werewolves and some might suddenly attack you. The boring beetles nest is to the north (507, 1870). You'll need to kill the pool like nest. After destroying it, you can loot it for tons of potions.
We will follow the path north beyond the beetles nest. Keep sticking to the side and head north. Till you arrive at a junction where a damage wagon is visible. To the east is a yeti band, to the north is werewolves base.
Finsih off the yeti first. The locked box at (925, 1035) among the yetis has a quest item called 'Periapt of wound closure'. You can equip it if you want. In fact, i used it till the very end of normal mode on my fighter.
Now head to the werewolves base and you'll meet Beodaewn, the werewolves head. He sells stuff so you might want to look at it first before killling him. There are at least 2 ways to expose him. open the trapped den behind him or use a paladin to sense his evilness. Beodaewn is not alone. He has followers. First time through the game i saw his gang of followers with him.
Second time, he this alone. Third time, he is alone but after i rested near by, his followers re-appeared.
>>[Arachree Mae] had taken further advantage on Beodaewn
"You could get some discount from Beodaewn the werewolf (for those spells in normal mode or bardic horn in HoF). first you have to know about the cult from Odea (the panther) then confront Beodaewn with a paladin (or cleric, i dual class it so i could't be sure but paladin seem right) he could then threaten to reveal him to the mayor of Ten-Towns. Don't know if you need high intimidate but i got better intimidate person that didn't work. Beodawn then would ask your cooperation by lowering his price. There you go, buy (and then kill him of course)."
As you approach the middle of the map, you'll encounter captain Yurst
(1929, 1908). First you'll need to eliminate his attackers at south-eastern tip. Spiders should be coming out of no where while you approach the direct south juntion where yurst lies and is turing to east. Killing these spiders yields spider sliks (4/7). Move east and you'll meet gaints that throw rocks(?) at you. These are the one that you need to kill. When this is done, return to Yurst and provide further aid. Give him the periapt to cure his wounds, then squeeze every bit of information outta him before he dies. Over his dead body, you'll get back the periapt as well as some broken armor which serves as iron (5/7).
From the gaints ambush to the north is a druids village. You will not be welcomed. Sent someone with high 'intimidate' over to initate the talk, detrap along the way. Odea, a panther, will talk with you. Ask about her, about Illium, ask her to show you to him. Then you'll be brought to meet
Illium Ar'ghrenoir. Ask who gives him the right to deny passage, then further intimidate him and he will let you through. As a result, Sherincal jumps in, kills Odea and kicks you off hill. Anyway, you still granted passage. Follow the village path till the end, enter the stairs at
(3440, 531) to go to a upper level. You don't want to miss the items that the panther dropped, don't you? After you enter, to west is the loot, to east is more loot. Detrap the bridge first or else the druid people will attack you. Inside the house with several holes you'll find another diamond
(6/7). Alternatively, you can 'pickpocket' Illium for belladonna.
Exit to the next area through north-east.
---------------------------------------------------------------------------
3.2 glacier crevice ppg20
---------------------------------------------------------------------------
Remember that this is still outdoor so your druid can use 'Call lightning'.
All the doors here are locked, you'll need to find a symbol some sort to be able to open all doors. All the small pots here are actually shrine to
Auril. If you want to take the items inside, you'll have to suffer some little damage.
Go north, you'll see a note at the junction which left by Zack asking for help. Further north will have another note, left by Oria which pointed out that crystal golems are weak against bludgeoning weapons. Continue the path north as it leads, you'll meet the first crystal golem on the way. At the end of the path as it turns south, you'll see several pristress guarding 3 rocks(?). Activate the rocks and it will break the opposite ice, which gives you a medallion that enables you to open door. Now work your way to get the medallion. As you take the medallion 'Aurilite Holy Symbol', constructs in this area which used to be neutral will start to attack the symbol holder.
Every door that you open, you will be attack by unavoidable 'ice lance'.
The room at (563, 1268) has a spider with several deer. They are all friendly so don't attack them. The spider is Zack's pet.
The door which Master of Locks escaped leads to a dead end, and you can hear Zack shouting for help at the other side. take the door above this one, at the end you'll meet the Remorhaz queen with priestresses. As the queen dies, the snow block behind will brust into fire and damage everything in a large area so beware. Beyond the snow block is lord Rengar. this guy can cast 'fire ball' and 'ice storm'.
Beyond the snow block, to north is entrance to ice temple and a big fight.
To east we go first. You'll see some necromancers here. Once you talk with them, they will attack you, at the same time, crystal golem will run from the door further east to aid them, so plan your position before engaging them. The door which golem rushed in leads to a hole. You'll need a small member (gnome, dwarf, halfling) to go inside and enlarge the hole for all members. It doesn't really matter if you don't have small one to perform the task. This hole leads inside a den in ice temple. There is a quest there which i'll cover it in 'ice temple upper level' since you can enter this place through ice temple.
To the south are trolls and at the end you'll meet Zack, inside of a
Remorhaz. Zack will ask for his pet spider which you already found.
Then he will ask for any information abou this ice palace which you'll get later. While playing inside the ice temple, you'll gather some information from time to time but you have only one shot for sharing information with
Zack. To play safe, return to Zack only after you found Nickademus, the architect of the ice temple. Don't forget to ask for belladonna from him as this will complete our ship repair recipe (7/7). In addition, Zack sell stuff. Back to Oswald ship, place the last piece into table and report to
Oswald. As you are leaving the ship, Oswald will suggest you to investigate the western pass.
Backtrack all the way to where met lord Rengar. Summon and prepare everything. As you move to north, you will finally meet Sherincal. Keep asking her questions to discover who is the boss behind her. Depends on situation, Sherincal sometime retreats to the ice temple entrance. To climb the stairs you'll need to activate a device at the other end of the stairs.
The device will be highlight in yellow circle if you pause the game. Hit it with arrow once and the stair will open. Shoot it again and it will close. Sometimes, the priestresses will counter you and close the stairs.
Enter the ice temple when everything is done.
---------------------------------------------------------------------------
3.3 ice temple upper level ppg21
---------------------------------------------------------------------------
Left and right of the hallway are two rooms with treasure. The right room will have a secret door that you need to uncover. We can deal with these later as there are prisoners dying and you need to rescue them. Proceed into next hallway, we will mark this as room A. You'll find two closed doors, between them is an opened door. Go to the northwest. You will need to lockpick the door. If you have problem lockpicking the door, then you'll have to go to the opened door and kill the high priestress inside to get a key.
Now, the door leads to another door which leads to a prison. you'll meet
Nathaniel (i think he is the little boy who stood at the entrance of
Kuldahar back in IWD1). You'll need to free him first. Simply lockpick the prison door. Next cell will have prisoners for you to rescue for some xp per prisoner (that's why i suggested to come here first) and a table with an unimportant note in it. Once you freed Nathaniel, ask for more information about this place and the glacier. For now, you cannot use magic in this area. Since you cannot use magic, you might want to lure enemies to areas where magic is useable.
Go north, pass the prison to another small room. Eliminate every enemy nearby to have an easier fight later. The southeast wall is pass-through -able, roughly (1262, 1280). Killing enemies here will give you a better chance against Lysara later. Go into the north door of the room and you'll encounter high priestress Lysara (1/3), one the three high priestresses in ice temple. Remember to squeeze every information before engage into battle. She mentioned about Lysan. Lysan is the priest that was kill in
IWD1. There is a dais in this room which control several things. stand on the left side to turn the dais rotating left, stand on right side for right. -to disable the antimagic field, right east, left west. -to open a locked study room in this level, left southwest, right
After all is done, kill everyone for extra xp and treasure. If you don't kill Yquog, you'll meet him again in the last chapter. Of course this opens up another mini quest then. Xp-wise, killing him now is better, but the mini quest is a bit weird so you might enjoy that.
Exit to this area is at the north east tip. In case you are wondering, The ward stones that you kept are to enable you to exit this area here safely and also the big door in the next area. If you encouter fire blast while passing the stair, you don't have the two ward stones. By the way, the fortress will have a lot of items to loot, so you might want to go all the way back to targos empty your load at this point.
---------------------------------------------------------------------------
2.2.4 fortress ppg16
---------------------------------------------------------------------------
Not much story here, just hordes of orcs and goblins. Kill and loot everything you can, if you need to rest, it is safer to rest inside cave.
Obviously, door at (825, 1071) is the one that leads into the fortress and gate at (869, 1613) is that one that leads back to outside fortress. If you have problem opening door (825, 1071), you would want to double check if you have to two ward stones with you from the previous area.
---------------------------------------------------------------------------
2.2.5 inside fortress ppg17
---------------------------------------------------------------------------
*please have a look at section (ppgbug) i start to wonder why does Black Isle design so many 'as soon as you enter, you will be attack by xxx' scenario.
So, as soon as you enter, bugbears attack you. When bugbears die, the entrance will pop out an old orc who holds the key to the locked door.
Note that you cannot rest inside fortress. open the door to find Sherincal and Guthma. After the conversation, proceed to kill everything inside.
After a big tough fight, remember to save.
Guthma's position is from entrance walk straight, first junction turn right, first room to the north. They have a lot of sorcerer and shaman and they are not shy to use 'web' which limits your movement and disrupts your spell casting. Don't stick your caster too close to your tanker.
After all is clear, Braston is at the south-eastern tip which setting looks like prision or some sort. After conversation, he will follow the talker.
Through the entrance, through the fortress gate and bring Braston to
Ennelia. There was once that i lost Braston when entering the 'outside fortress area'. Loading the autosave will slove the problem.
==CONCLUSION==
Simply put, you saved Targos. You have also discovered that behind the goblins attack is Guthma, behind Guthma is Sherincal. The next thing you need to do is to find Sherincal. Report back to Shawford and Ulbrec for reward and next mission.
Now that targos is saved, Ulbrec wants you to meet with the reinforcement from Neverwinter which is long overdue. He wants to tell inform them of
Targos situation and aid the other ten-towns (or nine towns). To do so, you'll need to travel in Oswald's airship. Shop for whatever needed as you will not come back to targos anymore.
---------------------------------------------------------------------------
3. chapter 2 ppg18
---------------------------------------------------------------------------
==OVERVIEW==
You travel in Oswald's airship and the ship crashed due to some unnatural ice storm. In here you will discover the real boss (or bosses) behind everything. But first you'll need to repair the crashed ship and investigate what's going on here.
---------------------------------------------------------------------------
3.1 foothills ppg19
---------------------------------------------------------------------------
Everyone is unconscious and boring beetles comes to attack you. actually, it is not unconscious, everyone is sleeping. so if you have half-elf or elf, they wouldn't be sleeping and can react fast to the threat. When this taken care of, shout at Oswald to wake him up. Now that the airship is broken, you'll need to help Oswald to repair it and find out what's behind the glacier that caused the crash. Recipe for repairing airship is in the table. As for the boring beetles shell, Oswald can make it into light weight heavy armor. Go for the fullplate, forget the other two. This could prove useful for your fighter, cleric and druid. You can only make one item at a time, so you'll need to come back several times to get more fullplates
. Beside that, later when you encounter yeti or winter wolf, Oswald can make their pelts into several items. Go for the winter wolf item instead.
A winter wolf item will provide the same cold resistance as yeti item in addition with +1 CHA.
Now back to the recipe, you'll need spider slik, Thrym extract, belladonna, iron, 2 diamonds and woods, all 7 items. Inside oswald ship, you should able to find Thrym extract and 1 diamonds (2/7). Put them into the table and go to search for more. You cannot rest in here until the elimination of the boring beetles threat.
The foothills area is heavily trapped, so plan your footsteps carefully.
There are woods laying in the middle of the road which are trapped.
These woods would be what oswald need (3/7). Sometimes, you'll see cultists running around. They are actually werewolves and some might suddenly attack you. The boring beetles nest is to the north (507, 1870). You'll need to kill the pool like nest. After destroying it, you can loot it for tons of potions.
We will follow the path north beyond the beetles nest. Keep sticking to the side and head north. Till you arrive at a junction where a damage wagon is visible. To the east is a yeti band, to the north is werewolves base.
Finsih off the yeti first. The locked box at (925, 1035) among the yetis has a quest item called 'Periapt of wound closure'. You can equip it if you want. In fact, i used it till the very end of normal mode on my fighter.
Now head to the werewolves base and you'll meet Beodaewn, the werewolves head. He sells stuff so you might want to look at it first before killling him. There are at least 2 ways to expose him. open the trapped den behind him or use a paladin to sense his evilness. Beodaewn is not alone. He has followers. First time through the game i saw his gang of followers with him.
Second time, he this alone. Third time, he is alone but after i rested near by, his followers re-appeared.
>>[Arachree Mae] had taken further advantage on Beodaewn
"You could get some discount from Beodaewn the werewolf (for those spells in normal mode or bardic horn in HoF). first you have to know about the cult from Odea (the panther) then confront Beodaewn with a paladin (or cleric, i dual class it so i could't be sure but paladin seem right) he could then threaten to reveal him to the mayor of Ten-Towns. Don't know if you need high intimidate but i got better intimidate person that didn't work. Beodawn then would ask your cooperation by lowering his price. There you go, buy (and then kill him of course)."
As you approach the middle of the map, you'll encounter captain Yurst
(1929, 1908). First you'll need to eliminate his attackers at south-eastern tip. Spiders should be coming out of no where while you approach the direct south juntion where yurst lies and is turing to east. Killing these spiders yields spider sliks (4/7). Move east and you'll meet gaints that throw rocks(?) at you. These are the one that you need to kill. When this is done, return to Yurst and provide further aid. Give him the periapt to cure his wounds, then squeeze every bit of information outta him before he dies. Over his dead body, you'll get back the periapt as well as some broken armor which serves as iron (5/7).
From the gaints ambush to the north is a druids village. You will not be welcomed. Sent someone with high 'intimidate' over to initate the talk, detrap along the way. Odea, a panther, will talk with you. Ask about her, about Illium, ask her to show you to him. Then you'll be brought to meet
Illium Ar'ghrenoir. Ask who gives him the right to deny passage, then further intimidate him and he will let you through. As a result, Sherincal jumps in, kills Odea and kicks you off hill. Anyway, you still granted passage. Follow the village path till the end, enter the stairs at
(3440, 531) to go to a upper level. You don't want to miss the items that the panther dropped, don't you? After you enter, to west is the loot, to east is more loot. Detrap the bridge first or else the druid people will attack you. Inside the house with several holes you'll find another diamond
(6/7). Alternatively, you can 'pickpocket' Illium for belladonna.
Exit to the next area through north-east.
---------------------------------------------------------------------------
3.2 glacier crevice ppg20
---------------------------------------------------------------------------
Remember that this is still outdoor so your druid can use 'Call lightning'.
All the doors here are locked, you'll need to find a symbol some sort to be able to open all doors. All the small pots here are actually shrine to
Auril. If you want to take the items inside, you'll have to suffer some little damage.
Go north, you'll see a note at the junction which left by Zack asking for help. Further north will have another note, left by Oria which pointed out that crystal golems are weak against bludgeoning weapons. Continue the path north as it leads, you'll meet the first crystal golem on the way. At the end of the path as it turns south, you'll see several pristress guarding 3 rocks(?). Activate the rocks and it will break the opposite ice, which gives you a medallion that enables you to open door. Now work your way to get the medallion. As you take the medallion 'Aurilite Holy Symbol', constructs in this area which used to be neutral will start to attack the symbol holder.
Every door that you open, you will be attack by unavoidable 'ice lance'.
The room at (563, 1268) has a spider with several deer. They are all friendly so don't attack them. The spider is Zack's pet.
The door which Master of Locks escaped leads to a dead end, and you can hear Zack shouting for help at the other side. take the door above this one, at the end you'll meet the Remorhaz queen with priestresses. As the queen dies, the snow block behind will brust into fire and damage everything in a large area so beware. Beyond the snow block is lord Rengar. this guy can cast 'fire ball' and 'ice storm'.
Beyond the snow block, to north is entrance to ice temple and a big fight.
To east we go first. You'll see some necromancers here. Once you talk with them, they will attack you, at the same time, crystal golem will run from the door further east to aid them, so plan your position before engaging them. The door which golem rushed in leads to a hole. You'll need a small member (gnome, dwarf, halfling) to go inside and enlarge the hole for all members. It doesn't really matter if you don't have small one to perform the task. This hole leads inside a den in ice temple. There is a quest there which i'll cover it in 'ice temple upper level' since you can enter this place through ice temple.
To the south are trolls and at the end you'll meet Zack, inside of a
Remorhaz. Zack will ask for his pet spider which you already found.
Then he will ask for any information abou this ice palace which you'll get later. While playing inside the ice temple, you'll gather some information from time to time but you have only one shot for sharing information with
Zack. To play safe, return to Zack only after you found Nickademus, the architect of the ice temple. Don't forget to ask for belladonna from him as this will complete our ship repair recipe (7/7). In addition, Zack sell stuff. Back to Oswald ship, place the last piece into table and report to
Oswald. As you are leaving the ship, Oswald will suggest you to investigate the western pass.
Backtrack all the way to where met lord Rengar. Summon and prepare everything. As you move to north, you will finally meet Sherincal. Keep asking her questions to discover who is the boss behind her. Depends on situation, Sherincal sometime retreats to the ice temple entrance. To climb the stairs you'll need to activate a device at the other end of the stairs.
The device will be highlight in yellow circle if you pause the game. Hit it with arrow once and the stair will open. Shoot it again and it will close. Sometimes, the priestresses will counter you and close the stairs.
Enter the ice temple when everything is done.
---------------------------------------------------------------------------
3.3 ice temple upper level ppg21
---------------------------------------------------------------------------
Left and right of the hallway are two rooms with treasure. The right room will have a secret door that you need to uncover. We can deal with these later as there are prisoners dying and you need to rescue them. Proceed into next hallway, we will mark this as room A. You'll find two closed doors, between them is an opened door. Go to the northwest. You will need to lockpick the door. If you have problem lockpicking the door, then you'll have to go to the opened door and kill the high priestress inside to get a key.
Now, the door leads to another door which leads to a prison. you'll meet
Nathaniel (i think he is the little boy who stood at the entrance of
Kuldahar back in IWD1). You'll need to free him first. Simply lockpick the prison door. Next cell will have prisoners for you to rescue for some xp per prisoner (that's why i suggested to come here first) and a table with an unimportant note in it. Once you freed Nathaniel, ask for more information about this place and the glacier. For now, you cannot use magic in this area. Since you cannot use magic, you might want to lure enemies to areas where magic is useable.
Go north, pass the prison to another small room. Eliminate every enemy nearby to have an easier fight later. The southeast wall is pass-through -able, roughly (1262, 1280). Killing enemies here will give you a better chance against Lysara later. Go into the north door of the room and you'll encounter high priestress Lysara (1/3), one the three high priestresses in ice temple. Remember to squeeze every information before engage into battle. She mentioned about Lysan. Lysan is the priest that was kill in
IWD1. There is a dais in this room which control several things. stand on the left side to turn the dais rotating left, stand on right side for right. -to disable the antimagic field, right east, left west. -to open a locked study room in this level, left southwest, right
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- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
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- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
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Character Development Guide - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
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Cleric Spell List - Icewind Dale 2 hints by System on 09/03/2006, 09:50
Druid Spell List - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50






