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Now go back to the junction and continue south. You'll reach an opening with tons of snakes and yuan-tis. There is a statue in the middle of the area which shows snakes eating human. The north wall of the area is a series of trapped doors that you cannot open. We'll mark this as 'snake statue square'. There are three path at southeast, south, and southwest.
We'll go southwest first.
When you reach the end of southwest path, the screen will shake, and tons of slimes pop up. As of other slimes/jellies you encountered, they have high resistance aganist every type of damage except fire damage and they multiply. These slimes have to be kill by fire damage. If not, they will multiply upon death. After you eliminated all the troubles, check on the wall/door that close off the small area. It says that it can be open by a rogue or it will open later. Use your rogue to 'search' and you'll find a 'trap' at roughly (725, 1514). Detrap it will open the doors. If your rogue cannot perform the task, simply sleep a few times and it will open.
From here, if you go south, you'll reach a sleeping room (sort of) with a fountain at the north wall and a loot-able table at the southwest wall.
From this room, travel to the north, you'll reach a second library with another fountains on the north wall and 4 loot-able shelves. Take the other path the leads to south and you'll reach another opening at the end.
You should be able to see the other side of the un-open-able trapped doors that you've seen just now. If you go to northeast, your members will suddenly freak out and run wildly. This is because the Sseth eye on the archway stares at them.
Now go back to the snake statue square. The south path is currently blocked by a raised drawbdrige. The southeast path will lead you to room surrounded by 4 spkie doors. In the middle is an iron golem guarding a sword.
Obviously this will be Mandel's blade. You can deactivate the spkie doors, by seaching for traps and deactivate it.
Continue from the spkie doors room to the south end and you'll find a door that says "there is no obvious means of unlocking the door". Behind this door is the treasure chamber. We will be back. Move north from here toward the entrance, you come across a door with wyvern's poison odor. This is the exit, which requires some work to open.
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6.2.4 finishing the dragon's eye ppg55
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*please have a look at section (ppgbug)
Bring Mandal's balde, 'The sword of Myrloch Vale' back to Mandal's dead body, in level 2 (3557, 1265). He will then show you where he threw the
'Modified Mandrake root'. To recover the modified root, you'll need to go back to level 1, east of the armory at(1712, 1950) you'll find a exit.
This leads you to a small cave within level 2. It is a lair of an ancient wyvern. You'll find the 'modified mandrake root' on the ground where the wyvern stood.
Report back to Nheero when you recovered the modified root. He will then tell you to brew the potion for him. So we'll go to the lab in level 2, southwest now. At the entrance of the lab, you'll see D'hey-Jazerrion. You don't need to be nice to him. 'Intinimate' him to help you, the broken shaft at (659, 2454), south of the pyramidal altar, will be repaired. If you don't have an 'alchemist', you'll need to intiminate D'hey-Jazerrion to do the job for you and wait and wait and wait for him to actually perform the job. Don't talk to him while you are waiting/resting as this will 'reset' him to restart the whole process from the begining. Let's do it ourselves, Shall we? Put the modified and/or original Mandrake root in the middle table among the three. Put four wyvern stingers into the west most table. Have an 'alchemist' pull the shaft. Shinies will spark around the tables and when it ends, you can pick up Histachii Brew (from Mandrake root), Sobataged Histachii Brew (from Modified Mandrake Brew) and 4 wyvern poison (from wyvern stinger). The Histachii Brew will have no actual use, you can sell it if you want. The brew will turn into a useless potion after a rest. The wyvern posion will be used to open a door in level 3. As for the sabotaged histachii brew, we will give it to Nheero. Before you give the sabotaged brew back to Nheero, make sure you replace the original mandrake root back into the table after all it is a deception we are doing.
After you gave the sabotaged potion to Nheero, you can find him in the egg shells room in north-western tip of level 2. You'll see him in histachii form. He is unable to talk right now, so you'll have to rest. You'll see him as himself again after the rest. Talk to him again and ask about the purple thing (Fyer) that attacked you. You'll suggest him to research in the lab library in this level. If you have mentioned this beforehand, you will find him there when you wake up. Of course, you'll have to sleep again for him to gather information. Talk to him first to ask for a sabotaged histachii brew, you'll need this to pass the archway that freaks you. Then ask him about the purple monsters and suggest him to library in level 3.
You have only one shoot at this so be warned. As you reach the archway, drink the sabotaged potion. It will transform you into a histachii.
>>[Chris Kelly] made some extra potions.
"You can create as many Sabotaged Histachii brews as u like. You do not get only one shot at it. The modified mandrake root does not run out."
Now you can walk through the archway normally. There are histachii inside but they will not attack you. A secret switch is at the north wall (1917
134). Pull that one and the drawbridge near the snake statue square will be lowered.
>>[ezequielf] seems to use shapeshifting a lot
"If you have a druid let him enter the chamber of fear as a histachii to lower the bridge once done he can come back to normal in no time with his will shape special ability regardless of the four hours mentioned by Nheero."
Go through the drawbridge, inside the room you'll find Efreeti, a whole company of them. Inside the room is a boy named Thorasskus finding his mother Izbelah. You probably rested, so you can go to Nheero go gather some information, especially about Thorasskus. Izbelah is the person you met at the entrance of Dragon's Eye. Thorasskus is the high priest of
Dragon's Eye yuan-ti. Now you can go back and expose Thorasskus.
Alternatively, a paladin can detect Thorasskus is evil and expose him. When conversation ends, the drawbridge close up, snakes will pop up and all hells breaks through. Depend on situation, Thorasskus might escape through exit at southeast of the room or he might just die before he can escape.
Either way, you will have to exit via that door which is at (1978, 2440).
You end up in the treasure room, among the things you loot is the
'Medallion of the Lost Followers'. Read the interesting story that comes with the medallion. We have use of this later. If you are pursuing
Thorasskus, he will meet you at the snake statue square.
You are now done with Dragon's eye. If you want to leave this place, you'll have to place the wyvern poison in four fountains found at the four corners of the map. This will open the door at (3026, 1342) which will bring you to the Dragon's Eye exit.
If you return to Kuldahar at this point, you'll find all the NPCs line up near the entrance. Speak to Nathaniel to expose the fake Nathaniel back in dragon's eye level 2. Speak with Gerbash to gain some equipment.
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6.3 the holy avenger ppg56
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When you have the 'Medallion of the Lost Followers', you can return to the graveyard in Kuldahar pass to claim the Holy Avenger. Of course this cannot be done with some hard work.
Among the outter graves, upper row, count from east, the second tomb which is standing. You check on this one with medallion in your inventory, you will find yourself surrounded by 6 enemies as described in the medallion.
Using clock direction system,
12 o'clock - 'Atalaclys the Lost' is a sorcerer/wizard. 2 o'clock - 'Jaiger of the Fanged Seasons' is an archer who has the ability to deal hugh damage with bow and arrows. 4 o'clock - 'Kaervas Death's Head'is a drawf with an axe which is equal to deadly. 6 o'clock - 'Inhein-Who-Was-Taken' is a cleric who is capable of casting 'animate undead'. 8 o'clock - 'Broken Khree' is a monk.
10 o'clock - 'Veddion Kairne' is another fighter who uses warhammer.
According to the medallion he is the strongest of all.
At this point you should have no problem defeating them, yes? The usual thing, mass haste and animate undead. normal mode - 'Cera Sumat', Joly Avenger - damage: 1d8+5 - attack bonus: +5 - enchantment: +5
- +2d6 against evil creatures
- +15 spell resistance - cast 'dispel magic' with no limit
HoF mode - Light of Cera Sumat - damage: 1d8+10 - attack bonus: +10 - enchantment: +5
- +2d6 against evil creatures
- +30 spell resistance - cast 'dispel magic' with no limit
Final note, Holy Avenger is an one-handed long sword, not two-handed great sword.
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6.4 dragon's eye exit ppg57
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This place and its story is heavily twisted. You cannot rest here. If you need to rest, exit via entrance into Dragon's Eye. =day 5=
Head east, walk around the outter rim to the south and found a broken bridge. Place 3~4 rope into the brige to repair it. Proceed to the west and you'll meet Venomin in inner rim saying strange things and jumps into the magma. Turn around the corner, head north, go into the inner rim if you have a chance, continue north and you'll meet Archon. He will ferry your around with a price of 200pg each person. Of course you can choose to 'bluff' him for free each time you have a choice. He doesn't sell things, but will buy from you. He also provides priest service. You'll be heading to Lord Pyros' domain. In there you'll encounter Ambassador Jasper, a salamander looking guy. Talk to him to gather information.
The situation is, Venomin was sent by yuan-ti to find Izbelah. But then,
Venomin killed lord Pyros (the person who runs this place) YESTERDAY and seek refuge in Jesper's embassy. As a result, king Lothar assumed control and sent efreets to kill Thorasskus (you have seen this earlier). Izbelah on the other hand was caged and killed while escaping from cage. Right now, some guy named Zil-T'yor runs this place.
Now you can first go to the embassy for a quick loot. Then proceed to exit to Fields of Slaughter. You'll meet Zil-T'yor and his goons. You can choose not to fight first. i regrouped my band at the outter rim for a better position. When you are done, have a tour around this area to at least know where is called what. After that, exit through the exit below the entrance. =day 4=
You'll arrive in the same place but in different time, yesterday. You seek lord Pyros but he is seeing Venomin right now. So go to Jesper's embassy instead. As for the closet in the embassy, you cannot open in ever because you had opened it 'tomorrow'. After the conversation, you can now go to
Pyros' domain and follow the story. After Pyros is killed, rush your way to embassy to continue the story. After that, talk to one of the fire people near amphitheatre to know about the trial of Izbelah. Go yo find
Jesper in Pyros' domain and find yourself trapped among yuan-tis. Head back to upper levels and you'll see Venomin dumping himself into lava again.
Also, you'll see a hostile iron golem destroyed the bridge. *please have a look at section (ppgbug)
Now the situation. Venomin killed Pyros, Lothar discover it, destroyed the embassy, summon efreets to kill Thorasskus. All these you have known, you are now witnessing it. In addition, there was a trial for Izbelah, Venomin jumped into the scene to defend for her. Eventually he found out that
Izbelah is innocent yesterday (day 3) but Izbelah still tried to escape.
When you are done, exit through Fields of Slaughter exit. p.s. You will find that things that left on ground tomorrow will 'still' on the ground today. =day 3=
Talk to Proys about everything under the sun. Move north, the path once broken will join and there comes Venomin. Venomin comes to report to Pyros that Izbelah is innocent she was casting a spell to prevent the coming eruption. After this seek Lothar for high tea. Drop by at the embassy to get some more information.
Walk to the amiphitheatre and talk to one of the flamewalker about plays. you fell asleep during the play (i though elves are immune to sleep) and
Lothar, jumping through several patches, killed Izbelah at the end. When you are awake, you see Venomin running pass you. Don't forget to stop him and give him a holler. Now, go to Lothar's citadel and you will see Lothar blames the death of Izbelah on Pyros to Venomin thus making Venomin wants to kill Pyros. Furthermore, Lothar said that Pyros is creating an eruption just like the one happened 30 years ago when Pyros was created. After the conversation, Lothar discovered you eavesdropping and he wants to silence you. Don't forget to destroy Lothar throne at (1656, 1005) for some precious gems.
Exit through Fields of Slaughter exit. =day 2=
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