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This will be the hardest room. There are two monks here who deal fire damage. On top of that, you'll encounter 'flame strike' everywhere you go.
Fortunately that there is indication where the next flame will strike, so you'd better watch out. i am aware that there are other ways to get over this like sending a high DEX to evade 'flame strike' but while i was playing this under HoF mode, these monks and earlier monks in other chambers are totally immune to my physical damage of all kinds. To overcome this room, at least for me, send someone with summoning ability and 'mirror image' ability. The mirror image is to protect from flame strike. Upon teleportation, cast 'mirror image' then summon. The first summon must be a strong one and must complete. The member will mostly die after this.
Bring back the dead one back to life and repeat the process. The initial summon will be there to block the monks the second time. If 'mirror image' is expired, remember to recast. Continue to summon and throw in a
Mordenkainen's sword, if under HoF.
After you finish the Eight Chambers, report back to Salisam for key to
Black Raven's tomb and xp. Move to Black Raven's tomb via the stair in
Eight Chambers area.
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5.1.4 black raven's tomb ppg40
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You can see that Black Raven's tomb is guarded by 4 iron golems. If you are still fresh and young, then you would have serious problem killing one of them, not to mention all 4 together. If you loot the treasure inside, those golems will come to life and tear you apart. We will deal with the treasure later.
If you side with Ven and didn't report to the authority, you'll meet him here. He will loot the tomb and alert the iron golems. When you are dealt with the golems, you'll have to look for Ven. Ven is hiding, somewhere here. Because he always fail to hide from time to time, you'll have an easier time to find him. Move your members around the whole area, when Ven is re-hiding you'll hear a 'hide' sound effect that you usually get hiding a member if you are close to Ven. The louder the sound, the closer you are to him. Then use 'see invisiblity' spell to reveal his actual position and kill him.
The exit is at (1473, 474). It is a bit hard to find. As you open the gate, you'll see more duergars preparing to attack the monastery. There is no way to avoid the fight, even if you have helped the other duergars to kill all the monks. Fight them to clear your path.
At this point you can massacre the monastery. Make sure you kill everyone, including the one in the Eight Chamber before reporting back to duergars outpost for reward. You can also massacre the outpost after claiming for rewards and xp.
Now you can loot the tomb, run like hell outta this place. Into the
Underdark we go.
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5.2 the underdark ppg41
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When you arrive, Malavon greets you. At this point, you'll have to accept his hospitality. If you refuse, he will close his gate and if you open the gate, every drow in this area will attack you, not to mention you'll miss most of the quests available here.
You can listen and record down Malavon's story if you want. Turns out that he had asked Nym to find someone to help him with his troubles here.
Overall, he wants you to destroy the device that transform drow into driders and return his sister to him. You can do some trading with the drows here, but they don't sell drow equipment here. However, you might be interest in the 'Ring of Freedom of Movement' that Malavon sells. If you intend to sell anything, i suggest you to keep them first as you'll find a better trader who offer 20% more. At this point, if you talk to Malavon again and offer to report your discoveries about the driders, Malavon will thank you for your information, which is nothing. The people in BIS should have done a better job about this.
A side note, Malavon appeared in IWD1 and was killed by the previous band late in the game. The story he told is about how he survived. His sister,
Ginafae also appeared in IWD1. Malavon blinded his sister (for whatever reason i forget) and the IWD1 band restored her. While playing IWD1/2, you must know this Malavon guy. There is this arcane spell called 'Malavon's
Rage', guess who invented this spell?
As you exit through the south gate, go immediate south, at (509, 2142) you'll encounter some merchants. These people have bad temper, so beware.
Don't touch their chests unless you want to pick a fight. One of them, the dwarf at east, Heggr will buy your stuff with 20% highier price and sell you at 20% lower price. To be specify, i used an Aamisar sorcerer with all class skills at full in his current level to do the job. So, my best guess would be, you'll a person with both 'knowledge (arcana)' and 'bluff' to make him do so. ask him why he is making business with drow, remind him his clan will not agree with his viewpoint and tell him that you will report him to his superior. When you are planning to leave this area for good, remember to come back here to raid their stuff.
North to the gate at (1893, 583) is a 'container' with very minor treasure. opening it does however alert the mushrooms nearby to attack you.
>>[fire mage] found some goons to fight
"In the underdark in the area where Malavon's camp is, there is a group of Lolthian assassins hiding right next to his camp, in the corner between the mushrooms that attack you and the entrance to the underdark. Of course they attack you and you have to kill them all, and they have some nice things to loot."
Roughly in the middle of the map (2449, 1702) is Oinchack'olp, a mind flayer. He (or she) wants you to find a blue stone for him inside the driders caves. The stone is actually a amulet type item that +2 WIS. Return that, you'll get a +2 STR belt. so the choice you totally yours. Of course, if you refuse to give it back, the mind flayer and his mindless goons will attack you. If this is the first time your band play the game, i would suggest to keep the stone as there isn't many thing that +WIS in the game.
There will be a +5 WIS ring later through merchant but that is only for druid or cleric.
South to the mind flayer at (1817, 2422) is another minor treasure container that will alert shadows drakes when you come close to it.
Following the narrow path to the east by the pool, you will also alert some sword spiders to attack you.
The entrance to the driders cave (east end of the map) is guarded by two draiders. They will ask you some question, if your 'bluff' skill is high enough, you can talk your way out. if not, a fight is unavoidable.
North to the cave entrance is a wall with two hole-looking-doors. You'll exit through here when all is done.
So now, enter the cave we will.
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5.2.1 the driders cave ppg42
---------------------------------------------------------------------------
If you look for it, there are three entrance to the driders cave. Each will takes you to a different location, but all locations are close to each other. In the walkthrough, i took the top most entrance (3413, 1021). The driders were once drows, so you can very expect to encounter sorcerers, wizards and clerics. But they are not just drow, they are drows and spiders hybrid, which grants them some extra hp. Things to remember, web traps are everywhere, and don't expect enemies to come from one direction as you see.
And lastly, if you rest inside, you are likely to encounter red mushroom called Mycoind.
Move towards the east, pass the cave(?) to a junction. Take the north turn, and eventually you'll meet Ginafae Despana in a room full of spider web.
She will mention Viciscamera and Impharaili. Viciscamera is the device that you want to destroy and Impharaili is the person who works on this device.
Now continue you search towards to east from the web room entrance. First turn to the north, dead-end with nothing, backtrack, continue east. Second turn to the north, dead-end with driders, backtrack, continue east. Now you should be at roughly (1680, 1432). Continue to the east and you are into a big room with white cocoons. These cocoons contain driders. Wait for a moment and driders will hatch. Each cocoon contains one drider and unhatched cocoon will show blue ring while pause. At the east end of the room is the Viciscamera heart which cannot be destroy by ordinary method.
Well, of course you can if you can do strong magical range damage. But let's follow the story ok? When you are done here, backtrack to the previous point (1680, 1432).
Move your way to south. At the very south, you will encounter mushrooms and mushroom monsters. One of the mushrooms, (1172, 2603) will contain the blue stone that the mind flayer wants. Backtrack a little and move east, on the way, you'll encounter Impharaili in a small room, guarded by golems, caged driders. You can 'bluff' her that you are sent by Isair and Madae to check her progress to make her reveal everything. In addition, you will also come across the name Saablic Tan, who you'll encounter later. You can fight here right now, but we can wait later, there is no hurry. Saablic Tan and
Malavon, they have old score back in IWD1. The IWD1 band came across
Saablic as a umber hulk and helped to restore him.
Continue towards east from here to uncover more driders. Be alert that ambush and reinforcement comes from behind. When you have cleared the cave from driders. You can now go back to finish off Impharaili. There is one golem there that you cannot kill. That one will be your golem later. In the messy study desk of her, you will find 'Transfusion note', 'Journal',
'Treatise upon flesh golem', 3 'Vial of Spores' and 'Vial of Silvery fluid'. According to the transfusion note and the treatise, you can bring the golem into life and at your command. According to the journal, you can create a potion that can destroy Viciscamera. You'll need someone with 'alchemy' to do so.
Have the alchemist to examine the table that is in between two 'container' tables (1640, 1738) and follow the instruction. Also, remember the wyrm egg we took from Black Raven monastery? we can use it here to create
+STR potions. If you have any 'healing potions' with you, you can upgrade them all into 'extra healing potions' with this lab. Before you can create the potion for flesh golem, you'll have to 'talk' with the golem first.
Then go back to use the lab. With the potion created, go back and 'talk' to golem and inject to potion into it. Shock the golem with a lightning spell and the golem will follow the person who shocked it. If the golem require maintainance after a fight, it means that you need to rest. Also, move all the way back to Viciscamera heart and 'talk' to it with Viciscamera in your possession.
>>[Joshua Witkop] has a good news for transmuter wizards.
"In the Drider Cave in the Underdark, there's one other thing you can do with the alchemist lab. You need to have a transmuter and have him/her examine the lab. It seems that as long as someone in the party has a decent alchemy skill (my transmuter only had a rank of 5, but another member had 16), you can use the last Vial of
Spores to give the transmuter a permanent +5 HP."
Now you can leave the cave and report back to Malavon.
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5.2.2 leaving the underdark ppg43
---------------------------------------------------------------------------
When you leave the cave into the Underdark, you'll find more driders at south, and more ambush coming from west. If you have anything to buy from the drows, buy it before you report back to Malavon. When your business with Malavon is over, everyone teleports away, leaving you an empty camp.
Remember the hole-looking doors on the wall. Now it is guarded by a mind flayer and some goons. You cannot open the doors unless you fight with them and alert their reinforment and will open the doors for you. Oh, yeah, remember those mindless goons surrounding the mind flayers beside the pool?
These mindless goons and the mind flayers guarding the doors, they are of the same gang. If you attack the mind flayers, mindless people attack you.
And before you leave, if you are interested, you can raid the bad temper merchants base for some treasure.
---------------------------------------------------------------------------
5.2.3 z'hinda citadel ppg44
---------------------------------------------------------------------------
You have a choice of going in through the left or right door. Entering the right door will give you a more strategic position because so soon as you are inside, you'll have to fight.
Ironically, this area is very straight foward. While exploring the area, you'll encounter some lightning devices that shock you. You can destroy it of course by the hard way. Alternatively, you can lockpick a container behind to sort of deactivate it. Furthermore, each container behind lightning device will contains a diamond. There are altogether 7 diamonds for you to pick. Also, you'll encounter mind golems which look like iron golems you encounter earlier in Black Raven's tomb. You can kill them if you have the ability. They are not hostile but whenever they pass you, They will give out a blue fog called 'mind fog' which lowers down your WIS. There are 4 of these golems.
The big boss here is a brain in a container, sitting in the middle. If you go directly to him before killing much of the minions here, you might convince that you are here not to seek trouble and giving you exit without resistance.
From your starting position, we will run anti-clockwise around the place, without stepping too deep into the center. First you'll find yourself in a kitchen roughly at 4~5 o'clock position. Inside, you'll find with some unwanted stuff. At 3 o'clock as you pass through the hallway, mind flayers will be changing opinions about killing you. But they don't attack after the conversation ends. If you move further north, just about to pass their living quarter, they will start to attack. 1 o'clock is the exit. guarded by a number of monsters. 11~12 o'clock is the slave living quarter.
Fortunately that there is indication where the next flame will strike, so you'd better watch out. i am aware that there are other ways to get over this like sending a high DEX to evade 'flame strike' but while i was playing this under HoF mode, these monks and earlier monks in other chambers are totally immune to my physical damage of all kinds. To overcome this room, at least for me, send someone with summoning ability and 'mirror image' ability. The mirror image is to protect from flame strike. Upon teleportation, cast 'mirror image' then summon. The first summon must be a strong one and must complete. The member will mostly die after this.
Bring back the dead one back to life and repeat the process. The initial summon will be there to block the monks the second time. If 'mirror image' is expired, remember to recast. Continue to summon and throw in a
Mordenkainen's sword, if under HoF.
After you finish the Eight Chambers, report back to Salisam for key to
Black Raven's tomb and xp. Move to Black Raven's tomb via the stair in
Eight Chambers area.
---------------------------------------------------------------------------
5.1.4 black raven's tomb ppg40
---------------------------------------------------------------------------
You can see that Black Raven's tomb is guarded by 4 iron golems. If you are still fresh and young, then you would have serious problem killing one of them, not to mention all 4 together. If you loot the treasure inside, those golems will come to life and tear you apart. We will deal with the treasure later.
If you side with Ven and didn't report to the authority, you'll meet him here. He will loot the tomb and alert the iron golems. When you are dealt with the golems, you'll have to look for Ven. Ven is hiding, somewhere here. Because he always fail to hide from time to time, you'll have an easier time to find him. Move your members around the whole area, when Ven is re-hiding you'll hear a 'hide' sound effect that you usually get hiding a member if you are close to Ven. The louder the sound, the closer you are to him. Then use 'see invisiblity' spell to reveal his actual position and kill him.
The exit is at (1473, 474). It is a bit hard to find. As you open the gate, you'll see more duergars preparing to attack the monastery. There is no way to avoid the fight, even if you have helped the other duergars to kill all the monks. Fight them to clear your path.
At this point you can massacre the monastery. Make sure you kill everyone, including the one in the Eight Chamber before reporting back to duergars outpost for reward. You can also massacre the outpost after claiming for rewards and xp.
Now you can loot the tomb, run like hell outta this place. Into the
Underdark we go.
---------------------------------------------------------------------------
5.2 the underdark ppg41
---------------------------------------------------------------------------
When you arrive, Malavon greets you. At this point, you'll have to accept his hospitality. If you refuse, he will close his gate and if you open the gate, every drow in this area will attack you, not to mention you'll miss most of the quests available here.
You can listen and record down Malavon's story if you want. Turns out that he had asked Nym to find someone to help him with his troubles here.
Overall, he wants you to destroy the device that transform drow into driders and return his sister to him. You can do some trading with the drows here, but they don't sell drow equipment here. However, you might be interest in the 'Ring of Freedom of Movement' that Malavon sells. If you intend to sell anything, i suggest you to keep them first as you'll find a better trader who offer 20% more. At this point, if you talk to Malavon again and offer to report your discoveries about the driders, Malavon will thank you for your information, which is nothing. The people in BIS should have done a better job about this.
A side note, Malavon appeared in IWD1 and was killed by the previous band late in the game. The story he told is about how he survived. His sister,
Ginafae also appeared in IWD1. Malavon blinded his sister (for whatever reason i forget) and the IWD1 band restored her. While playing IWD1/2, you must know this Malavon guy. There is this arcane spell called 'Malavon's
Rage', guess who invented this spell?
As you exit through the south gate, go immediate south, at (509, 2142) you'll encounter some merchants. These people have bad temper, so beware.
Don't touch their chests unless you want to pick a fight. One of them, the dwarf at east, Heggr will buy your stuff with 20% highier price and sell you at 20% lower price. To be specify, i used an Aamisar sorcerer with all class skills at full in his current level to do the job. So, my best guess would be, you'll a person with both 'knowledge (arcana)' and 'bluff' to make him do so. ask him why he is making business with drow, remind him his clan will not agree with his viewpoint and tell him that you will report him to his superior. When you are planning to leave this area for good, remember to come back here to raid their stuff.
North to the gate at (1893, 583) is a 'container' with very minor treasure. opening it does however alert the mushrooms nearby to attack you.
>>[fire mage] found some goons to fight
"In the underdark in the area where Malavon's camp is, there is a group of Lolthian assassins hiding right next to his camp, in the corner between the mushrooms that attack you and the entrance to the underdark. Of course they attack you and you have to kill them all, and they have some nice things to loot."
Roughly in the middle of the map (2449, 1702) is Oinchack'olp, a mind flayer. He (or she) wants you to find a blue stone for him inside the driders caves. The stone is actually a amulet type item that +2 WIS. Return that, you'll get a +2 STR belt. so the choice you totally yours. Of course, if you refuse to give it back, the mind flayer and his mindless goons will attack you. If this is the first time your band play the game, i would suggest to keep the stone as there isn't many thing that +WIS in the game.
There will be a +5 WIS ring later through merchant but that is only for druid or cleric.
South to the mind flayer at (1817, 2422) is another minor treasure container that will alert shadows drakes when you come close to it.
Following the narrow path to the east by the pool, you will also alert some sword spiders to attack you.
The entrance to the driders cave (east end of the map) is guarded by two draiders. They will ask you some question, if your 'bluff' skill is high enough, you can talk your way out. if not, a fight is unavoidable.
North to the cave entrance is a wall with two hole-looking-doors. You'll exit through here when all is done.
So now, enter the cave we will.
---------------------------------------------------------------------------
5.2.1 the driders cave ppg42
---------------------------------------------------------------------------
If you look for it, there are three entrance to the driders cave. Each will takes you to a different location, but all locations are close to each other. In the walkthrough, i took the top most entrance (3413, 1021). The driders were once drows, so you can very expect to encounter sorcerers, wizards and clerics. But they are not just drow, they are drows and spiders hybrid, which grants them some extra hp. Things to remember, web traps are everywhere, and don't expect enemies to come from one direction as you see.
And lastly, if you rest inside, you are likely to encounter red mushroom called Mycoind.
Move towards the east, pass the cave(?) to a junction. Take the north turn, and eventually you'll meet Ginafae Despana in a room full of spider web.
She will mention Viciscamera and Impharaili. Viciscamera is the device that you want to destroy and Impharaili is the person who works on this device.
Now continue you search towards to east from the web room entrance. First turn to the north, dead-end with nothing, backtrack, continue east. Second turn to the north, dead-end with driders, backtrack, continue east. Now you should be at roughly (1680, 1432). Continue to the east and you are into a big room with white cocoons. These cocoons contain driders. Wait for a moment and driders will hatch. Each cocoon contains one drider and unhatched cocoon will show blue ring while pause. At the east end of the room is the Viciscamera heart which cannot be destroy by ordinary method.
Well, of course you can if you can do strong magical range damage. But let's follow the story ok? When you are done here, backtrack to the previous point (1680, 1432).
Move your way to south. At the very south, you will encounter mushrooms and mushroom monsters. One of the mushrooms, (1172, 2603) will contain the blue stone that the mind flayer wants. Backtrack a little and move east, on the way, you'll encounter Impharaili in a small room, guarded by golems, caged driders. You can 'bluff' her that you are sent by Isair and Madae to check her progress to make her reveal everything. In addition, you will also come across the name Saablic Tan, who you'll encounter later. You can fight here right now, but we can wait later, there is no hurry. Saablic Tan and
Malavon, they have old score back in IWD1. The IWD1 band came across
Saablic as a umber hulk and helped to restore him.
Continue towards east from here to uncover more driders. Be alert that ambush and reinforcement comes from behind. When you have cleared the cave from driders. You can now go back to finish off Impharaili. There is one golem there that you cannot kill. That one will be your golem later. In the messy study desk of her, you will find 'Transfusion note', 'Journal',
'Treatise upon flesh golem', 3 'Vial of Spores' and 'Vial of Silvery fluid'. According to the transfusion note and the treatise, you can bring the golem into life and at your command. According to the journal, you can create a potion that can destroy Viciscamera. You'll need someone with 'alchemy' to do so.
Have the alchemist to examine the table that is in between two 'container' tables (1640, 1738) and follow the instruction. Also, remember the wyrm egg we took from Black Raven monastery? we can use it here to create
+STR potions. If you have any 'healing potions' with you, you can upgrade them all into 'extra healing potions' with this lab. Before you can create the potion for flesh golem, you'll have to 'talk' with the golem first.
Then go back to use the lab. With the potion created, go back and 'talk' to golem and inject to potion into it. Shock the golem with a lightning spell and the golem will follow the person who shocked it. If the golem require maintainance after a fight, it means that you need to rest. Also, move all the way back to Viciscamera heart and 'talk' to it with Viciscamera in your possession.
>>[Joshua Witkop] has a good news for transmuter wizards.
"In the Drider Cave in the Underdark, there's one other thing you can do with the alchemist lab. You need to have a transmuter and have him/her examine the lab. It seems that as long as someone in the party has a decent alchemy skill (my transmuter only had a rank of 5, but another member had 16), you can use the last Vial of
Spores to give the transmuter a permanent +5 HP."
Now you can leave the cave and report back to Malavon.
---------------------------------------------------------------------------
5.2.2 leaving the underdark ppg43
---------------------------------------------------------------------------
When you leave the cave into the Underdark, you'll find more driders at south, and more ambush coming from west. If you have anything to buy from the drows, buy it before you report back to Malavon. When your business with Malavon is over, everyone teleports away, leaving you an empty camp.
Remember the hole-looking doors on the wall. Now it is guarded by a mind flayer and some goons. You cannot open the doors unless you fight with them and alert their reinforment and will open the doors for you. Oh, yeah, remember those mindless goons surrounding the mind flayers beside the pool?
These mindless goons and the mind flayers guarding the doors, they are of the same gang. If you attack the mind flayers, mindless people attack you.
And before you leave, if you are interested, you can raid the bad temper merchants base for some treasure.
---------------------------------------------------------------------------
5.2.3 z'hinda citadel ppg44
---------------------------------------------------------------------------
You have a choice of going in through the left or right door. Entering the right door will give you a more strategic position because so soon as you are inside, you'll have to fight.
Ironically, this area is very straight foward. While exploring the area, you'll encounter some lightning devices that shock you. You can destroy it of course by the hard way. Alternatively, you can lockpick a container behind to sort of deactivate it. Furthermore, each container behind lightning device will contains a diamond. There are altogether 7 diamonds for you to pick. Also, you'll encounter mind golems which look like iron golems you encounter earlier in Black Raven's tomb. You can kill them if you have the ability. They are not hostile but whenever they pass you, They will give out a blue fog called 'mind fog' which lowers down your WIS. There are 4 of these golems.
The big boss here is a brain in a container, sitting in the middle. If you go directly to him before killing much of the minions here, you might convince that you are here not to seek trouble and giving you exit without resistance.
From your starting position, we will run anti-clockwise around the place, without stepping too deep into the center. First you'll find yourself in a kitchen roughly at 4~5 o'clock position. Inside, you'll find with some unwanted stuff. At 3 o'clock as you pass through the hallway, mind flayers will be changing opinions about killing you. But they don't attack after the conversation ends. If you move further north, just about to pass their living quarter, they will start to attack. 1 o'clock is the exit. guarded by a number of monsters. 11~12 o'clock is the slave living quarter.
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- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
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