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Choose the new choice when talk to Archon, "lava mephit lair southwest to the amphitheatre". This will take you to the island with a chest and you can enjoy the trial on a boat. Gathering information from Lothar, your band concluded that this 'Temporal Stasis' spell was flawed and should be prevented.
So now make a seperate save, take a rest and exit through Fields of
Slaughter exit. =day 1=
Time is short so you have to act fast. Immediately send your high DEX, wearing 'boot of speed' running west, taking the shortcut to Archon, the boatman. You'll experience falling rocks, but that wouldn't stop your speedy high DEX. If it does, you'll have to reload. At the meantime, other members should be preparing, At least cast 'mass haste'. Ask Archon to send the band to the embassy. As soon as you arrive, anyone with the ability should be casting 'Finger of Death' immediately. Send one person near her to trigger the coversation. She should die under 'Finger of Death'. If you failed the first time trying, you have enough time to try for the second time.
**Originally, i was stuck in this place. So i ask for help in www.gamefaqs.com iwd2 forum. A lot of people contributed. But just one person gave me 3 real words of wisdom, 'Finger of
Death'. i wanted to credit him/her for this, but the name is no where to be found now.
>>[ezequielf] found another way to play with Izebelah
"Have a druid and shapeshift into panther and run to the east until the movie of izbelah appear now take him to the ramp in the east descend and go to the ferry his velocity is superior to improved haste for that reason he can take the large rout avoiding the falling rocks. Now the best spell to cast in Izbelah is the wizard spell "Outlikes resilient sphere". First use "lower magic resistanceù and then use "Outlikes resilient sphere". If it works izbelah will be trapped in the sphere and she cant cast any spell or be attacked giving you a lot of time to kill all the monster summoned by her now take all your party and go in front of her.
When the sphere is gone kill her with all you've got."
When Izbelah dies, loot her stuff and run run run. The collapsing building might injure your band members if not running fast enough towards the
Fields of Slaughter exit. If you are using 3X2 formation, place the 2 tankers in last 2 position.
---------------------------------------------------------------------------
6.5 ice temple revisit ppg58
---------------------------------------------------------------------------
Nickademus is ready to collect his favor. He trapped fiends inside the temple and teleported you to help him slay all of them. Plain and simple, just hack and slash your way to fortune. Every containers here has a potion. One of which will permanantly +1/- magic resistance. All these demons will yield very high xp, expecially when you are in HoF mode. One nice trick here. Don't level up in this area, because once you level up, you lower down the challenge rating thus yield less xp when killing a demon. When you finish all the demons, the screen will shake and you can exit via the staircase at east. Make sure you cast every protection and enhancement before exiting.
---------------------------------------------------------------------------
6.6 fields of slaughter ppg59
---------------------------------------------------------------------------
This qualifies as one of the hardest fight in the game. You will encounter
Saablic Tan and his half-breed horde. After the usual chitchat, he teleports away, leaving his minions to take care of you. The half-breeds are not the hard, just that they have numeric advantage at start. If you somehow pushed too far north, Fallen Bladesingers will join in, this will complicate the situation. These pinkish, blurish fighters can fight fast and hard, it will only take them a 2~3 slashes to finish your wizard. This is the worst part, they will directly, immediately, without consideration go for the weakest member in the party. So, first of all don't summon your summons to far north. If you see any of bladesingers break through the fight and coming at you, you want to invisible yourself. i myself have to reload several times to finish this fight.
If you attracted none of the bladesingers during your fight with the horde, you can finish them relatively simple and still a hard work. Later, you would want to gather all your troops, invisible everyone and send a invisible 'bluff' person (it would be your sorcerer i think) with your summons north to take care of every other fallen bladesingers left behind.
The reason for sending a 'bluff' is that you will trigger a conversation if you wonder too far north, and from that point onwards, you need to 'bluff' your way success. An orc dread warrior will ask if you are the war party send by Saablic Tan. the answer is obvious isn't it?
The messenger will bring you to see Kratuuk, the leader here. Ask him about the lich, pretend that Saablic Tan sent you but he was vague in his directions, ask for more about the lich and agree to help them. If you can get past this, you can ask more about the prisoned elves at the entrance.
Furthermore, you can ask him to watch for you as you sleep. This is very important and useful as there is no where to sleep at this moment. You know the rules, no touching anything unless you want a fight.
Kratuuk will gives you a key that open the other gate of this camp.
Continue southeast from the gate and you will meet orc fighting elves.
The leader is Gorg. He will offers help to kill the lich and some xp. If accident happens and they turn hostile, you'll have to finish them. Don't worry, the orc inside camp wouldn't know this.
Move southwest and you'll be brought to the lich, M'darfein. The elf he kills is Salaron, a cleric with holy water to purify this place. This is another tough fight as the elven archers will aim at your weaker members.
M'darfein will difinitely invisible himself, but you can guess his position by looking at the screen for 'casting XXX spell' then move near this area and cast 'see invisibility'. The worst part is, he knows 'Wail of Banshee'.
Your orcish reinforcement is at the back so you might want to rush back when the fight starts.
After the fight, you might want to use the advantage of Gorg and further eliminate threats past the lich camp, along the path till the exit of this area at northeast. If you place the holy water you looted from the eleven cleric and put it in the pool along the path, all the creatures here will die, including the orc but not the elves prisoners. If you don't do so, report back to Kratuuk and that ends in a fight.
Free the captured elves at the camp entrance, place the holy water in the pool east end of the map and you are done with this area. Cast protective spells before advance to next area.
---------------------------------------------------------------------------
6.7 saablic tan ppg60
---------------------------------------------------------------------------
As you enter the area, you meet Saablic Tan, for the last time. This is a worthy fight. Enemies that gives me most headache are the Slayer Knights of
Xvim. i really don't know why how they can do so many damage and have so much hp. These knights are those with full armor and look like human.
Loot the small camp at north then proceed east. At the end, you'll have another will more half-breeds, among them are half-dragons, which, suprisingly, not that strong.
Before you leave for the next area and ends the chapter, you might want to put your two best 'bluff' members in the front.
==CONCLUSION==
You have found out the past of the twins and the reason why they want to attack the Ten-Towns. At this point, you should reflect this to yourself.
Have you ever look down on other races or ethnic background? Have you ever look down on the so call 'abominations' of your society?
---------------------------------------------------------------------------
chapter 6 ppg61
---------------------------------------------------------------------------
This is the Severed Hand. As its name suggest, it is a hand like building.
So when you are inside and traveling up, you are in the 'palm' section.
When you reached the top of 'palm', you'll be running around the five seperate 'fingers' called towers.
A brief history about the severed hand. Long time ago, elves and dwarves are good friends. They united together to fight orcs. The elves build the
Severed Hand as fortress (Initially not called Severed Hand, but i forget the name). But then the elves and the dwarves started to fight each other because of some misunderstandings. Then the leader of Severed Hand casted a spell intended to protect them from the advancing dwarves but the spell was flawed and doomed everyone there. Thus the name Severed hand. As for the reason why the dwarves fighted the elves, Nym single handedly started all these. Yes, the Nym who told you to go to Underdark, the Nym who told the twins your whereabout.
>>[J A] will take over from here
"It's real name is the Hand of the Seldarine, or the Seldarine's
Hand, which explains the mix-up well. The Seldarine are the Gods of the Elves (maybe the most powerful elven gods?)"
Since every floor are in circle setting so i will be using more of the clock direction system instead of normal compass system.
---------------------------------------------------------------------------
7.1 the palm ppg62
---------------------------------------------------------------------------
At the entrance, you will be asked for purpose of 'visiting'. If you can 'bluff', you can pretend that you are delegates from the east. If not, you will have to fight your way in.
>>> first floor
It doesn't matter which entrance you take, upon entrance you'll see Zigma telling her soldiers to prevent you from coming in Severed Hand. She will see you and a fight is ensured. Near to the entrance stands a demon,
Glabrezu guard. You will see more of its kind later. At this point you cannot kill it. Once it is killed, it will resurrect on the spot. Its, or rather, their ultimate purpose is not just serving the twins but feeding on panic and fear. So they wouldn't be sounding the alarm but watching you trashing around can causing chaos.
Inside 8 o'lcock room is Jerre Stoh, blue dress guy. He is the representative of the slaves here. He will tell you the information about the Glabrezus and ask you to free them by killing the Glabrezu guard outside. You can now head back to the Glabrezu guard to confirm about his immortality and ask the highier power that take him here. You'll come across the name 'Iyachtu Xvim, Godson of Bane'. 9 o'clock room is Ysha who has trouble with the construction plan. Offer your help of altering the construction plan. she will then give you the plan.
12 o'clock is the Minister of Foreign Affairs room. Talk to Xavier to learn about the origins of the war and you'll get xp for that. Ask him about the imprisoned envoy and you'll get xp. Ask for a delegate pass from him and you'll get more xp. Lastly, ask about the demon in this floor convince him that these workers are actually slaves (you'll need to talk with Jerre Stoh first to be able to convince Xavier). Xavier will resign and you get xp again.
Room 2 o'clock is Vashti who has problem with disappearing food and needs your help.
With these done, go exit to 2nd floor via stairs at (1735, 1355) or the staircase at 6 o'clock.
>>> second floor
12 o'clcok is Fynne asking for you aid to kill a demonic construct(s) (number of constructs is dependent on difficulty). Turns out that Fynee is the instructor and Tasha is the student. This is Tasha's exam for promotion.
They totally ignored your presence and went on to celebrate their success.
11 o'clock is Kav Lathram. He is able to alter content of documents.
Ask about his work and present the construction plan you've got from Ysha
(9 o'clock, 1st floor). You can then return the Altered plan back to Ysha for reward. Container Inside this room (943, 435) will have 'Ring of
Nourishment' and 'Virulent Agent'. You'll need both to complete quests later. After you have gotten Zaem's diary and talked to the librarian about it, you can come back to Kav for further investigation. 6 o'clock is Roga who has problem with his work. Turns out that tools are missing in one day and appeared in Vylu's room the next day. He wants you to put a stop in this. Vylu is in 10 o'clcok and she is currently out of her mind and unable to communicate. Report back your finding to Roga and he will ask you seek out a priest in 4th floor. 1 o'clock are some guards guarding the 'Globe of Essence'. This is what makes those Glabrezu immortal. Right now you are unable to harm that globe.
Ask the head of the guard, ruinlord Garuk for some information and he will eventually ask you to read his diary placed in 12 o'clock room. Killing these people you will find some 'Iyachtu Xvim Holy Symbol' amulets over their dead bodies. You'll need to collect all 6 of them to enter an area later. 9 o'clock is the library and 8 o'clock is the librarian.
>>[bloodtitan] had done some invstigation.
"One of the shelves contains a diary of Zaem Asym who was a scientist of the red wizards. Talk to librarian to learn about his death. I used my wizard for this ... he had high INT + talking abilities ~7 and of course arcana max for that time. Turns out
Zaem suicided but I managed to discuss with librarian in Sherlock-
Holmes-style and he told me to talk to Kav Lathram (2nd floor,
11 o'clock), the scholar of Zaem, and Zaem's concubine Jaebrilla
(12 o'clock, 4th floor). Also, you have extra talking options after that when talking to blured lizardman so do this quest after librarian-discussion. Seems that Lizzy (Zaem named ;-)) is the lost
So now make a seperate save, take a rest and exit through Fields of
Slaughter exit. =day 1=
Time is short so you have to act fast. Immediately send your high DEX, wearing 'boot of speed' running west, taking the shortcut to Archon, the boatman. You'll experience falling rocks, but that wouldn't stop your speedy high DEX. If it does, you'll have to reload. At the meantime, other members should be preparing, At least cast 'mass haste'. Ask Archon to send the band to the embassy. As soon as you arrive, anyone with the ability should be casting 'Finger of Death' immediately. Send one person near her to trigger the coversation. She should die under 'Finger of Death'. If you failed the first time trying, you have enough time to try for the second time.
**Originally, i was stuck in this place. So i ask for help in www.gamefaqs.com iwd2 forum. A lot of people contributed. But just one person gave me 3 real words of wisdom, 'Finger of
Death'. i wanted to credit him/her for this, but the name is no where to be found now.
>>[ezequielf] found another way to play with Izebelah
"Have a druid and shapeshift into panther and run to the east until the movie of izbelah appear now take him to the ramp in the east descend and go to the ferry his velocity is superior to improved haste for that reason he can take the large rout avoiding the falling rocks. Now the best spell to cast in Izbelah is the wizard spell "Outlikes resilient sphere". First use "lower magic resistanceù and then use "Outlikes resilient sphere". If it works izbelah will be trapped in the sphere and she cant cast any spell or be attacked giving you a lot of time to kill all the monster summoned by her now take all your party and go in front of her.
When the sphere is gone kill her with all you've got."
When Izbelah dies, loot her stuff and run run run. The collapsing building might injure your band members if not running fast enough towards the
Fields of Slaughter exit. If you are using 3X2 formation, place the 2 tankers in last 2 position.
---------------------------------------------------------------------------
6.5 ice temple revisit ppg58
---------------------------------------------------------------------------
Nickademus is ready to collect his favor. He trapped fiends inside the temple and teleported you to help him slay all of them. Plain and simple, just hack and slash your way to fortune. Every containers here has a potion. One of which will permanantly +1/- magic resistance. All these demons will yield very high xp, expecially when you are in HoF mode. One nice trick here. Don't level up in this area, because once you level up, you lower down the challenge rating thus yield less xp when killing a demon. When you finish all the demons, the screen will shake and you can exit via the staircase at east. Make sure you cast every protection and enhancement before exiting.
---------------------------------------------------------------------------
6.6 fields of slaughter ppg59
---------------------------------------------------------------------------
This qualifies as one of the hardest fight in the game. You will encounter
Saablic Tan and his half-breed horde. After the usual chitchat, he teleports away, leaving his minions to take care of you. The half-breeds are not the hard, just that they have numeric advantage at start. If you somehow pushed too far north, Fallen Bladesingers will join in, this will complicate the situation. These pinkish, blurish fighters can fight fast and hard, it will only take them a 2~3 slashes to finish your wizard. This is the worst part, they will directly, immediately, without consideration go for the weakest member in the party. So, first of all don't summon your summons to far north. If you see any of bladesingers break through the fight and coming at you, you want to invisible yourself. i myself have to reload several times to finish this fight.
If you attracted none of the bladesingers during your fight with the horde, you can finish them relatively simple and still a hard work. Later, you would want to gather all your troops, invisible everyone and send a invisible 'bluff' person (it would be your sorcerer i think) with your summons north to take care of every other fallen bladesingers left behind.
The reason for sending a 'bluff' is that you will trigger a conversation if you wonder too far north, and from that point onwards, you need to 'bluff' your way success. An orc dread warrior will ask if you are the war party send by Saablic Tan. the answer is obvious isn't it?
The messenger will bring you to see Kratuuk, the leader here. Ask him about the lich, pretend that Saablic Tan sent you but he was vague in his directions, ask for more about the lich and agree to help them. If you can get past this, you can ask more about the prisoned elves at the entrance.
Furthermore, you can ask him to watch for you as you sleep. This is very important and useful as there is no where to sleep at this moment. You know the rules, no touching anything unless you want a fight.
Kratuuk will gives you a key that open the other gate of this camp.
Continue southeast from the gate and you will meet orc fighting elves.
The leader is Gorg. He will offers help to kill the lich and some xp. If accident happens and they turn hostile, you'll have to finish them. Don't worry, the orc inside camp wouldn't know this.
Move southwest and you'll be brought to the lich, M'darfein. The elf he kills is Salaron, a cleric with holy water to purify this place. This is another tough fight as the elven archers will aim at your weaker members.
M'darfein will difinitely invisible himself, but you can guess his position by looking at the screen for 'casting XXX spell' then move near this area and cast 'see invisibility'. The worst part is, he knows 'Wail of Banshee'.
Your orcish reinforcement is at the back so you might want to rush back when the fight starts.
After the fight, you might want to use the advantage of Gorg and further eliminate threats past the lich camp, along the path till the exit of this area at northeast. If you place the holy water you looted from the eleven cleric and put it in the pool along the path, all the creatures here will die, including the orc but not the elves prisoners. If you don't do so, report back to Kratuuk and that ends in a fight.
Free the captured elves at the camp entrance, place the holy water in the pool east end of the map and you are done with this area. Cast protective spells before advance to next area.
---------------------------------------------------------------------------
6.7 saablic tan ppg60
---------------------------------------------------------------------------
As you enter the area, you meet Saablic Tan, for the last time. This is a worthy fight. Enemies that gives me most headache are the Slayer Knights of
Xvim. i really don't know why how they can do so many damage and have so much hp. These knights are those with full armor and look like human.
Loot the small camp at north then proceed east. At the end, you'll have another will more half-breeds, among them are half-dragons, which, suprisingly, not that strong.
Before you leave for the next area and ends the chapter, you might want to put your two best 'bluff' members in the front.
==CONCLUSION==
You have found out the past of the twins and the reason why they want to attack the Ten-Towns. At this point, you should reflect this to yourself.
Have you ever look down on other races or ethnic background? Have you ever look down on the so call 'abominations' of your society?
---------------------------------------------------------------------------
chapter 6 ppg61
---------------------------------------------------------------------------
This is the Severed Hand. As its name suggest, it is a hand like building.
So when you are inside and traveling up, you are in the 'palm' section.
When you reached the top of 'palm', you'll be running around the five seperate 'fingers' called towers.
A brief history about the severed hand. Long time ago, elves and dwarves are good friends. They united together to fight orcs. The elves build the
Severed Hand as fortress (Initially not called Severed Hand, but i forget the name). But then the elves and the dwarves started to fight each other because of some misunderstandings. Then the leader of Severed Hand casted a spell intended to protect them from the advancing dwarves but the spell was flawed and doomed everyone there. Thus the name Severed hand. As for the reason why the dwarves fighted the elves, Nym single handedly started all these. Yes, the Nym who told you to go to Underdark, the Nym who told the twins your whereabout.
>>[J A] will take over from here
"It's real name is the Hand of the Seldarine, or the Seldarine's
Hand, which explains the mix-up well. The Seldarine are the Gods of the Elves (maybe the most powerful elven gods?)"
Since every floor are in circle setting so i will be using more of the clock direction system instead of normal compass system.
---------------------------------------------------------------------------
7.1 the palm ppg62
---------------------------------------------------------------------------
At the entrance, you will be asked for purpose of 'visiting'. If you can 'bluff', you can pretend that you are delegates from the east. If not, you will have to fight your way in.
>>> first floor
It doesn't matter which entrance you take, upon entrance you'll see Zigma telling her soldiers to prevent you from coming in Severed Hand. She will see you and a fight is ensured. Near to the entrance stands a demon,
Glabrezu guard. You will see more of its kind later. At this point you cannot kill it. Once it is killed, it will resurrect on the spot. Its, or rather, their ultimate purpose is not just serving the twins but feeding on panic and fear. So they wouldn't be sounding the alarm but watching you trashing around can causing chaos.
Inside 8 o'lcock room is Jerre Stoh, blue dress guy. He is the representative of the slaves here. He will tell you the information about the Glabrezus and ask you to free them by killing the Glabrezu guard outside. You can now head back to the Glabrezu guard to confirm about his immortality and ask the highier power that take him here. You'll come across the name 'Iyachtu Xvim, Godson of Bane'. 9 o'clock room is Ysha who has trouble with the construction plan. Offer your help of altering the construction plan. she will then give you the plan.
12 o'clock is the Minister of Foreign Affairs room. Talk to Xavier to learn about the origins of the war and you'll get xp for that. Ask him about the imprisoned envoy and you'll get xp. Ask for a delegate pass from him and you'll get more xp. Lastly, ask about the demon in this floor convince him that these workers are actually slaves (you'll need to talk with Jerre Stoh first to be able to convince Xavier). Xavier will resign and you get xp again.
Room 2 o'clock is Vashti who has problem with disappearing food and needs your help.
With these done, go exit to 2nd floor via stairs at (1735, 1355) or the staircase at 6 o'clock.
>>> second floor
12 o'clcok is Fynne asking for you aid to kill a demonic construct(s) (number of constructs is dependent on difficulty). Turns out that Fynee is the instructor and Tasha is the student. This is Tasha's exam for promotion.
They totally ignored your presence and went on to celebrate their success.
11 o'clock is Kav Lathram. He is able to alter content of documents.
Ask about his work and present the construction plan you've got from Ysha
(9 o'clock, 1st floor). You can then return the Altered plan back to Ysha for reward. Container Inside this room (943, 435) will have 'Ring of
Nourishment' and 'Virulent Agent'. You'll need both to complete quests later. After you have gotten Zaem's diary and talked to the librarian about it, you can come back to Kav for further investigation. 6 o'clock is Roga who has problem with his work. Turns out that tools are missing in one day and appeared in Vylu's room the next day. He wants you to put a stop in this. Vylu is in 10 o'clcok and she is currently out of her mind and unable to communicate. Report back your finding to Roga and he will ask you seek out a priest in 4th floor. 1 o'clock are some guards guarding the 'Globe of Essence'. This is what makes those Glabrezu immortal. Right now you are unable to harm that globe.
Ask the head of the guard, ruinlord Garuk for some information and he will eventually ask you to read his diary placed in 12 o'clock room. Killing these people you will find some 'Iyachtu Xvim Holy Symbol' amulets over their dead bodies. You'll need to collect all 6 of them to enter an area later. 9 o'clock is the library and 8 o'clock is the librarian.
>>[bloodtitan] had done some invstigation.
"One of the shelves contains a diary of Zaem Asym who was a scientist of the red wizards. Talk to librarian to learn about his death. I used my wizard for this ... he had high INT + talking abilities ~7 and of course arcana max for that time. Turns out
Zaem suicided but I managed to discuss with librarian in Sherlock-
Holmes-style and he told me to talk to Kav Lathram (2nd floor,
11 o'clock), the scholar of Zaem, and Zaem's concubine Jaebrilla
(12 o'clock, 4th floor). Also, you have extra talking options after that when talking to blured lizardman so do this quest after librarian-discussion. Seems that Lizzy (Zaem named ;-)) is the lost
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