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Submitted by System on 09/03/2006, 09:50. Print file.
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Now back to Limha to expose her. She will run away and Agog will attack you. Don't waste much spell on Agog. As Agog dies, you rush outside only to find out that Limha had placed a small band waiting for you. Usually, she will then retreats back to the north of the junction where she can continuingly summon minions to deal with you. When these are taken care of, loot her body to find a scroll case that holds every single spells that she sells. report back to Venla and Souma for reward and next quest.

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4.1.2 the returning dead, or undead                         ppg28
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Second quest is to aid Tahvo. West of the village is a grave guarded by an undead called Sordirsin. Someone stole his drinking horn, and you need to retrieve it. Once again to the fell wood. Alternatively, if you have a high level bard, you can make a song for Sordirsin and put his soul to rest. routes for recovering drinking horn, - longer route to cover every enemy from the dryad area take west exit (187, 363)
--> spiders, southeast (866, 567)
--> trolls, item in middle trunk, northeast (826, 317)
--> zigzag area with undead, northeast (616, 231)
--> zigzag area, southeast (849, 910)
--> zigzag area, northwest (247, 310)
--> zigzag area, southeast (864, 881) - shoter route from dryad area take west exit (187, 363)
--> spiders, northwest (208, 347)
--> zigzag area with undead, northeast (616, 231)
--> zigzag area, southeast (849, 910)
--> zigzag area, northwest (247, 310)
--> zigzag area, southeast (864, 881)

The undead in the 'undead area' will regenerate, giving you some xp to earn if you want. Take the loop from zigzag area with undead, northeast(614, 266)
--> zigzag area, northeast (599, 298) --> back to undead.

Eventually you'll arrive to an area with standing stones and a dead body among them. Loot that body for drinking horn. Take the west exit, return the horn to Sordirsin, loot his grave for treasure, report back to Tahvo and Souma.

As you report back to Souma, Nym will leave. Remember to shop him for items before this. If there is one thing you cannot miss, that is the 'Antimagic scroll' that he sells, you MUST buy this. Beside that, he has a mace that deals fire damage, this could be useful aganist trolls later. Also, a mace
(Everlasting torch) he sells that deals fire damage is very important later with dealing with trolls and slimes.

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4.1.3 the silent ghost                                      ppg29
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You are to aid Kurttu as the third quest. She is at south of Souma
(1897, 674). Kurttu has a stepdaughter named Carita (2402, 570) who is married to Kyosti. Kyosti is dead and his soul can't speak. Beside that,
Carita seems to have something going on with Leevi (2431, 581) both
Kyosti's friend and enemy. Speak with Carita and Leevi to squeeze some information then off the Fell Wood again. Ask the ghost in Fell Wood about
Kyosti and he will ask you to free them by destroying the ghost lights.

From the standing stones where you found drinking horn take the east exit (857, 578)
--> undead with frozen pool in the middle, southeast (705, 569)
--> frozen pool, northeast (672, 217)
--> frozen pool, northwest (249, 228)
--> undead with 2 tree bridges, northwest (329, 241)
--> 3 tree bridges, northeast (843, 264)
--> 3 tree bridges, fully prepare before entering southeast (824, 717)

This will lead you to one of the hardest fight in the game, especially if this is the first time your band into the game. These so called Will
O'Wisps deal electrical damage. On top of that, they teleport around, making you chasing them wildly. Now, range and magic might work well. But then they seem to have very high resistance to magical damage, i think they are immune to magic. So your casters will be busying running around to avoid them and your fighters will be busying running around to damage them.

>>[Jae Shin] and [jerrod] used bow and arrows in this situation
Equip everyone with ranged weapons and keep on attacking one Will
O'Wisp at a time.

When this is done, take west exit and return to the ghost. Unfortunately, among the ghosts you freed, you can't find Kyosti. But the ghost points out that you might find Kyosti in the area before Fell Wood. At the mean time, you gain 'Fell Wood remains' which you can present it to Souma for reward.

Kyosti's ghost is lingering around northwest (640, 563). As you approach the junction, you'll be ambush by dire wolves from both sides, so be prepare. Approach Kyosti to hear his story. Report back to Kurttu and
Souma for reward. As you are speaking with Souma, something happens.
Go through the story and fight whatever enemies come to you. Before you leave the place, remember to present 'Fell Wood remains' to Souma and make sure you buy at at least 2 ropes from Tahvo.

As you enter the Fell Wood, you'll see a tree pops up, kill it for xp. Exit through northwest then north. You'll encounter more of these tree monster called Dark Treants. Finish them all and the north woods will open you an exit.

>>[Koh Zi Han] found the exit with a shorter route
"When you enter the Fell Woods to eliminate the Dark Treants, a faster way would be to be West from the starting location,
In fact, if what you do when you meet the sole dark treant is to cast summoning spell and blesses, chances are, it will flee to the
West."


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4.2 cold marshes                                            ppg30
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Spiders, trolls and babarians make up this area. If you rest in this area, chances are you'll be attack you trolls and babarians. So, if you have sleeping problem, you can always go back to fell woods. Work your way uneasily to the east and meet Hadbruki and his gang who are guarding the
Gate-of-Stone. from left to right is 1 to 3, from bottom to top is A to D. my fastest way to open the gate would be, move A2 to left, B3 right,
A2 right  , B2 right,
C1 left   , A2 left,
B2 left   , C2 left, D3 right.

Depends on how well you mess up this gate, babarians will pop up from the south of the gate to attack your band. at the south of the gate, moving across the frozen river, you will find frostrose at (3279, 2173).

>>According to [scyther36] from gamefaqs.com IWD2 forum,
"The healer lady, Venla?, from the wandering village is looking for one to create some potions so it's worth some EXP and a couple of potions that she gives to you for finding it."

Get a full rest before you proceed to next area.

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4.3 river caves                                             ppg31
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River caves have an outpost of a Duergar (grey dwarf) company. Duergar to dwarf is like drow to elf. These dwarves are do not getting along well with the Black Raven monks live on top. They will see this as an opportunity asking you to clear out the monastery.

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4.3.1 river caves entrance                                  ppg32
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Prepare everything as you will be facing white dragon. If you did not expose Ingrath in the glacier crevice at the end of chapter 2, this is where you'll meet him and end his life as he tried to end yours, after you killed the dragon.

As you approach the east near the entrance, white dragon will come out and some wyrms will pop up around you. It would be best if you just send a decoy there and block the junction near where you come in with summons.

Get a good rest and enter the lair.

As soon as you enter the cave, wyrms and dragon attack you. When this is done, search the area for treasure. Click on the big hole to lower down ropes and exit.
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4.3.2 river caves                                           ppg33
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*please have a look at  section (ppgbug) (patched in v2.01)
There is a horde of hook horros not far along the path. When they see you, their friends will pop up from behind. So you might want to prepare for this first. At (798, 1558) is the path leads to dwarves base. If you kill all the monster inside this cave before you enter the dwarves base, there is a possiblity that you cannot finish a quest and skip another one. so make sure you don't finish every enemy here. also, you cannot rest here, so feel free to go back to the dragon lair.

We'll first find the key that open the dwarves base gate. Turn east as the path goes and arrive at a junction. Take the south path and go through the hole at (1744, 1719). You'll meet ice troll and later jelly. These jellies have high resistance against all types of physical and magic damage except fire. Cleric, druid should have 'Flame strike' and wizard, sorcerer have more fire based magic. 'Horrid Wilting' works wonder, if you have it. The worst part of these jellies is they split and multiply. At the east end of the path is the key.

Backtrack to (798, 1558) and follow the west path to reach the dwarves outpost front gate. The slave master will instruct you to speak with their leader. Just don't say any unpleasant thing about them. Their leader, Barud
Barzam is running back and forth in the hallway beyond the door. Listen to his story and ask about your quest. In exchange of providing you mining tools to pass this area, they'll need you to clear out the area. furthermore, you can sleep here if you ask him.

As you enter the door, turn northwest, first room is the store room. You can take away anything expect the one that is locked. Mining tools are located at (750, 401). Second room is the temple which offers you basic temple service. You can send someone to 'bluff' for some healing potion from Zama, the priest in the middle. Don't touch anything here. Turn southeast, skip the first room, walk towards the end to meet Dragu. He is working on a crossbow. Anyone with high INT could help him on that, in return you'll get a copy of that crossbow. Furthermore, you can trade equipment with him. Walk pass the slaves quarter till the end to reach the torture chamber. A ghost will appear and attack you. When you are done here , go back out to clear the cave.

>>[chalcedony] has a better idea dealing with the ghost "you should use your cleric to talk to the ghost, and then when he attacks you, TURN him. He will cease to attack you and start talking; most importantly you will gain xp (3000 if I recall correctly)."

Pretty routine stuff, just kill anything that walks. Ambush is everywhere.
When you finish all the monster in this area, it will show in your journal. report back to Barud for reward and next mission. He wants you to clean out the Balck Raven Monastery. i would suggest agree. You see, when you are done with Black Ravens, there is no more story there. You can just kill everyone, loot their stuff and come back here to claim the reward. In addition, after claiming the reward, you can finish off this base and loot the dwarves' treasure too. Now with Black Ravens cleared, the duergar outpost finished, no one is fighting nobody no more, peace. Near the end of the game, you'll save some Black Raven monks and these monks will give you help. Clearing black raven here will not affect these monks decision, so don't worry.

When you are done here, exit via the northeast exit, which you need mining tools to clear the blocking rocks.

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4.3.3 river caves exit                                      ppg34
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This area is both tricky and dangerous. There is a story scence here where your band will be brought to a place and as the conversation ends, you'll be attacked. You don't want to trigger this unprepared, don't you? Beside this, you'll meet some umber hulks here. They will confuse people that are close to them, making your party member running stupidly and might trigger the story. 'Chaotic command' by cleric can prevent this to happen. Also, when you rest in this area, you'll be interrupt by yeti or umber hulk. yeti pelts could bring you some fortune. The dawrves wouldn't buy it, but the
Black Raven monks will.

As you enter, take the east path. Umber hulks will pop up from wall to attack you. Past the first junction, contiune the path, you'll be attack by second umber hulks from wall. Then you are done here. Return to entrance, go north, you'll go into a small area will a pool. Umber hulks pop up from northwest wall. Return back to entrance, take the northwest path. As you reach the corner, umber hulks pop up. So now, you are done with all the umber hulks here, all 4 groups of them.

What i'll do at this moment is to summon 6 undead, have them wait in a place. Then cast spells on my members. Invisivility of any kind will not work here. Somehow, enemies we later encounter can see through invisibility.
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