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The 'Club of Disruption', as battle square rank 6 prize, really helps a lot
. High rank battle square will always give you demons and elementals type enemies which you can destroy them by using 'Club of Disruption' if they fail their fortitude saving throw. Open your 'Attack Rolls' feedback via option --> game play --> feedback to see if the enemy you are currently hitting is subject to disruption process. If they are, it will show their fortitude saving throw aganist 'Club of Disruption'. When playing high rank battle square under hof, it is just a fight to see if monsters throw 1 in their fortitude saving. If you want to use range attack with your fighter, take throwing weapons over missile weapons because throwing weapons (like throwing dagger/axe/hammer) use STR modifier in attack roll not DEX in missile weapons. A returning throwing hammer +2 that i've gotten in Wondering village/Underdark (i forgot which) is also a helpful weapon as my fighter already specialized in war hammer. Apart from bludgeoning damage, it deals electrical damage as well. 'Throwing Axe of Shocking Burst', rank 5 prize of battle square, is also useful if you are better with axes then hammers. Weapon choice for [fire mage] are Warhammer +2 with shock, Flaming
Star +1, Morning Star of Thorns, Greataxe +4, Club of Disruption (prize),
Ice Spear (prize).
Now save every single time you completed a single square. If you are not satisfy with the monster that the next square gives you, you can always load the game. Well, this is a computer game after all and the designers don't limit our saves, so however 'cheesy' it is, it is still valid.
Sometime those teleport-able monster will teleport to where the rest of your members are. This isn't a bad thing as now you can outnumber the monster. However, take extra care to make double sure that the ice golem champion is somewhere near this room the moment you kill the monster. If not, you kill wouldn't count. You can also choose the teleportion on purpose if you feel that the monster is to hard to handle single handedly.
Summons several minions in the battle square room before you start and place them at a corner where they cannot see the coming monster. When you encounter a teleportable monster, send one summon to attack it. Upon making a sucessful hit, the summon will be teleported to the resting room with the others and so as the monster who choose to chase this summon.
Enemies and weakness
Elemetals:Fire/water/earth/wind elementals fall under this group. They generally have high hp. Club of Disruption works on them but some have pretty high fortitude saving throw bonus (like +19). Some even resistance to bludgeoning damage, making the attempt to disrupt process harder.
Demons :Gelugon, Cornugon and Glabrezu. All demons can be dispruted and are vulernable to bludgeoning damage, making them weak against
Club of Disruption. Keep in mind that all demon knows how to teleport. Also, they will 'panic' those unprotected.
Undead :These undead are very strange. They are subject to disruption under HoF mode, but not under normal mode. Boneguard type is resistance to slashing damage and zombie type (including the fat one) is resistance to bludgeoning damage. To me, these are the hardest foes in battle square. i often reload encountering them. shadow :Those black monsters are shadows, not some bad animations or your graphic card's fault. Shadows come in different forms and each form charateristic is just like their real bodies. So, for example, if you encounter Glabrezu in shadow form, use your against demons tactic on it. big ones :These are the ultra big enemies that have problem passing the north door. When you encouter these, rush pass the north door and use range weapons to deal damage without taking any pain. They are the easiest foes in battle square. others :These include small skeletons, small shadows, animals and any other type that doesn't fall into the previous categories. They are not that strong and you can just melee them to death. None of these is subject to disruption. There is a kind of enemy called
Fyer variations (the big floating balloon kind). They know how to teleport and can 'hopeless' your member.
>>Words of wisdom from [fire mage]
"Because the game often uses the same monsters repeatedly, it didn't take long for me to figure out which type of weapon worked best with which monster"
Below are the items for completing a rank (under HoF mode). If i am not mistaken, only the prizes of first and third ranks change in HoF mode, others stay the same. - rank 1 = Warded Dragon's Belt
- +3 reflex saves
- 6/- cold resistance - rank 2 = Potion of Holy Transference - permanantly +2 wis, -1 dex - rank 3 = Cornugan Hide Armor - damage reduction 10/+2 - regenerate 1 hp per 10 rounds - rank 4 = Boots of Grounding
- 6/- electrical resistance - rank 5 = Throwing Axe of Shocking Burst - return to user
- 1d6 electrical damage, 10% chance of extra 1d10 electrical damage
- +5 for hitting - rank 6 = Club of Disuption (** MUST GET **) - undead and outsiders must make fortitude save or destroy
- +5 for hitting - rank 7 = Ice Spear +4 - cast ice lance 1/day - rank 8 = Composite Longbow of Empowerment - random +4 on str, dex, con, int, wis, cha for 5 rounds when damage by melee - rank 9 = Wand of dead (** MUST GET **) - cast animate undead - rank 10 = Brilliant short sword +5 - attack ignore shield or armor bonous - upon completion of all ranks
= Bracers of Icelandic Pearl - cast lesser planar binding : water element 1/day - cast cone of cold 1/day - cast horrid wilting 1/day
---------------------------------------------------------------------------
3.5 chapter ends ppg24
---------------------------------------------------------------------------
When everything is taken care of, return 2 of Nathaniel's stuff back to him and report that you have killed the 3 priestresses. He will now leaves the ice temple to the glacier crevice, follow him. Once out, you'll be taken to middle north of the map, Nathaniel will 'melt' the glacier and the remains of Neverwinter force will arrive leading by Ingrath Mariner and Rahm Dammel
. As the conversation ends, you'll present both with letters that you kept so long ago from Targos by Denham. after you exposed Ingrath, he and his goons will change to dopplegangers and attack you. Rahm and his men will help out. Return to Oswald crash site to find that he has already left. pick up his note and potion. you can wipe out the druid village if you want, they have some nice stuff. When you are done, exit via the melted glacier, north of glacier crevice to the next chapter. If you are that hungry, remember to loot the stuff in Nickademus' closet but don't hurt him even if he attacked you.
If you don't have the letter, you would not expose Ingrath here. He will ask you to meet in outside a dragon's lair entrance. When dragon attacks, he and his gang will run away. When you defeated the dragon, he will come back and attack you.
==CONCLUSION==
Oswald left, and you are to pass the western pass by foot. now you have names, the organization is the Legion of Chimera, the leaders are Isair and
Madae, the place is Severed Hand. As the story goes on, you'll know what they want.
---------------------------------------------------------------------------
chapter 3 ppg25
---------------------------------------------------------------------------
==OVERVIEW==
Frankly, i am a bit confuse about the story and the realistic purpose of chapter 3 and 4. Originally, the band was assigned to find the Neverwinter reinforcement, and the band did, at the end of chapter 2. So there is no purpose for the band to travel any more right? But, instead, they continue to travel with a clear destination, which is the Severed Hand. So my best guess would be, as the band was fighting with Sherincal in chapter 2, they already made up their mind of going to Severed Hand to end the madness (without letting me know). That's why they keep on travelling, through western pass and eastern pass. So now you are, passed the western pass, and going to pass eastern pass. But then you discovered that eastern pass is blocked by Legion of Chimera. So you have to shift to the Underdark. Also, in the middle of chapter 3, you will meet your final bosses, Isair and
Madae.
---------------------------------------------------------------------------
4.1 wandering village ppg26
---------------------------------------------------------------------------
You want to get pass this area, the villagers here see this as an oppoturnity to ask for your service to clear the evil in this area. Due to the fact that you need to run back and forth to do all the main quests, so walkthrough in this part will be written as quest based instead of area based.
Note that you cannot rest in this area unless asking a priest. As you move, you'll meet Thvara Baelm and his babaric gang as a junction. When the conversation draws to an end, you can tell the gaint that you are going to kill everyone so he better run away if he wants to live. North to the junction is a dire wolf den, we can take care of that later. South is a grave guarded by an undead named Sordirsin, this one is quest related.
Don't touch his grave at the moment. East is the wandering village. Move there and you'll be approach by villager who instruct you to meet their elder, Souma.
As you move into village, you'll meet the infamous Nym. back in IWD1, he single handedly caused the destruction of elves and dwarves. He will ask for your destination and suggest an alternative through the Underdark. If you have the bonus cd installed, Nym's merchant inventory has something called 'Avarine Decanter'. Use it to summon a djinni merchant. The merchant don't have any woo-ahhh things to offer. Instead you free him on the spot, you'll get real woo-ahhh items, including a +5 to armor bonus non-magical bracers. Or you can summon him 3 times and at the end of third times you'll be attacked by his band, that's gives you little amount of xp and some mostly masterwork grade stuff.
Souma is at the northwest in the village, you get quests from her and she sells magic scrolls also. Right to souma is Jari who needs a wolf pelt, if you don't have it now, we can get it later. Right to jari is Tahvo who sells and buys weapons and armor. South to Tahvo are Carita and Leevi.
South to the couple Venla who is like the priest who sells and buys potions. There is a blondie running around the village by the name Pairi, a sorcerer can give her guidance to become a sorcerer and gain some xp.
---------------------------------------------------------------------------
4.1.1 the missing children ppg27
---------------------------------------------------------------------------
First quest that Souma gives is to aid Venla. There has been quite an amount of missing children lately and Venla wants you to investigate. Off to the Fell Wood via the exit at east of village. At this point you can approach Tahvo and Venla asking them to spare some weapons and potions to you.
Into the area before Fell Wood, move east and you'll encounter a horde of trolls at a junction. The road to north turn west and leads to a iced dead body, we have use of that later. The road to east leads to a band of babarians who are searching for Thvara you previously kill. You can rest in this area but 80% of the time you'll be interrupted by snow trolls or dire wolves. When the area is cleared, you can now go into the spooky tent in
(2404, 629). Inside the tent you'll meet Limha and Agog. You can buy some stuff from Limha but don't buy any spell scroll from her even if you needed.
We can get all the scrolls she posses later. Obviously you cannot get any information out of her. You can rest here if you want. So leave the tent, into Fell Wood we go, via exit at east.
>>[Alicia Shieh] put her paladin into work this time "you can expose Limha by having a paladin talk to her. He'll detect that she's evil. You don't have to go to the Fell Wood this way."
This Fell Wood is a maze. You take a wrong turn, you end up running circle.
You can always back out by selecting the west exit and restart the maze.
If you have a druid or ranger, you can use their 'wilderness lore' to find you way through the maze. Sometime you might get caught by roots that damage you. These are actually traps that you can detrap. The enemies in this area are smart, they will go to your weaker members, so beware. Most of the undead here will attack my cleric first. Attack from undead might drain your energy noted by a horizontal red line in your potrait. You'll need restoration spells to cure it. as you enter Fell Wood, a ghost greets you, telling you some general information.
Take the northwest exit into a winter wolves den area. The pelts you collected, you can spare one to Jari for some xp. He doesn't have anything good in return so don't push him. From here go north to encounter some snow trolls for xp.
Below is the path you take to seek out a dryad that will help you with the mission.
From the ghost take exit northwest (180, 292)
--> wolf den, east (900, 433)
--> container in middle trunk, north (489, 214)
--> tree trunk in middle, east (836, 280)
--> tree trunk in the middle, east (841, 264)
You reach a small opening guarded by some undead. Kill them all to release
Carynara the dryad. She'll point out that there is something fishy about
Limha. As for the question about passing the wood, you'll need a high charisma person to charm her for pointing out. The route she pointed will be used later.
. High rank battle square will always give you demons and elementals type enemies which you can destroy them by using 'Club of Disruption' if they fail their fortitude saving throw. Open your 'Attack Rolls' feedback via option --> game play --> feedback to see if the enemy you are currently hitting is subject to disruption process. If they are, it will show their fortitude saving throw aganist 'Club of Disruption'. When playing high rank battle square under hof, it is just a fight to see if monsters throw 1 in their fortitude saving. If you want to use range attack with your fighter, take throwing weapons over missile weapons because throwing weapons (like throwing dagger/axe/hammer) use STR modifier in attack roll not DEX in missile weapons. A returning throwing hammer +2 that i've gotten in Wondering village/Underdark (i forgot which) is also a helpful weapon as my fighter already specialized in war hammer. Apart from bludgeoning damage, it deals electrical damage as well. 'Throwing Axe of Shocking Burst', rank 5 prize of battle square, is also useful if you are better with axes then hammers. Weapon choice for [fire mage] are Warhammer +2 with shock, Flaming
Star +1, Morning Star of Thorns, Greataxe +4, Club of Disruption (prize),
Ice Spear (prize).
Now save every single time you completed a single square. If you are not satisfy with the monster that the next square gives you, you can always load the game. Well, this is a computer game after all and the designers don't limit our saves, so however 'cheesy' it is, it is still valid.
Sometime those teleport-able monster will teleport to where the rest of your members are. This isn't a bad thing as now you can outnumber the monster. However, take extra care to make double sure that the ice golem champion is somewhere near this room the moment you kill the monster. If not, you kill wouldn't count. You can also choose the teleportion on purpose if you feel that the monster is to hard to handle single handedly.
Summons several minions in the battle square room before you start and place them at a corner where they cannot see the coming monster. When you encounter a teleportable monster, send one summon to attack it. Upon making a sucessful hit, the summon will be teleported to the resting room with the others and so as the monster who choose to chase this summon.
Enemies and weakness
Elemetals:Fire/water/earth/wind elementals fall under this group. They generally have high hp. Club of Disruption works on them but some have pretty high fortitude saving throw bonus (like +19). Some even resistance to bludgeoning damage, making the attempt to disrupt process harder.
Demons :Gelugon, Cornugon and Glabrezu. All demons can be dispruted and are vulernable to bludgeoning damage, making them weak against
Club of Disruption. Keep in mind that all demon knows how to teleport. Also, they will 'panic' those unprotected.
Undead :These undead are very strange. They are subject to disruption under HoF mode, but not under normal mode. Boneguard type is resistance to slashing damage and zombie type (including the fat one) is resistance to bludgeoning damage. To me, these are the hardest foes in battle square. i often reload encountering them. shadow :Those black monsters are shadows, not some bad animations or your graphic card's fault. Shadows come in different forms and each form charateristic is just like their real bodies. So, for example, if you encounter Glabrezu in shadow form, use your against demons tactic on it. big ones :These are the ultra big enemies that have problem passing the north door. When you encouter these, rush pass the north door and use range weapons to deal damage without taking any pain. They are the easiest foes in battle square. others :These include small skeletons, small shadows, animals and any other type that doesn't fall into the previous categories. They are not that strong and you can just melee them to death. None of these is subject to disruption. There is a kind of enemy called
Fyer variations (the big floating balloon kind). They know how to teleport and can 'hopeless' your member.
>>Words of wisdom from [fire mage]
"Because the game often uses the same monsters repeatedly, it didn't take long for me to figure out which type of weapon worked best with which monster"
Below are the items for completing a rank (under HoF mode). If i am not mistaken, only the prizes of first and third ranks change in HoF mode, others stay the same. - rank 1 = Warded Dragon's Belt
- +3 reflex saves
- 6/- cold resistance - rank 2 = Potion of Holy Transference - permanantly +2 wis, -1 dex - rank 3 = Cornugan Hide Armor - damage reduction 10/+2 - regenerate 1 hp per 10 rounds - rank 4 = Boots of Grounding
- 6/- electrical resistance - rank 5 = Throwing Axe of Shocking Burst - return to user
- 1d6 electrical damage, 10% chance of extra 1d10 electrical damage
- +5 for hitting - rank 6 = Club of Disuption (** MUST GET **) - undead and outsiders must make fortitude save or destroy
- +5 for hitting - rank 7 = Ice Spear +4 - cast ice lance 1/day - rank 8 = Composite Longbow of Empowerment - random +4 on str, dex, con, int, wis, cha for 5 rounds when damage by melee - rank 9 = Wand of dead (** MUST GET **) - cast animate undead - rank 10 = Brilliant short sword +5 - attack ignore shield or armor bonous - upon completion of all ranks
= Bracers of Icelandic Pearl - cast lesser planar binding : water element 1/day - cast cone of cold 1/day - cast horrid wilting 1/day
---------------------------------------------------------------------------
3.5 chapter ends ppg24
---------------------------------------------------------------------------
When everything is taken care of, return 2 of Nathaniel's stuff back to him and report that you have killed the 3 priestresses. He will now leaves the ice temple to the glacier crevice, follow him. Once out, you'll be taken to middle north of the map, Nathaniel will 'melt' the glacier and the remains of Neverwinter force will arrive leading by Ingrath Mariner and Rahm Dammel
. As the conversation ends, you'll present both with letters that you kept so long ago from Targos by Denham. after you exposed Ingrath, he and his goons will change to dopplegangers and attack you. Rahm and his men will help out. Return to Oswald crash site to find that he has already left. pick up his note and potion. you can wipe out the druid village if you want, they have some nice stuff. When you are done, exit via the melted glacier, north of glacier crevice to the next chapter. If you are that hungry, remember to loot the stuff in Nickademus' closet but don't hurt him even if he attacked you.
If you don't have the letter, you would not expose Ingrath here. He will ask you to meet in outside a dragon's lair entrance. When dragon attacks, he and his gang will run away. When you defeated the dragon, he will come back and attack you.
==CONCLUSION==
Oswald left, and you are to pass the western pass by foot. now you have names, the organization is the Legion of Chimera, the leaders are Isair and
Madae, the place is Severed Hand. As the story goes on, you'll know what they want.
---------------------------------------------------------------------------
chapter 3 ppg25
---------------------------------------------------------------------------
==OVERVIEW==
Frankly, i am a bit confuse about the story and the realistic purpose of chapter 3 and 4. Originally, the band was assigned to find the Neverwinter reinforcement, and the band did, at the end of chapter 2. So there is no purpose for the band to travel any more right? But, instead, they continue to travel with a clear destination, which is the Severed Hand. So my best guess would be, as the band was fighting with Sherincal in chapter 2, they already made up their mind of going to Severed Hand to end the madness (without letting me know). That's why they keep on travelling, through western pass and eastern pass. So now you are, passed the western pass, and going to pass eastern pass. But then you discovered that eastern pass is blocked by Legion of Chimera. So you have to shift to the Underdark. Also, in the middle of chapter 3, you will meet your final bosses, Isair and
Madae.
---------------------------------------------------------------------------
4.1 wandering village ppg26
---------------------------------------------------------------------------
You want to get pass this area, the villagers here see this as an oppoturnity to ask for your service to clear the evil in this area. Due to the fact that you need to run back and forth to do all the main quests, so walkthrough in this part will be written as quest based instead of area based.
Note that you cannot rest in this area unless asking a priest. As you move, you'll meet Thvara Baelm and his babaric gang as a junction. When the conversation draws to an end, you can tell the gaint that you are going to kill everyone so he better run away if he wants to live. North to the junction is a dire wolf den, we can take care of that later. South is a grave guarded by an undead named Sordirsin, this one is quest related.
Don't touch his grave at the moment. East is the wandering village. Move there and you'll be approach by villager who instruct you to meet their elder, Souma.
As you move into village, you'll meet the infamous Nym. back in IWD1, he single handedly caused the destruction of elves and dwarves. He will ask for your destination and suggest an alternative through the Underdark. If you have the bonus cd installed, Nym's merchant inventory has something called 'Avarine Decanter'. Use it to summon a djinni merchant. The merchant don't have any woo-ahhh things to offer. Instead you free him on the spot, you'll get real woo-ahhh items, including a +5 to armor bonus non-magical bracers. Or you can summon him 3 times and at the end of third times you'll be attacked by his band, that's gives you little amount of xp and some mostly masterwork grade stuff.
Souma is at the northwest in the village, you get quests from her and she sells magic scrolls also. Right to souma is Jari who needs a wolf pelt, if you don't have it now, we can get it later. Right to jari is Tahvo who sells and buys weapons and armor. South to Tahvo are Carita and Leevi.
South to the couple Venla who is like the priest who sells and buys potions. There is a blondie running around the village by the name Pairi, a sorcerer can give her guidance to become a sorcerer and gain some xp.
---------------------------------------------------------------------------
4.1.1 the missing children ppg27
---------------------------------------------------------------------------
First quest that Souma gives is to aid Venla. There has been quite an amount of missing children lately and Venla wants you to investigate. Off to the Fell Wood via the exit at east of village. At this point you can approach Tahvo and Venla asking them to spare some weapons and potions to you.
Into the area before Fell Wood, move east and you'll encounter a horde of trolls at a junction. The road to north turn west and leads to a iced dead body, we have use of that later. The road to east leads to a band of babarians who are searching for Thvara you previously kill. You can rest in this area but 80% of the time you'll be interrupted by snow trolls or dire wolves. When the area is cleared, you can now go into the spooky tent in
(2404, 629). Inside the tent you'll meet Limha and Agog. You can buy some stuff from Limha but don't buy any spell scroll from her even if you needed.
We can get all the scrolls she posses later. Obviously you cannot get any information out of her. You can rest here if you want. So leave the tent, into Fell Wood we go, via exit at east.
>>[Alicia Shieh] put her paladin into work this time "you can expose Limha by having a paladin talk to her. He'll detect that she's evil. You don't have to go to the Fell Wood this way."
This Fell Wood is a maze. You take a wrong turn, you end up running circle.
You can always back out by selecting the west exit and restart the maze.
If you have a druid or ranger, you can use their 'wilderness lore' to find you way through the maze. Sometime you might get caught by roots that damage you. These are actually traps that you can detrap. The enemies in this area are smart, they will go to your weaker members, so beware. Most of the undead here will attack my cleric first. Attack from undead might drain your energy noted by a horizontal red line in your potrait. You'll need restoration spells to cure it. as you enter Fell Wood, a ghost greets you, telling you some general information.
Take the northwest exit into a winter wolves den area. The pelts you collected, you can spare one to Jari for some xp. He doesn't have anything good in return so don't push him. From here go north to encounter some snow trolls for xp.
Below is the path you take to seek out a dryad that will help you with the mission.
From the ghost take exit northwest (180, 292)
--> wolf den, east (900, 433)
--> container in middle trunk, north (489, 214)
--> tree trunk in middle, east (836, 280)
--> tree trunk in the middle, east (841, 264)
You reach a small opening guarded by some undead. Kill them all to release
Carynara the dryad. She'll point out that there is something fishy about
Limha. As for the question about passing the wood, you'll need a high charisma person to charm her for pointing out. The route she pointed will be used later.
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Other files from this game:
- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
- Icewind Dale 2 document by System on 14/03/2006, 06:30
All inventory codes as Word doc - Icewind Dale 2 document by System on 14/03/2006, 06:30
All cheats as Word file - Icewind Dale 2 document by System on 14/03/2006, 06:30
Items listing (zipped due to its size, v2.0) - Icewind Dale 2 editor by System on 14/03/2006, 06:30
Character + Savegame Editor - Icewind Dale 2 document by System on 14/03/2006, 06:30
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
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
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 hints by System on 09/03/2006, 09:50
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






