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Submitted by System on 09/03/2006, 09:50. Print file.
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Send a decoy towards the northeast part of the map and the story begins.
When the fight begins, all my members will start running back to where the undead was.

You'll meet Harshom at the exit. He was sent by the Arcane Brotherhood of
Luskan. (If you play 'Neverwinter Nights', you'll be raiding this tower of Arcane Brotherhood.) Turns out that Phaen that you kill long ago in targos town is one of them. Even worse, remember Carita and Leevi? As revenge, they told Harshom your whereabout and destination.

This band, they have everything. Tankers, archers, spellcasters and everyone is sharp. Don't worry if your spellcasters die. Because your cleric can bring them back and join the fight immediately without claiming back their equipment. Also, don't over concentrate on one end, if you are fighting in a tight junction. These people will travel far and reach you from behind.

When this ends, pick up the key, open the gate, into next chapter we go.

==CONCLUSION== i suppose you have met Isair and Madae, yes? You will be fighting them at the very end of the game. As for now, you continue to travel towards their lair, or rather, the headquarter of the Legion of Chimera, or even rather,
Severed Hand. You have passed the western pass from chapter 2 to chapter 3.
Now you want to pass the eastern pass. Also, remember that you might carry a quest over to the next chapter, massacre the Black Raven monastery.

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chapter 4                                                         ppg35
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==OVERVIEW==
From Nym, you know that the estern pass was block by Legion of Chimera forces. Nym also provide you an alternative by going through the underdark.
So, your purpose is to go to and through the Underdark.

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5.1 black raven monastery                                   ppg36
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The passage to Underdark is guarded by the Black Raven monastery and its monks. Currently, the monks have some problem inside. The Legion of Chimera invited the monks leader to their place to discuss about alliance. But the leader thinks the other way. So the Legion kept the leader as hostage.
Meanwhile, the Legion send a pretty-face-envoy to the monastery intended to corrupt them from the inside. You are now here to make everything back into order.

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5.1.1 monastery entrance                                    ppg37
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Follow the path, detrap the torn bridge as you go. You'll see some neutral wyrms. There is a wyrm nest at (1187, 1207) which you can take its egg and ruby ring, making all wyrms turn hostile. We have use of the egg later. The ruby ring that comes with it, we have use later also.

As you cross the second bridge, you'll meet yeti and more yeti will pop up from cave behind as their friends die. If you need money, you can always come to rest in area. Yeti will attack you, and you can pick up their pelts.

Enter the cave, and you will see the entrance to monastery.

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5.1.2 monastery                                             ppg38
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(Seriously speaking, i don't know why it/he is called Black Raven. My
English may be not good, but at least i wouldn't say 'look it's a white polar bear'.) *please have a look at  section (ppgbug)
You'll meet Salisam. He wants you to speak with Aruma Blane who currently runs the monastery. Regardless of what would Aruma say, you are to speak with Salisam again. The monastery is very tight, running inside will give you headache. You can of course raid the whole place as the duergars ask in earlier chapter, but let's play the story and we will do the massacre later.

Before you speak with Aruma and continue the main quest, let's play the sub-quests first.

      -------------------------------------------------------
      |                    |     |          |               |
      |     TRAINING       |     | LIBRARY  |  *SALISAM     |
      |       ROOM         |DOWN |          |             ENTER
      |                    |     |          |               |
      |                    |     |------  ---               |
|                                                     |
|     *SAVALTID                                       |
      -------------------------------------  ----------X-----
      |         |                                 |         |
      | *NONIN  |                                 |  STORE  |
      |                     DINING ROOM           |  ROOM   |
      |         |                                 |         |
      |         |                                 |         |
      ---------------------------  --------------------------
      |            *SERSA  |                 |              |
|                                           *ARUMA    |
      |   SLEEPING         |-----------X-----|              |
      |   ROOM             | DOLON'S         |              |
      |                    | ROOM            |              |
      -------------------------------------------------------
* represent important NPC and X represent locked door that are related to quest.

Inside library, you'll find Bered. He will tell you general things and stories about Black Raven (the person and the monastery). There are two things that he sells would interest you. "Masterwork tome of glorious exaltation", once held in hand you are under the spell of 'Exaltation'. Of course, this would be excellent for monks. "How to be an advanturer", it gives you a good laugh as you read through the book, more importantly, it gives 20000 xp to the reader.

You can just lockpick the door and help yourself in the store room. Inside the room, you'll meet Ven. There are several ways to finish this side quest. Plan A, agree to side with him and later report him to the authority (either Aruma or Salisam). You'll then have the Black Raven's Tomb for yourself to loot. Plan B, side with him and don't mention this to the authority. You'll find him later in the Black Raven's Tomb, he loots all the treasure, you fight the tough iron golems. If you want the loots, you'll have to search big tomb for invisibled Ven and kill him. Plan C, don't side with him and ask for something to silence your mouth. He will give you a ring with 'NN' initials. Report him to the autority any way to get rid of trouble later.

Inside the store room you will find Nonin. He offers priest service and trade. For all the yeti pelts you collected, Nonin will take them. As the conversation ends, Nonin will ask for a ruby ring. You can give him the one that you found in the wyrm nest earlier. For this he gives you the key to the store room. If you just enter the store room after this, Ven will just leave the place and you cannot get the quest. Give him the 'NN' ring you found earlier, you'll get some xp and extra healing potions.

Sersa is the one who offers you a place to sleep here. She has a small problem as Salvatid wouldn't teach her. You could slove her problem by talking to Salvatid. You'll need 'bluff' skill to do so.

>>[Alicia Shieh] found another way around using a monk
"If a monk talks to Sersa, he can show her how to fight better. You don't need bluffing skill on the monk."

Now for the main quest. You'll notice that there is someone else inside
Aruma's room. After Aruma rejected your request. You speak with Dolon to find out that this guy was sent from Severed Hand. Now, turn back and speak with Salisam. He will tell you the whole story behind Dolon and Aruma.
Now you need to do is to break into Dolon's room, steal his letters and present them to Aruma. Aruma and Dolan will run away, leaving Salisam in charge. Now you get a chance to play the 'Eight Chamgers'.

Exit via DOWN.

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5.1.3 eight chambers                                        ppg39
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The reason you want to play this is to win acceptance among the Black
Raven monks so that you can use the passage to Underdark. As the name suggest, you went through eight chambers and face different kinds of challenge.

Speak with Morohem to enter the challenge. You cannot bring anything inside the chambers, and you'll be dispelled before entering. Of course, you don't need the use the same person for all eight chambers. If you die in the process, well, you are dead. When you speak with Morohem about entering the chambers, he will put all your equipment in the table nearby. It would be best if you rest 16 hours after each chamber because sometime 8 hours is not enough to make animate undead to disappear and that could affect your summon limit. There is a container inside every chamber on the wall. You can rush there and pick up your weapon to fight. Last thing to remember, save everytime you win a chamber. If you have a monk, then all these will be rather easy. If you don't then you'll need to went through some troubles. generally, i have few tricks playing this chamber. plan A - Summon animate undead, all the way. Well other summon will work but not as effective. plan B - If my member dies in the process, but the summons are still inside the chamber, i will not rest but continue the game by sending another summoner inside. Of course, bring back the dead member into life so that he/she can claim the xp as we beat the chamber plan C - 'Mirror image' myself as soon as i enter a chamber. So for the first few attacks, those monks cannot disrupt my spell process. plan D - Under HoF mode, the monks will have high resistance to various melee damage that the weapons in the chamber or summon minions can offer. The most effective magical sword that can bring into the chambers is Mordenkainen's sword. 1st chamber - Chamber of Stone
You'll need to pull the level in correct order to pass this. See the black and white tiles on the northwest wall in this room? It suggested the order of 1 -> 5 -> 3 -> 2 -> 4. As you pull the level on northeast wall, stone monk(s) will pop up near southwest wall. Nothing that animate undead cannot take care of. 2nd chamber - Chamber of Shadows
You just enter the doors in correct order and you are done. If you enter the wrong door, shadow monk will pop up and attack you. again, nothing that animate undead cannot take care of. the correct sequence is
                 --------------------------
1         x         2
3         x         4        x are the doors you
                 --------------------------      ignore.

3rd chamber - Chamber of Sorcery
Frankly, i don't understand how this chamber works. There are panels on the ground and you are suppose to step on them according to some order or something. Melee damage might harm them, if you are sending tanker inside. What i did is quickly summon animate undead and let them deal with anything to come.

>>According to [Rainox]
In the Chamber of Sorcery, you suggested using Animate Dead to beat it. The real solution is to watch the tiles as the lightning bolts strike the ground, one tile will "rise". If you stand on this tile, then you get immunity to lightning. Then you can melee-attack the two monks without getting fried by their lightning attacks... rinse and repeat. 4th chamber - Chamber of Clockwork
This room is small and has deadly turning baldes on the floor. There are three monks here. If you damage them enough and they are going to die, their clock will start ticking. At this time, there will be a device open on the wall where each monk stands at the start. You'll have to rush there and touch the device before time ends. If not, the monk will blast into fire and damage everyone. The annoying part is, the ticking monk will not do anything but stick with you all the time while the clock is ticking, no matter how far away you are. The same old animate undead still works. 5th chamber - Chamber of Sand
The monks here can only be damage by the fire damage activate from the 4 device on the wall. The fire hose will last a little while, dealing 2 damages everytime it activated. You have to turn on the fire hose according to clockwise direction starting from the one in west coner. Of course, you have to make these two monks stand in the line of fire hose which activated or else they wouldn't take damage. 6th chamber - Chamber of Silk
Poisonous spiders are everywhere. Plus, running around will trigger 'web' trap which is not pretty. You just need to kill every spider inside and that's it. 7th chamber - chamber of battle
There are two triggers on the northeast wall and a blue platform on the ground. Notice that when you stand on the platform, one of the trigger will shine. Now, fight the coming monk on the platform untill he becomes unconscious and lies down on it. Now you can rush over and pull the shinning trigger. this is just the first part.
After the trigger is pulled, a second monk comes in and a new room is available to you through the northwest wall. There are two palforms now and you need to make both monks lie down on each. When this is done, rush out to pull the shining trigger. 8th chamber - Chamber of Immolation
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