You'll be arriving here from Kuldahar Pass
and if it's your first visit as it was mine, the atmosphere Interplay has
created with this village is something else. Having a very large, looming
tree rising from the ground while all the buildings jut out from large roots
gives the village a very relaxed feel. Green grass surrounded by a boundary
of white snow, birds calling from high above in the tree tops really sets
the mood. The lighting, shadows and everything about Kuldahar
made it my favorite, even over the well done city of Baldur's Gate in their
previous release. Kuldahar will
be your home for sometime as there are many quests to go on and those that
will advance you in the story, while others will be mini-quests branching
from the main plot, yet still keep you very well involved.
The story will unfold as you venture through each building and talk
to those within and who make Kuldahar
their home and you will learn that the very Great Oak that lays in Kuldahar
and that warmth springs, is beginning to fade which will unsettle the
balance Arundel will speak to you about.
Your best bet while visiting Kuldahar is to talk to everyone and visit every building within the small village and cover as
much ground and information as possible before heading to Arundel for your main quest into The Vale of Shadows. Once you've
done that, head to Arundel and listen to everything he has to say, regardless of the fact some of it does not pertain to the
adventure, it is very well scripted and worth the read.
KULDAHAR - About the People
Kuldahar consists of the following people:
- 17 Townspeople
- 1 Goblin named Weenog [helps Orrick the Gray]
- 1 Human boy named Nate [greets you when you arrive]
- 1 Human named Amelia [barmaid in The Root Cellar / mini-quest]
- 1 Human named Gerth [runs Gerth's Equipment Shop]
- 1 Human named Aldwin [runs The Evening Shade Inn]
- 1 Human named Urnish [runs the local Pottery Shop]
- 1 Human named Conlan [runs the Blacksmith Shop]
- 1 Gnome named Oswald Fiddlebender [lives in the Airship]
- 1 Human named Orrick the Gray [lives in the Tower / mini-quest]
- 1 Human named Brother Ferg [priest of r]
- 1 Human named Brother Gus [priest of Ilmater]
- 1 Human named Sister Calliana [priest of Ilmater / mini-quest]
- 1 Human named Mirek [mini-quest]
- 1 Human Arundel [story advancement quest]
KULDAHAR - The Quests
While searching through Kuldahar, you will come across those asking you to help them in their time of need and there are
a small handful of quests to keep you busy but mainly you will be concentrating on the story advancement quest given to
you by Arundel. First though, let's look at the mini-quests.
AMELIA'S QUEST [Aldwin's Inn Entitlement]
Speak with Amelia who works inside of The Root Cellar Tavern and she'll mention just how suspicious it is that Aldwin
took over after the previous owner just vanished. If you go upstairs in the Inn and pick the lock on one of the boxes
up in the room, you will find a legacy key that proves Aldwin is not entitled to the Inn. Confront Aldwin about
this and get him to confess for some experience! After this, the room rates lower as well.
Thanks Neil for this entry!
CONVERSION QUEST [mini-quest]
Not entirely a quest, but worth mentioning because it gives you a fair amount
of experience and that is using a Cleric or Paladin while inside The Root
Cellar on the patrons, one of them you will be able to convert to the paths
of Ilmater.
Thanks goes out to Andrea for this one.
ALDWIN'S QUEST [mini-quest]
While speaking to the waitress of The Root Cellar, she will tell you a little about Aldwin if you ask,
saying that how Aldwin obtained the Evening Shade Inn are a bit murky, to say the least. If you speak with
Aldwin, he will of course deny everything but that's when you get into a little investigation on your part.
Go upstairs in the Evening Shade Inn and search the chests, namely the right-downmost one for a ring and
present this to Aldwin.
You'll get experience for this as you learn the true story behind the Evening Shade Inn.
Thanks to Ola for pointing this missing quest out for us!
ORRICK THE GRAY'S QUEST [mini-quest]
You will receive this when you talk to Orrick The Gray about what he studies and the books he has been reading for many
years on end. He will make a note of when he was in Myth Drannor and stumbled across old teachings that spoke of a hidden
Elven Outpost within The Spine of the World. He is looking for anything relating to this and if you come across any, keep
Orrick The Gray in mind. You will find the book he requires when you reach The Severed Hand in Chapter 3 called "The Mythal Theory" also
noted as the "Theory of the Mythals".
Thanks Mythgard and Carter for the book name!
MIREK'S QUEST [mini-quest]
This quest, if you have not visited Arundel's House yet, will introduce
you to the Vale of Shadows via this
pleading man who has just someone very close to him and asks for you to
retrieve his family heirloom back. He believe it is lost within the Vale
of Shadows and if you help him, a reward is waiting.
SISTER CALLIANA'S QUEST [mini-quest]
Sister Calliana speaks of the Revered Mother Egenia and Revered Brother Poquelin who have both gone missing over the
days while you were in Easthaven. Finding these two will no doubt help your standings with Sister Calliana as well as
explain why those people from Kuldahar have gone missing.
Although, the game has a bug and the Revered Mother Egenia when you find her, will vanish if you leave the level you found
her on and even though you have spoken to her, returning to Kuldahar to speak with Sister Calliana won't do you any good.
This quest is a dead end as Sister Calliana still thinks you have not spoken to the Revered Mother Egenia. It's a shame too,
I would have liked to know what happened.
Thanks to Chaos for pointing this quest out and making the correction on it.
ARUNDEL'S QUEST 1 [story advancement]
This is your first major quest that will take you some time to complete and return with a full detailed description for
Arundel as to what is happening in the Vale of Shadows. This will not only advance you as a party and place you around
5th to 6th level after its completion, but also advance the story to the next stage. This quest must be completed to
continue forward to the other adventures ahead. Take your time in the Vale of Shadows, enjoy the artwork, search its
ancient tombs and crypts for magical items, fortune and fame, but most of all, solve what Arundel has asked of you.
ARUNDEL'S QUEST 2 [story advancement]
Your second quest will be given to you after you have gone to the Vale of
Shadows and learned what you could about the evil that calls the Vale its
home. Upon returning, you will be off to The Temple of the Forgotten God
to find the Heartstone Gem which once rested within the Great Oak in Kuldahar.
This quest is short and the temple itself is very small so finishing it
off shouldn't take you very long.
VALE OF SHADOWS - About the Vale
The Vale of Shadows, as mentioned previously, is your first major quest and one that many people have gotten stuck on
and asked for help on the Icewind Dale Message Boards. The Vale is darkened by the little sun its walls and cliffs
get and is the perfect place for Yeti to dwell and call their home but there is also a large number of skeletons, zombies,
ghouls and lesser shadows that wander around too. You will encounter many lesser shadows, some guarding the entrance
to the crypts while others remain deep inside their chambers waiting for you to arrive but you should have no problem
dispatching them as well as the skeletons, zombies and ghouls.
Your goal is to find out what is happening in the Vale of Shadows and report back to Arundel when you learn as much
information as possible and if the Vale of Shadows is responsible for the Great Oaks diminished warmth.
VALE OF SHADOWS - The Outer Crypts
The Outer Crypts are those you will want to explore first and clear out before heading into Kresselack's Tomb
and will need to attain two very important items from Crypt 1 and Crypt 2:
- Crypt 1 - The Gate Key
- Crypt 2 - The Sanctum Key
Let us detail the Crypts so you know what to expect and to make sure you have gone through each one before moving into
Kresselack's Tomb.
THE OUTER CRYPTS - Crypt 1
Crypt One is marked as "1" on the Vale of Shadows Enlarged Map and houses the GATE KEY your party will need to access
the first locked door of Kresselack's Tomb. The key can be found in the small alcove ahead as soon as you enter the crypt but
getting to it will cause for swinging blades, shot arrows and crackling magic as a slew of skeletons will bombard you with their
attacks.
Don't forget to search the rest of the crypt for extra's and most of all, always be checking for hidden traps that could bring
one or more party members to the dirt!
THE OUTER CRYPTS - Crypt 2
Crypt 2 is marked as "2" on the Vale of Shadows Enlarged Map and houses the second key, the SANCTUM KEY that you will
also need while deep inside of Kresselack's Tomb. The key lays at the very bottom of the set of stairs at the back of the
crypt and getting there may prove to be a good challenge for a lower level party of 4 or less. There are numerous amounts of
skeletons, zombies, ghouls and lesser shadows but before engaging them, you will have to deal with Therik, a skeletal warrior
who guards this crypt.
Therik will prompt you to leave immediately and if you continue to badger
him, he will be even more persistent to keep you at bay and away from
the treasures that lay within. You must penetrate this crypt or you will
not be able to get very far while venturing forth into Kresselack's
Tomb.
Now if you already have the GATE KEY
and leave without a fight, Therik will sense that you have this key and
will once again enter dialog mode to attempt to convince you to leave
AND hand over the key. However you see fit, bring him down and continue
across the bridge after the battle.
It is here that the onslaught of skeletons will come forth, their bones rattling and their empty eye sockets burring into
your soul followed by zombies and ghouls. A cleric may want to practice his Turn Undead ability to give the rest of the party
some breathing room as the skeletons circle, but in the end you must kill them all and continue down the passage, down the stairs
and to the resting place below.
Here in this dank and dark room, you will encounter lesser shadows,
skeletons, zombies and ghouls and once you have fisted them all down in
their undead heaps, reap the rewards found within and most importantly,
get the SANCTUM KEY in the coffin as
marked on the Crypt 2 Enlarged Map.
Always remember, move carefully while exploring these ancient crypts for traps await the careless fool.
THE OUTER CRYPTS - Crypt 3
A quiet resting place for those within, that is if they weren't walking
around trying to slay any living being who walks before them. Another
crypt in the Vale of Shadows that
houses skeletons, a ghoul here and there as well as a carrion crawler
which I have not seen since Baldur's Gate. Watch for its paralization
bite that will make your characters simply stand there and receive the
blows from the skeletons as they can no longer defend themselves from
the skeletal attacks. Search out this crypt well and leave nothing left
for the next looters.
Watch thy step in this crypt, traps await thee.
THE OUTER CRYPTS - Crypt 4
The last of the crypts where the dead rest has a wonderful dining area
full of wooden tables, candles, dust covered shelves and of course, skeletons,
ghouls and zombies. Battle your way through their thin forces, search
the area and clean it dry and let us head to the last location before
we journey to Kresselack's Tomb.
The Yeti Lair is next.
Soft boots and nimble hands will find the traps strewn in this crypt.
THE OUTER CRYPTS - Yeti Lair
The frozen ice cave is home to a good amount of Yeti as well as a storage place for some full boxes, which you will have
to get around on cleaning out for the coming spring don't you think? Don't forget to collect the Yeti pelts they leave
behind for you can sell them to Conlan in Kuldahar.
Remember this place, for you will be returning after you are done with
Kresselack's Tomb but more on that
later.
THE TOMB OF KRESSELACK THE BLACK WOLF LVL 1 - Tomb Entrance
Although the book states that Kresselack The Black Wolf is simply a
myth, he is very real and it will take some good sword swinging, magic
casting and lots of healing to get you through each part of Kresselack's
Tomb and to his waiting, spectral form. Do know that the deeper you
go, the harder it will become and I highly suggest your party has at least
two fighters with magical weapons of +1 or better equipped before venturing
forth. Within Kresselack's Tomb you
will encounter undead you have not seen before in your journey and a cleric
with a strong faith may keep you alive much longer, so keep them close
by. You will encounter a Mummy or two and a Wight along side of Skeletal
Warriors, Skeletons, Zombies, Lesser Shadows and Ghouls. Always remember
to keep an eye out for trip wires and dart traps that could slow your
party down.
Note as well, if you have a Paladin in your party, you will not be protected
from the Mummy Rot Disease due to the fact it is not a natural disease
that a Paladin has protection from in general. A Paladin can remove Mummy
Rot with the Cure Disease ability he or she has. All green bottles found
are Cure Disease potions in case you do not have a Paladin able to remove
the Mummy Rot your party may have acquired. Sleeping will not cure Mummy
Rot and when your rest is completed, those who had Mummy Rot will be dead.
The Wight in general is pretty tough if you or your party do not have
magical weapons of +1 or better as normal weapons will have no effect
on this undead creature. A combination of fighters using magical weapons
of +1 or better along side of magic missile, chromatic orb or any other
offensive magic spell brought forth by a mage or cleric will also help
in banishing this foul beast from the face of Faerun.
If you happened to be following along then you'll know that you need the GATE KEY to gain entry into
Kresselack's Tomb and this door is noted on the Tomb Entrance Enlarged Map as "1" and it is here that you use this key.
Missing the GATE KEY? Tsk. Tsk. Tsk. You need to explore more, but if you need that nudge, you can find the
answer you are looking for here.
As stated under the Outer Crypt Section, you picked up the SANCTUM
KEY used for the door on the Tomb Entrance Enlarged Map as
"2", you will need this to gain entry into the Sanctum which lays left
of the two green pools which you shall see upon entering. You will not
be able to enter the Sanctum if you do not have this key.
Missing the SANCTUM KEY? Tsk. Tsk. Tsk. You need to really explore more. You can find this information
here.
Within the Sanctum is where you will find the key to the door straight across to the right, on the opposite end of the two green
pools, this being the PRIEST KEY. Use this key on the door as mentioned above and retrieve the next item so you can gain
entry to the double doors at the top of the stairs in the main chamber as stated below.
Within the Priest Chamber, after using the PRIEST
KEY you will find the HOLY SYMBOL OF
MYRKUL which will be used to open the two double doors at the
top of the stairs directly ahead of the two pools in the main chamber.
Upon opening this set of doors, standing before you will be Mytos the
Bone Dancer, a Skeletal Mage and his 5 warriors who will demand the keys
to be handed over to him. This is a chance for you to gain some extra
experience and I suggest you do so by simply attempting to talk Mytos
into letting you explore the Tomb for the village of Kuldahar.
After draining out every last attempt to let you pass, he will attack
you but you will receive experience for trying to do it the peaceful way.
Prepare for a dueling battle as the 5 warriors attack you with swords
while Mytos the Bone Dancer lashes out at you with his spells.
If you have a cleric in your party, have them speak with Mytos the Bone Dancer and you will receive experience points
by talking about the Bone Dancer and Necromancy.
Shouts out to Andrea for this gem!
Explore the area ahead once you have danced the Bone Dancer's dance
to his very death and be prepared to face one last tough character, Myrkul's
Sending, a spirit who will float towards you to attack with his minions.
This should have given you enough practice for the Mummy battle ahead
who is guarding the MAUSOLEUM KEY that
you will need to gain entry to Kresselack's Tomb in the lower levels.
The Mummy is situated behind a secret door but the room behind the wall
can clearly be seen and if you don't find it while walking down the corridor
to fight the skeletal archers, simply walk around the area and it should
highlight soon enough.
Now the map is a little dark on my screen so if it is the same on yours, brighten it up a tad so you can see the hallway that
leads to the Mummy area, which is exactly the same as the other side since this map is symmetrical in design. It took me a few
minutes to figure out the passage on the right to continue isn't blocked by any walls or pillars as the view suggests within the
game. You can get into this hallway by simply walking as you would anywhere else.
Once the Mummy has been taken care of, get the MAUSOLEUM KEY out from his small chamber and take the stairs to
Kresselack's Tomb - Level 2 to continue your journey.
Remember, explore the entire area and kill every single foul beast that you come across to be sure that you have covered this level from top to bottom.
You don't need to stop mid stride and realize you've forgotten something.
THE TOMB OF KRESSELACK THE BLACK WOLF LVL 2
Kresselack's Guardians
The fun is waiting for you, in case you think it's going to be easy
sailing after teaching those foul beasts above a lesson in sword and magic
play but think again and take the time to do it. The battle ahead is not
something I even suggest walking everyone straight in to as you will be
bombarded by magic missiles from Imbued Wight's, hit with Stinking Cloud,
Charm, Horror, Lightning Bolt, Melf's Acid Arrow, Colour Spray and other
offensive spells by the Skeletal Mage chilling behind the bottom pillar
in the main chamber. This same pillar also has a switch to activate the
doors to the last level, the very switch people ask about in terms of
finding and opening this door. I'll get back to that in a moment.
As I was saying, to dive into the pit of beasts ahead will be your own doom and even if you have a party well armed with swords
for close combat, it will be the skeletal archers from afar that will slice you down and bring your own body to skeletal form.
Don't join the evil when you can smite it brave warrior!
There are a few tactics one can use in this situation and having a thief
move ahead while hiding in shadows or a mage invisible is always helpful
to know the numbers you will be facing. When you're ready, bring the foul
creatures down one by one, a pretty sad tactic, but one that works if
you want to minimize the damage done to your party. You'd think these
game companies would have some sense and when 1 monster moves down the
passage to attack, it should alert all the others in viewing distance
of the trouble on the way and also head to investigate. Doing this solution,
I did things this way so save myself time in having to load up the game
over and over again and I'll share that tactic with you.
The entrance you start at on this level has a door right in front of you. I found by placing a line of 3 fighters to block
the passage, then take my thief out to the chamber ahead to bring back the foul creatures that followed to my line of fighters.
I had my thief run straight through the line, thanks to the nice change in pathfinding for party characters in IWD, the line
of fighters simply move out of the way for the thief. Keep the character in plain view so the monsters line up in front of
your 3 characters, which they can openly take down. If you don't have 3 fighters as I did, use your 3 strongest characters
because there are more than just easy skeletons to bring down in the chamber ahead.
From memory, you're looking at skeletons, skeletal warriors, skeleton archers, imbued wights, skeletal mage, zombies and
even a mummy. It's a good experience builder to say the least.
Once the main chamber is cleared and you feel comfortable having your whole party standing in the middle of the triangle
floor design with the 3 pillars at each corner, make your way to the door on the right side. To gain entry into the
room beyond, you will need the MAUSOLEUM KEY from Kresselack's Tomb Level 1.
If you are not sure which door I mean, check Kresselack's Tomb - Level 2
for a better understanding. It is marked as "1" on this map.
Once inside, fight the small group of skeletons and zombies to attain the PLAIN KEY which will give you access
to the locked gate on the opposite side, once again this map being symmetrical in design as the one before. The locked
gate, if you are having trouble finding it can be easily checked by viewing Kresselack's Tomb - Level 2
Enlarged Map for more details.
Watch thy step before thee as you prepare to step ahead through the now opened gate. Traps await those who rush!
A good battle here against skeletal warriors and don't be fooled if
you only fought 3 as there are another 2 hiding on either side of the
gates entrance within the shadows. Slay the wights as well that come out
of the adjacent room and retrieve the PAINTED PAW
STONE. You will need this to activate the switch on the bottom
pillar within the main chamber. If you cannot find this switch, check
Kresselack's Tomb - Level 2 Enlarged
Map for more details and the exact location to get you on your way to
meeting Kresselack!
Another note on the PAINTED PAW STONE is that you can wear this as an Amulet, which gives
+10 hit points and some cold resistance as a bonus.
Thanks to Robert for this information.
Once you throw the switch, the gears will spin on either side of the large stone door and leave it wide open for your
own exploration. Proceed down the stairs.
***NOTE: Rest before going down! Have many heal spells and good offensive spells that you can muster
and be ready to protect all weak character classes.***
THE TOMB OF KRESSELACK THE BLACK WOLF LVL 3
Kresselack's Resting Place
This is what adventuring is all about!
Lovely isn't it? This is a great battle that puts you right into the thick of things as soon as you come down
the flight of stairs and you will be attacked by all those around you with no mercy. These are Guardians to
Kresselack's Tomb you know and they have a job to do. By now you should realize which foul beasts pose the
least threat to your party and I suggest having your front lines deal with the more powerful and deadly Tattered
Skeletons, Spectral Guards and Spectral Knights that will lunge towards your invading party. At this time, I had
a few invisibility spells memorized for characters who were being attacked by a slew of undead just so I could
protect them and keep them alive so I could get to them and heal their bloody wounds. Concentrate your magic
attacks on the larger undead beasts who will do the most damage and if you have anyone that are better with a
bow than a sword, use them to your advantage to deal damage before they reach the front lines.
It's a great battle due to the limited space you have for moving around and once the first wave is done and you
move about, others standing in the darkness will then be second, then third until you're left with the Spectral
Knights and skeletal warriors guarding the door to Kresselack's Tomb.
I was looking forward to battling this undead who, it is said, to have ravished the Spine of the World with his
barbaric attacks and raids, but alas, Kresselack is in a talking mood and nothing more. Learn what you can from
him as well as accept his offer on finding the Priestess of Auril. Then and only then will you be on your way
to finding out what became of the Vale of Shadows and also, once you return from killing the Priestess will you
have access to Kresselack's resting place and the items within.
Return to Kuldahar, speak with Arundel and fill him in on what you've learned.
THE TOMB OF KRESSELACK THE BLACK WOLF - The Quests
You're here for one reason and that's to figure out if the Vale of Shadows is the source of the Great Oaks, as well as
the village of Kuldahar, problems. Your main quest is from Hrothgar but you do receive another while in the Vale of Shadows
, which I will explain further down. Although not a quest given to you by anyone, it is a quest never the less
to find all five keys, the Holy Symbol of Myrkul and the Painted Paw Stone so you can penetrate into the heart of Kresselack's Tomb. Here is a break down for you.
The Gate Key
You need this to gain entry into Kresselack's Upper Tomb. It can be found here within the Crypts.
The Sanctum Key
You need this to gain entry into the Sanctum within Kresselack's Upper Tomb. It can be found here within the Crypts.
The Priest Key
You need this to gain entry into the left portion within Kresselack's Upper Tomb. It can be found here on Level 1.
The Mausoleum Key
You need this to gain entry into the right side of the Mausoleum within Kresselack's Tomb Level 2. It can be found here on Level 1.
The Plain Key
You need this to gain entry into the left side of the Mausoleum within Kresselack's Tomb Level 2. It can be found here on Level 2.
The Holy Symbol of Myrkul
You need this to gain entry into the chamber to slay Myrkul's Sending within Kresselack's Tomb Level 1. It can be found here on Level 1.
The Painted Paw Stone
You need this to gain entry into Kresselack's Chamber within Kresselack's Tomb Level 2. It can be found here on Level 2. It is used to pull the switch.
Find the Priestess of Auril [mini-quest / plot advancement]
This quest is only available after you have made your way into the heart of Kresselack's Tomb and have come face
to face with his eternal spirit. Parlay with him will reveal this quest and in return he will tell you about
the evil that plagues the Vale of Shadows and Kuldahar. Kresselack will tell you that a priest of Auril has
been milling about his Tomb and if it wasn't for his Guardians, he fears the doors would be open and the winter
chill would make its way to the very depths in which Kresselack haunts. He does not want that.
You are to kill this Auril Priestess Lysan, but make sure when you accept the quest, that you take it fully and do
not "look into it" or "think about it" as some of the dialog options will have. If you do the latter, the Auril Priestess
will not be in the location when you go to look for her.
Where is Lysan? She can be found within the Yeti Lair in the Vale of Shadows and will summon a good handful of Yeti
to deal with you while she casts her magics at you. If you've killed the Yeti in the lair from before you will not
have so many to deal with at this point when you face her. If you have not killed the Yeti in the lair yet and visit
the Yeti Lair for the first time for this quest, the Yeti numbers will be far greater.
Also take note to talk to Lysan for as long as possible and learn what you can of the Vale of Shadows and why it is as it
is. This information will not only help you, but also help those within Kuldahar.
Return to speak with Kresselack when you have slain Lysan and he will answer you to the best of his knowledge
as well as reward you with the items in his coffin.
Also upon your return to Kuldahar, you can speak with the Tavern owner
and learn that Lysan was a barmaid there and during the dialog, let the
owner know that Lysan's items could help in solving what is bothering
Kuldahar, he will hand over her items, one of them being a very sweet
robe that will help you in your journey. Before speaking with the Tavern
owner, you should also speak with Amelia about getting a meal. Return
to speak with the Tavern owner and discuss the meal, which your dialog
options will give you the ability to discuss Lysan's belongings.
Thanks Joe, Alan, Scott, Christo and Erran for the added Lysan information!
THE TEMPLE OF THE FORGOTTEN GOD - About the Temple
High above in the Spine of the World, some ways east of Kuldahar
lays this very temple that you have been asked to go and explore, to find
the Heartstone Gem that was stolen from the Great Oak many years before.
Your journey will take you to a high passage full of snow and ice where
the winds blow strong and bite at thy open skin. Tall stone statues will
jut from the layers of deep snow marking the location of this ancient
place built into the very mountain itself!
Although this is a small journey into the very heart of the Forgotten Temple, I did find it somewhat difficult as I
was always healing myself after each battle against the larger and more powerful Verbeeg found within. Along side of
Acolytes casting hold spells and entangle, facing a Verbeeg could very well be your death if you find your characters
can no longer move due to the magics cast against the party. It is a place I took with care, making sure when I did
fight a Verbeeg, it wasn't in very large numbers and always 1 against the entire party. Even then I found that healing
was needed to continue deeper into the mountain and the rooms beyond. All my 1st and 2nd level spells were of cure light
wounds and cure moderate wounds and I used them every time.
Let's look at the Temple in depth.
Thanks Chuck for pointing out the reference maps were missing
their numeric Table Key on the online maps!
THE TEMPLE OF THE FORGOTTEN GOD - Upper Level
You shouldn't have too many problems moving about and bringing down
the Verbeegs if you trek carefully and lightly through the hallways as
you explore each room nearby. Never rush into a room within the temple
because the last thing you want to have to deal with are 6 Verbeegs and
2 Acolytes casting Hold Person on your front lines. The temple is not
that large, so take your time with it and of course, as always, keep an
eye out for traps or hidden items that may help you through to the Catacombs.
The main level does not have anything special that needs to be noted and your only concern is finding the way down
to the next level. For a quick viewing of where to go, check The Temple of the Forgotten God Enlarged Map for more details.
THE TEMPLE OF THE FORGOTTEN GOD - The Lower Level
Straight as an arrow, right through the belly of the beast you can say.
The Lower Level may look simple and easy, but you will have to knit pick
your way through the Verbeegs and Acolytes who are situated along the
route you will have to take to get to The Shrine. I cannot be any more
straightforward than that, except do search for traps on this level as
you make your way down the long hallway before the larger battle of multiple
Verbeegs and Acolytes. They are the last ones who will block your passage
to the Shrine itself and the Acolytes fancy the Hold Person and Entangle
tactics. If you can get a Web off and pelt them down with your archers,
do so.
Once the battle is complete, head to the Shrine and the last level of the Temple of the Forgotten God.
THE TEMPLE OF THE FORGOTTEN GOD - The Shrine
At first, when I stepped and viewed my surroundings I thought for sure I was in for a large scale battle, or some type of
foul beast that had brought down so many bodies that lay strewn before my eyes. Not the case. This is an empty room with
a much similar empty shrine and no Heartstone Gem. Click on the shrine itself to get the description and your journal will be updated.
Return to Kuldahar, speak with Arundel and tell him what you've learned while at the Temple of the Forgotten God.