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Spoilers sent in by Visitors |
Vale
of Shadows |
'Skrull'
Adams |
Neophyte
characters can have a hard time with the amount of undead in the
tomes in the Vale of Shadows, one thing which I found useful was
to have a thief type character (one that can use stealth,) run
into rooms
while in stealth mode, scoping out potential targets, and
attacking them.
The attack is not to kill them, but to get them to follow you
back to the rest of your party. This is especially useful
in some of the deeper chambers that have 20 or more skeletons,
as well as wights and skeletal mages.
To deal with the wights and mages, I found it useful to have an
archer and mage, flinging magic missiles, just to disrupt the
spells until the melee fighters can rush in. Once a mage is
surrounded by heavy plated warriors with large cutting weapons,
they are usually quite easy to pummel into dust.
Another useful thing to do before you delve into the the depths
of the Vale of Shadows, is to stock up on Mummy's Tea. I
did not realize (its been a while since I played a Paper and
Dice Forgotten Realms game,) that Mummies were so lethal.
If you get diseased you won't have time to get back to town, or
sleep, so that character is effectively dead (if you didn't safe
just before.)
|
Vale
of Shadows Lowest Levels |
Shannon |
While
venturing in the vale of shadows at the lowest level of the
crypt you will come to a Door operated by a mechanism to either
side that looks like gears that upon inspecting the mechanism it
indicates that is can be activated by a nearby switch.
Well that switch can take a
monumental amount of
looking
closely.
The switch in question resides just behind one of the pillars
out near the triangular rise in the floor. It is about
midway up the rightmost column and very easy to overlook.
|
Fighting Strategies |
Shannon |
The
best strategy I have found is to make one fighter character
stand apart, never underestimate the power of a superb pure
fighter. If you take all the best armor class and
dexterity modifying items and load it all up on one fighter that
fighter will be able to fend off armies for a good duration
giving your power casters time to lay waste to the hordes from
safely
behind that fighter.
Also with the way the AI in this game
functions the first character the hostile NPC's see is the one
they target almost exclusively which makes the fighter a great
puller as well. This strategy can work wonders if you have
a thief hidden and scouting and the fighter bringing them home.
|
Dragons
Eye Tips (Spoilers) |
'Skrull'
Adams |
After
The Tomb of the Unknown God, which is fairly easy compared to
the Vale of Shadows (speaking from a difficulty vs. rate of
advancement standpoint,) is The Dragon's Eye mission.
The first level of this dungeon is greatly important to
succeeding on the second level. On the first level, the
primary enemies are Lizard Men and Bombarder Beetles. The
Lizard Men often yield flaming oil jars. These are
especially useful for the fighter heavy party.
If you plan on fighting the Bombarder Beetles at this point, I
suggest using long range weapons to attack them, or spreading
out your party. Bombarder Beetles squirt a substance that
damages anyone in about a 5 foot radius. By killing them
at long distance, you avoid this attack altogether. By
spreading out, you allow one to be hit with each attack and
since they only really can do this attack once it limits the
damage.
The second is most useful if you have a fighter heavy party (few
to no mages or long range weapons.)
On this level you can fight the Lizard Man King, though I don't
recommend it until more experience has been gained. The
King is hard enough on his own, but fighting him AND his minions
it what makes this part difficult. The Lizard Shamans have
a nasty habit of casting magic foiling spells like silence 15'
radius.
My recommendation is to skip fighting for now. Level 2 has
more Lizard Men, as well as Sword Spiders, Bombarder Beetles,
and Trolls (mostly,) and Talonian Priests.
Though it may be tempting to use flaming oil on the Sword
Spiders or Bombardier Beetle, don't use them yet. Save the
flaming oil for the Trolls, which can only be killed by acid or
fire. If you have a flame weapon, you obviously don't have to
worry about this, but if you don't you will have to rely on
flaming oil and spells like Melf's Acid Arrow, Flame Arrow, or
other related spells (Magic Missile does not count as fire by
the way.)
Level 3 is tricky due to the large group of skeletons and cold wrights
you have to deal with.
Pordia the Necromancer greets on this level by way of Skeletal
Knight, basically telling you to get lost and sends her army at
you. Though this requires similar tactics to the tombs in
the Vale of Shadows, so it should be fairly familiar by
now. On the East side of the map is a bridge to the last
part of this level, watch out for traps, there are a fair number
of them (though I'm not sure what type they are,) and they are
everywhere on the East side of the bridge and beyond.
Near the end of this level you can fight Pordia, but watch out
for cloud kill spells! Pordia will even cast these spells if you
have a stealthy thief, so watch out when dealing with her.
She also has a host of poison zombies with her. These are easy
do deal with because they are so slow, but they can tie you up
enough that Pordia kills you with volleys of 5 magic missiles.
To deal with her, I stood near the bridge, and ran my thief
character down, and back, to make here waste the Cloud Kill
spells, then I drew out the zombies and killed them, and finally
ran in and took her out. She has a nice Dagger which is +2 and
poisons its target, and a powerful Robe. Make sure to be
careful when checking the boxes in the back of the room as they
are trapped with cloud spells.
Level 4 is very odd. At first it will seem as if it is a
safe area,
make use of this deception, and heal up, as you will not get a
chance to later. In the library, you can tell Geedo that
someone is looking for him, if you do this, he will leave and
give you a chance to break into the locked room here, in there
you will find some spells, and a book on secret societies.
This is a tip off that something is wrong. There are two
other groups of doors, one near the bottom right, and two near
the top of the map.
In the top grouping there are two, a easterly and a southerly
one, DO NOT pick the lock on the easterly one, pick the
southerly one (or bash it if you have only warriors, or if your
thief can't pick the lock.) In here is a group of
adventurers that were captured by Yuan-Tis and Lizard Men.
They will rush passed you and try to kill the imposters.
This will bring the whole Sanctuary into attack, so watch
out! The Yuan-Tis
aren't too difficult by themselves, but the spell casting
Yuan-Ti's will summon trolls, and you will be rushed from all
sides by townsfolk, (some spell casting some not), Yuan-Ti's,
trolls, and Lizard men.
At the lowest level of The Dragon's Eye, is the lair of
Yxunomei, the Snake Queen. At first she reveals herself as an
odd speaking child, saying cryptic things, until you corner her
in her lair.
If you attack directly she will slaughter you in no time, as she
is resistant to everything except certain types of fire.
The way to deal with her chamber, in my opinion, is to move
carefully around the edges and pick off all her minions first,
then once the chamber (as well as the rest of the level) is
clear, begin attacking her. Now the strategies for beating
her will primarily depend on what sort of party members you
have.
A mage can use the Scorcher spell (this is the only fire spell I
could confirm that worked, Fire Arrow, and Fire Ball seem to
have no effect.)
A thief can pick up the fire dagger +2 on the level above (The
Sanctuary,) in one of the chests, and do backstabs (this is very
affective if you can run far enough to re-cloaking, and do
another backstab.)
A fighter could 'obtain' the flame sword from the adventurer
party in The Sanctuary, though I didn't do this, and cannot
confirm 100% that it will work (it should since the fire dagger
does.)
A druid can use the spell flame sword I believe, though again I
did not try this yet (as I don't have any druid characters.)
The second thing to keep in mind when fighting Yxunomei is that
she has MUCH better AI than her minions, she will follow you
around the entire level, even if she cant see you, with the
exception of hiding in shadows.
The other thing to keep in mind is she will cast spells before
she does her primary attack. The order is roughly Cloud Kill
on herself as a shield (since she is immune,) then 2 or 3 raise
undead, and sometimes a slow spell. You also cannot disrupt
her spells with conventional means since she is immune to weapons
and magic.
One final note, if you do need to sleep after you have talked to
her as a little girl, and she polymorphs to her true form, she
may disappear when you wake up. This panicked me at first
and I restarted from an earlier save game. What happens is
she moves to other rooms, so you will have to find her after you
sleep. The room I found her lurking in was the one on the
upper left side of the map, near the chests.
Hope this info helps, it took me a while to figure it out :)
|
Final
Bad Guy |
Shannon |
This
guy is suitably the toughest bastard ever to walk in the dale
(next to you of course). The fire demon begins by Casting cloud kill
and sending his two iron golem buddies after you. To avoid
the cloud kill I paused the game just after porting in and then
made all the characters walk in different
directions.
The golems are easy enough to drop with your
fighters but as you will soon find out the floor is trapped all
over and will dispel you when you step on the triggers.
The way to avoid the traps is by having your rogue stand there
and do find traps, this will give you the ability to flee
the hell spawn without losing all your good buffs like haste
(highly
recommended).
The monster is one hellacious swordsman
(carved my -12 ac fighter to pieces in about 30 seconds) but
alas the only way to beat him is in melee. Reason melee is
the only way is that he is immune to all magic's and you need a
+3 or better weapon to hit him (exception is the arrows of
piercing I believe I managed to hit him once with this.).
You will put your full heal (clerics should have this by now) to
good use.
If you have two good fighter types allow them to
shift turns taking the hits while you heal the hell out of them.
Another tactic is to keep the man the demon is hitting on moving
away and allow the others to hit him in the back until he turns
(this is where seeing the traps on the floor becomes important).
The casters were not too useful only hasting and summoning
treats for the demon to eat. It is sure to be a hard
battle and probably take many tries.
|
The
Severed Hand |
'Skrull'
Adams |
Before
journeying to the Severed Hand, I suggest you
talk to Orrick the Gray, in his tower in
Kuldahar. Orrick would like information
about mythals to complete his experiment.
Since you have to go there anyway, this is a
good way to pick up a few more XP.
On your approach to Severed Hand, you may see
Larrel's Sending, a elven lich like creature,
which is all that remains of Larrel. If
you have a dwarf in your party, as I did, he
will curse at the dwarf before returning to the
Hand.
If you have not slept yet, because of the Neo
Orogs in Kuldahar, I suggest you do it now, the
Hand is oddly deceiving at first glance. Once
you enter the first level you will be attacked
by shadowed orcs, these orcs are actually dead
already, shades of orcs that attacked the Hand
long ago. After clearing the entrance,
things get difficult.
Walking into nearly any room will trigger large amounts
of orcs, goblins, or ogres (all shadowed)
to appear and attack, these creatures are much
more dangerous than their living counterparts,
so be ware.
On this first level you wont have to worry about
many traps, but one, a paralyzing trap, toward
the staircase on the lower right corner. Before
moving to the upper levels you should clear all
of this level. There are MANY hidden
magical items in the Hand, most of which will
outclass any weapons you may have up to this
point. Search desks, piles of chairs,
boxes, anything you can.
I should also point out that searching with a
thief will not help you much here, if you
trigger any of these shadowed creatures to
appear, they will all attack your party.
This goes for the next level up as well.
The second level is about as difficult as the
first, watch out for the goblin trainers, they
have tons of shadowed worgs with them.
Since the Worgs are shadowed, they may not be charmable
by the charm animal spell ( I had no success
with my ranger who has this ability naturally.)
I also was never able to turn any of these
shadowed creatures as Undead (it may be
possible, but I never was able to do it.)
This level pretty much goes the same as level 1,
I suggest clearing it before going up to level
3.
Level 3 is the tough one. Several things
to keep you busy here: Shadowed Goblin Archer
Elites, Shadowed Ogres, Shadowed Orcs, Shadowed
Orc Shamans, Shadowed Orc Archers, Burning
Skeletons (they cast fireball), skeleton
archers, skeletal knights, shadowed souls (spell
casting, but look like lesser shades in Vale of
Shadows,) and blade skeletons.
The nastiest of these have to be Blade Skeletons
and Shadowed Souls. Blade Skeletons look like
Skeletal Knights with Reapers for hands, you
will know when you see them. They have a
few disadvantages. They are so big, they
can easily be blocked by just a few party
members, or charmed creatures. They are
also not too difficult to take out at long
range due to this. Though you do not want
to let them get close, as the large blades will
cut fighters down in moments.
Shadowed Souls are horribly nasty as well. As
typical with most spell casters, disrupting
their spells is by far the best way to go.
The only problem is that they typically are
guarded by many skeleton type undead, and
getting to them can be a problem. On this
level, a thief is useful again, and you can put
them out one at a time.
Make sure you search this level thoroughly as
well. You should find some broken pieces
of machinery. Keep this as you will need
it later. (also keep your eye out for Evayne's
Diary, you can use it for extra XP later.)
Level 4 gives you a few breaks. This is
where the 'sane' shadows still remain, you can
find out about their plight, and how Larrel is a
bit insane now. The cure for this is to
fix his Astrolabe, which I will get to later.
After talking to everyone on this level, and
perhaps selling some items, you should go up the
staircase to the left bottom, first, this will
show Larrel's Sending, and he will move up to
the tower, where you cannot follow him.
After this move counterclockwise to the other
towers (this is the easiest way in my opinion.)
After that first tower, the next Tower is full
of Clerics and Priests, which have goes mad.
By freeing their souls (killing them as shadows)
you will get a piece of machinery for the
Astrolabe. Since all of these are clerics,
deal with them as you would any spell caster
group, though they can hurt you in melee, they
are far worse at long range. The spell to
be most wary of is Mental Domination, where they
will turn your own party against you.
Next is the Warrior Tower (it connects to the
Mage Tower as well.) Here you also are
asked to free the souls of the insane Warriors.
Be careful this time. These warriors are
tough. Some are melee and some are
archers, I suggest trying to hold them at a
choking point, and taking out the archers first!
The warriors may pound your guards heavily, but
the archers are much more dangerous, with
poisonous arrows.
At, I believe, the second level of this tower
you will have two ways to go, up the stairs, or
across a bridge. I suggest going up the
stairs first, there are some phase spiders and
other incidentals, but nothing too hard.
Plus you finish your task of freeing the warriors.
Go back down to tell of your progress, but watch
out, after you free the warrior, the one asking
you to free them will attack you so she herself
can join them in the afterlife. I found a
pair of speed boots on here, as well as another
part of machinery. (You can open the prison
as well here and kill the monsters if you wish.
After this I suggest going back up and going
over the bridge. The bridge fight is
interesting as you have to fight several melee
fighters, some archers, a cleric and a mage, in
that order.
The rest of the way up on the other side of the
Bridge is a few mages, and not as hard if you
use a thief to scout for you. Up from here
is a library, you should pick up the book on Mythals
here to bring back to Orrick the Gray. The
next level up is Laurel's Sending, and a
shadowed mage who is trying to fix the
Astrolabe, give him the parts, you will not have
all of them if you have followed this exactly,
as you need to go to the last tower (filled with
Officers.) You can at least give him what
you have and return. Laurel's Sending will
be incoherent until the Astrolabe is fixed, so
don't even bother with him at this point.
The last tower is fairly tough. Mostly
because Officers will just spring a dozen
fighters, and a mage and a cleric on you even if
you use a thief to scout. I suggest dealing
with the fighters first, though if you can take
out the cleric do that, he will cast Mental
Domination, which makes your own party turn on
you. Silence 15' Radius, or break his spells
with arrows or magic missiles if possible. After
clearing out the guards and the cleric hit the
mage. Search everything in the room.
The next level up in the tower is more of the
same, do the same strategies. Take the
machinery. You don't have to go up to the
next level up from here, but you may, only a few
fighters here. The level above this is the
Arboretum. I have not found anything for
this yet, but I may have overlooked it.
Its a minor quest, so you can skip it for now
anyway.
By now you should be able to go back through the
Warriors Tower, to the Mage's Tower, and give
the last piece of machinery to Larrel. If
you were as thorough in searching everything as
I have suggested, you will also come across
Evayne's Diary. At this point you will be
able to go either back to Kuldahar, or on to
Dorn's Deep, I strongly suggest going back to
Kuldahar, to give the book on Mythals to Orrick,
and buying any supplies you need. (You can buy
some magic arrows or bullets in the Hand first.)
The next note I should make is that I do not
remember where the pieces of machinery before
the Towers are exactly, though I know one was on
the 3rd level. There is also an overhang
on the 3rd level ( you will notice it because
goblins will attack you from there.)
Search for the way up there on the level below.
As long as you search everything, you will get
all the nice weapons and items you need anyway.
|
Dragons
Eye Tips |
Romur
Lockjarn |
On
level 3, watch out for skeletons that implode when they take
damage or are destroyed (I think they're called Blast
skeletons). They cause area damage to anything around
them. If they get close to your main party and you hit them,
they will damage everyone around. I found that
firing a single arrow at them from a distance (I used a thief in
stealth) solved this problem.
On level 4, if you pick or bash any doors, you will be attacked
by everyone immediately. If you explore around, when you
get to the SE hallway, a notice of the large rug you are
standing on will appear on the screen. If you go back to
the entrance and tell the priest there that the rug seems
suspicious, he will attack you (and so will the other priests
that you saw standing around in the halls). But you have a
better vantage point there since all the other priests (as well
as a number of summoned creatures) will now be coming down the
main hall at you instead of from all different directions.
It makes it easier to fight them, especially with area effect
spells (fireball, web, etc). Watch out. From this
point on, the summoner in the east room will continue to summon
trolls and lizardmen every so often, many of which will come
looking for you.
Also, you can rest on this level by finding the group of
adventurers in the locked room and asking them to watch over you
while you sleep.
|
Battle
Tips |
Shannon |
Perhaps
the best tactic for taking out high end hordes
is to conjure yourself up a fire elementals and
allow it to walk a few steps ahead of the lead
party member so the monsters attack it first.
With all the monsters targeting the elemental
back the party off a bit and proceed to drop as
many fireballs as you can muster. The
beauty of it is is that the elementals keep the
baddies at a distance and they are 100% immune
to the fireball attack allowing you to lay down
major pain from a very safe vantage point.
|
Battle
with
Yxunomei Tips |
Craig Joyner |
There's
a major error with the tips in regards to killing the Yxunomei
the Snake Goddess, she is not immune to all weapons she is
immune to +1 or less weapons, +2 weapons or better will harm
her! The rest of the tips for fighting her are fine as far as I
know but I do know for sure that she isn't immune to all weapons
as the poster stated. I had one fighter with a +2 long
sword, a fighter/druid with a +3 spear, and a Bard with a +2
flail attacking her. She was indeed hard to kill and I ended up
losing one of my characters during the battle to the cloud kill
but I got him resurrected back in town after the battle was
over.
|
Dorn's
Deep Tips |
'Skrull'
Adams |
After
you stock up, or sell off the horde of magic items and potions
you have no doubt collected, its on to Dorn's Deep.
The entrance to Dorn's Deep has a handful of Neo Orogs (you
probably remember bumping into these on the way back to Kuldahar
with the Heartstone Gem.)
These guys are fairly easy, after you have dispatched them, its
inside the cave.
This level is strange. There are basically two types of
creatures on this level of Dorn's Deep: Blue Mycontids, and
Ettins. As far as I can tell, there is a bug in the
AI (post-patch as of 7/9/2000,) which renders the Ettins on this
level (only) non aggressive. This will most likely change as
soon as a new patch comes out to fix it, so I'll discuss them as
if they were aggressive.
The Blue Mycontids are probably the worst of these two,
they hurl spore balls at you from a distance, which can make you
go berserk, or paralyze you, though they aren't outrageously
strong, they usually attack in packs, and will pummel a held
person to death quite easily.
My suggestion is to rush in on them, and close the distance so
they will not spore you. They will be found at all the
blue mushroom patches on this map.
Ettins are huge, very huge. They aren't that tough either.
Though it is much easier to pick them off at a distance, you can
let them get up to a choke point, and have most if not all of
your fighters attack them at once, since they can only really
attack you one at a time, you just need to let them come at you
one at a time (which isn't that hard.)
There are two caves besides the entrance to the Dwarven
stronghold in the lower right. The top one is a few Orcs,
not even really worth doing unless you just want a bit more
experience, the second is a Ettin lair near the bottom of the
map. In the Lair there are several Ettins, you have to be
a bit more careful here as they can attack you from two sides,
though area effect spells work well here. There is also a
reference to Planescape: Torment here, a Bottle of Razorvine
Extract, Property of Mourns-for-Trees. I haven't found
anything useful to do with it, so its probably just an Easter
Egg (Even tried the Arboretum in the Hand.)
The Dwarven Stronghold ... the hardest part here is getting
passed the bridge. Neo Orogs and Drow, and a few Orc
archers, guard the bridge.
As soon as they attack, two phase spiders will appear, they are
by far the worst part of this, as you cannot pick off the people
on the bridge one at a time due to the phase spiders, until of
course they are killed. After I killed the phase spiders,
I fireballed the orc archers. There are Drow Mages near
them, which have some high magical resistance, but the archers
are in my opinion worse to deal with, as you can always disrupt
spell casters. After the archers and maybe even the mages
are taken out, you can pick the rest off one by one at your
leisure.
The rest of this section is easier, though the Orog Captains are
a bit nasty, as are the Drow Vanguards (who have crossbows with
poison bolts.) Orog Captains are strong, avoid melee if
possible, don't let them near any weaker party members.
After you have cleared most if not all of the rooms, go to the
prison room (the one on the left side of the map, its bluish.)
this will take you to the caves.
Here you talk to an Umber Hulk, who was once a human, and a Red
Wizard of Thay. He will tell you to kill the Neo Orog Chieftain.
Follow the rightmost passages to do this. He is not that
difficult, nor are his henchmen, use the same tactics as
fighting the Orog Captains. Get the badge off the Chieftain,
you will need this. Go back to the Umber Hulk and he will
thank you and leave. You can skip the rest of the caves,
unless you want extra XP. Only things here are Orogs and
Ettins.
Go back to the prison room and just north to room with the
circular table and all the stone dwarves around it. After
looking carefully you should find a secret door. Open
this, and pay attention to the symbols on the table, there will
be three groupings, one on the outside, one in the middle, and
one near the center. Write them down if you have to.
Walk into the secret room. You should see a similar shape
here, do not walk on anything in this room yet. Walk
around the outside of the circle until you find the symbol that
matches the outside symbol on the table, then you will hear a
click, walk around the outer band, looking for the next symbol
and so on, when you are done and 'hear a click from the table
room' go back to the table room (the one with the dwarven
statues and table wear you wrote down the symbols.)
There will be a dwarf with its hammer down, push on this, and go
back into the room you just came from. You will see a
stair going down, go down.
You will see a body here with a paper on him, watch out, just
after him is a trap, disarm it and go into the next room.
Here there are two stairs going up to a balcony, it doesn't
matter which you use. There will be a ghost at the top, he
will tell you of Jorith, and a necromancer named Terick (I may
have spelled these incorrectly as a side note.) Take any
of the three doors as they all go to the same place. Fight off
the undead, but don't go up the stairs in the middle until you
are ready to fight the necromancer.
The necromancer is more annoying than difficult, after you kill
him you will not have long before he rises again. The best
thing to do with him is to attack him directly, if you kill him,
any undead he summoned will fall when he does. In one of
the crypts near him is the key to Hall of Heroes.
You will have to fight him in here again, so be aware.
There are a few traps on the tombs in here too, so be careful of
that as well.
His Phalcelary is in a tomb on the left of Hall of Heroes.
After you get it go to Jorith's tomb on the right side (you will
tell by reading the statues in front of the tombs.) You
will also find Evayne's Tomb here (Larrel's Daughter,) get the
book here, you can give it to Larrel later for some more XP.
Note that the door at the end of the hall cannot be opened yet,
don't try. Instead, after you have destroyed Terick for
good, leave the Hall of Heroes, and talk to the ghost again.
He will be at the bottom of the stairs this time in front of a
statues that is spewing molten metal.
He will tell you to get the key from the statue, this key will
open the door at the end of the Hall of Heroes. You can go
back to Larrel to deliver his daughters book at this time,
though I don't recommend it, as you will have to fight a bunch
of beasts on level 1 of Dorn's Deep again.
Instead I suggest going down to the Wyrm's Tooth ... the door at
the end of the Hall of Heroes.
|
Random
Items? |
Terry Gamel |
There
are places within Icewind Dale where you get a *random* magical
item. There is a list of generally 5 items per location, only
one of which you will get when you go there. For instance: In the orc cave, prologue, on
the top left of the map there is a box containing a magical
item. That magical item will be one of the following: Quiet
Boots (+7% Move Silently) Girdle of Beatification (User is
blessed) Ring of Protection +1 (-1 AC, +1 Saves) Ring of Lesser
Resistance (+2 Save vs. Spells) Fire Dagger (+2 THACO, 15%
chance +1D4 Fire Damage)
Such random items are selected
when you first enter their respective maps. If you save outside
the map, you can then go in and look at the magic item. If it's
not what you want, load your saved game and go in again.
Other places that I've found
with random items: Prologue The mill where you talk to a goblin
with a stomach ache outside. Inside, an orc attacks you. He has
the random item.
Chapter 1 In the Vale of
Shadows, on the dungeon in the bottom right corner of the map,
there is a skeleton who asks for your keys when you first enter.
He has the random item here.
Chapter 2 Just before you fight
Yxunomei there is a room at the top of the screen. Enter the
room and go left into a treasure room. The chests contain a lot
of good items, one contains a really awesome item (So far I've
gotten the Red Knight's Shield, AC -4, and a Shield -3 that
makes Water Elementals ignore user in combat)
If you have to fight your way
through a level and want to see what the item is before you get
there, try this: Save your game to a permanent save (other than
quicksave), and enter the map. As soon as you can, quicksave in
the map. Send your thief, hiding in shadows, to go take a look
at the item. Consider taking your mage along, invisible, to
identify the item. As soon as you see what it is, load either
your quicksave (if you like the item) or your perm-save (if you
don't)
Remember, save early, save
often.
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Book
for Bridge! |
Shadow46n2 |
Once you find the lich's soul which
is hidden away in a philanthropy or something (its an item
you'll find in the Hall of Heroes) You got to return to
Bandoth's ghost and he will send you into the next chapter.
That's where you'll find tons of greater ice trolls and frost
salamanders. Anyhow.....after walking around that map and
clearing out the trolls you will find out that a Frost Giant
named Joril is in charge here.
But, you won't be able to get to him (his cave is in SW corner
of map) until you fix the crappy rope bridge that separates you
from him. Go into the frost salamander's palace and ask to see
the leader.... After he assumes you are there to check up on
him, he will let you walk around untouched.
Go downstairs where the slaves are hiding out and speak to them
till you find a guy that knows about dwarven architecture, he
will give you a book on how to fix bridges. That's all you need
to get across the bridge and beat the crap out of the Frost
Giants.
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More
Yxunomei Battle Tips |
Benjamin
Davis |
Yxunomei
is basically a Marileth (Tannari) and she's not *immune* to
magic & physical attacks, just highly resistant. Keep in
mind, she has SIX arms, and innate spell abilities. I killed her
fairly easy, with no reloads, by standing right outside visual
range & dropping cloud kill (scroll) & stinking cloud,
then fireballs & snilloc's snowball swarm. This took care of
her "entourage" then she rushed me in the corridor
& my fighters swigged potions of heroism & ** giant
strength & rushed her, while my mage & cleric threw
spells & healed the fighters.
Pretty handy for 46,000xp!!
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To
kill a Snake Chick! |
WizardXXI@aol.com |
I beat
her the second time with out any casualties. First you need to
memorize every fire spell (fire arrow is useful) you can and
also memorize with your priest animate dead, if you don't have
these spells see if you can buy them from Orrick the Gray, but
you should have them. Equip your best fighters with +2 weapons.
Now have your thief enter her chamber while in shadows. After
you finish with the dialogue move your thief where you can see
the queen but none of the other snakes. Shot a little warning
arrow at her and she will cast cloud kill near herself. Move
back then cast animate dead with you priest.
Send your mage where your thief was so you cant see the queens
minions but can see her. Send the skeletons and zombies to
distract her while you mage fires fire spells at her. When she
gets to close back up then wait for her to come and start
beating on her with your +2 weapons and casting fire spells at
her.
|
Where
is the Paladin's Sword? |
David Williams |
Here's the answer:
First off it is not a true Holy
Sword (those are really nasty in a Paladin's hands) but it is
nonetheless an awesome weapon. Make sure you have slots in
large swords (longswords to be exact). Between Dorn's Deep and
Marketh's Place is the Artisan's District. When you enter, go
to the left and you will see two houses there. Out of each
house will come an Umber Hulk. Kill them and go through the
hole in the upper house that the Umber Hulk made. You will
find a corpse there, search it for a sword. Now you must
identify it in order for it to work.
|
Even
Another
Yxunomei Tip |
Ramon Brasser |
The
best way to defeat Yxunomei is to have your best archer equip
the Messenger of Sseth bow you found on the same level and use
the +2 arrows. Have a mage cast Haste on him/her and let the
archer (fighter, thief, ranger or whatever you use) enter the
room (the thief cannot equip said bow though). When Yxunomei
changes to her real appearance, have the archer send down as
many arrows at her as s/he can. The Haste spell will come
in handy as you can disrupt Yxunomei's spells. When she charges
you, back off a bit and keep on firing. Since you move much
faster than her under the influence of the Haste spell, you
should be able to kill her before she can reach your party.
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