Icewind Dale

Video-based Walkthrough to Icewind Dale by Dave Milward

INTRO & ABOUT  |  THE PARTY 
Prologue  |  Chapter 1  |  Chapter 2  |  Chapter 3  |  Chapter 4  |  Chapter 5  |  Chapter 6  |  Trials of the Luremaster  |  Heart of Winter
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Chapter 4 
Upper Dorn's Deep  |  Main Hall  |  Tombs

TOMBS

Norlinor

Now I go through the east exit. To make things to the point, there's a Dwarven Ghost here named Norlinor, who wants me to destroy a nearby Lich named Terikan.


Terikan

Now I set up a savegame called "Upper Dorn's Deep", as there is a crypt that I want to cherry pick. Now when I first enter the Tiers of the Dead, I get assaulted by a lot of undead. Lanatir blows them away with a well-placed Fireball. Now I quicksave.

Terikan is north up the hallway. A crypt to his left will set one of the following upon entry:

I don't bother with the White Bishop, since it's a one-off item. The Ring of the Protector sounds nice, but I actually have a different ring in mind for Halagrim that I will get during Trials of the Luremaster. On the other hand, amulets that can be worn with magical armor are rare, and there's room in the party for the Scarab of Defense. It will become Derrick's amulet for the rest of the game. Genevieve, with her Boots of Speed, runs up to check the crypt. If I don't get it, I reload the "Upper Dorn's Deep" savegame. Once I do get it, I reload the quicksave and go from there.

I run up the hallway, where Terikan has a lot of undead minions. Keep in mind that you can cut Terikan down and thus cause the rest of the undead to fall as well. Unfortunately, there was enough of them to block my progress, so I had to fight through them to reach Terikan. As Norlinor indicated, simply reducing him to zero hit points won't be enough. He'll return after a brief period has elapsed, so I need to find his phylactery and destroy it.

The crypt left and 2nd south from the large door to the north will have Terikan's Key. I take it, and use it to open the north door, which leads to the Hall of Heroes.

I have to race northwest through the Hall of Heroes, and kill Terikan again. Terikan's phylactery will be in the tomb south and second east from the northwest wall. The Black Thorn disarms the traps, and picks up Terikan's Phylactery, Terikan's Journal, as well as scrolls of Anti-Magic, Domination, and Chaos.

The Black Thorn hands off the Phylactery to Genevieve, who uses her Boots of Speed to track down Jamoth's Tomb. She notices a rather priestly-looking statue, which is apparently dedicated to Jamoth. She opens the door and makes her way to his tomb, destroying the phylactery and permanently destroying Terikan as well.

Once that is over, Lanatir scribes the scroll of Chaos, which will become an improved version of Confusion. Derrick scribes the scroll of Domination, the reason being that he'll find a ring that allows him to double the number of 5th-level spells he can memorize.


Hall of Heroes

Now I begin to explore the rooms of the Hall of Heroes. Remember to always check for traps.

The room second north and to the right is Evayne's Tomb, and inside is the Journal of Evayne. More on this later.

The next room, north and one to the right, has the Blessed Helm of Lathander (+2 armor class, user can cast Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis each once a day). Genevieve wears this. The bonus to armor class is always welcome, and it allows her to act as a backup healer if and when the situation requires it. You also have to admit, on a thematic level, it just makes sense for the Paladin to wear this.

Jamoth's Tomb (I forgot to show it in this video :p) has another Axe of Caged Souls plus a scroll of Monster Summoning III.

Just across the hallway is Reznath's Journal, but there isn't anything special about this.

One south and to the right from Reznath's Tomb will be a Mummy, who can cast high-level Clerical spells, including the annoying Symbol spells. Luckily, the Black Thorn was on top of it from the word go, buying the party time to surround and kill it. Lanatir sped things along with a Flame Arrow spell. The tomb holds Owain's Lullabye, which allows a Bard to use the Cone of Cold spell.

The next tomb south and one to the right has the Mail of Life (armor class 2, +10 hit points to wearer, regeneration).

The next tomb north across the hallway will set one of the following when you first enter the Hall of Heroes:

It doesn't matter to me which one I get.


Tiers of the Dead

Lots of undead, but also lots of traps. So I have Derrick cast Invisibility on the Black Thorn, and then he goes around disarming the traps. Except two Armored Skeletons get stuck at a stairway. Oops ... Oh well, the rest of the party charges forward, killing off the undead.

I then go around looting all the crypts. This includes the Scarab of Defense for Derrick. Some of the crypts will have randomized missile ammunition.

One of the crypts towards the northwest will have one of the following:

One of the crypts towards the southwest will have a Tower Shield +1, +4 vs. missiles, random ammunition, as well as one of the following:

There will also be several crypts on both sides of the stairway leading north. The one right and center will have one of the following:

The one just above it will have a Small Shield +1.

Aside from getting the Scarab, I just take whatever I happen to find here. And I won't have enough Identify spells for all of it until I find a place where I can rest.


The Great Forge

Now I return to the Temple of Moradin. Norlinor informs me that the Great Forge has been reheated, and that items await in a niche in the forge. Within that niche are the Celebrant's Blade (Battleaxe +4) and the Forge Key.

Now I come back to the Main Hall, and begin identifying some of the items I accrued. They include the Hold Fast sword, which becomes an upgrade for the Black Thorn, and the Warhammer +3: Lifegiver, which becomes an upgrade for Halagrim.

*IMPORTANT NOTE*  At this point, I begin to keep a lot of the valuable items that I find. I sell off Longsword and Daggers +1 and such. But the unique stuff that I know will sell for a lot, I will keep. There's a specific reason for this. The reason is that when I import my party into the Heart of Winter expansion, they will lose all of their gold starting at zero. Also note that they will lose containers, like scroll cases and gem bags and such. This can suck if you start off without anything to sell, because there's some merchants ready to sell some great stuff in Lonelywood as soon as you arrive. I do however get to keep the items I have equipped, as well as any other non-container items in my inventory. So, I start to keep my expensive stuff in anticipation of Heart of Winter, so that I can sell it off as soon as I arrive in Lonelywood and begin buying what I want immediately.

Now I go to Larrel in the Severed Hand, and give him the Journal of Evayne I found earlier for an xp reward. I then have him return me to Upper Dorn's Deep.


Bronze Sentries

Now the only thing standing in the way of my reaching Wyrm's Tooth are a pair of Bronze Sentries. They can be pretty tough, especially if they're allowed to inflict damage over the long haul, so I buff with everything, Haste included, in order to bring them down as fast as possible.

I then use the Forge Key to open the door to Wyrm's Tooth.



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