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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Heart of Winter 
Lonelywood  |  Burial Isle  |  Gloomfrost  |  Barbarian Camp  |  Icasaracht's Lair

BURIAL ISLE


Young Ned

Now I go to the southwest corner of Lonelywood to find Young Ned. I then talk him into bringing me to the Burial Isle.

Once there, I put up my spell protections. I then explore around a little, and run into new kinds of undead. Barrow Wights are like skeletons, but much tougher. There will also be Ghost Shamans who can cast priestly spells. Note how much easier having the Three White Doves makes these fights. Genevieve will often run quickly to take out the Shamans before they can get off any spells, and will insta-death other undead afterwards while the other party members use sustained damage to bring down their present target.


Eddion Carradoc

Now I find a little peninsula that starts from south and center of the Isle, and then runs westward into the southwest corner. I then find a tower that has become home to a dying Wizard named Eddion. He has a number of spell scrolls for sale. I bought Sunfire for Derrick. He also sells a few unique items:


Skaldar

Now I head north a bit onto higher ground, and then west again. I run into a new kind of undead, Drowned Dead. These guys are tough, and have been disheartening for many IWD players if my perusal of other gaming forums is any indication. But again ... Genevieve simply pulls out her Three White Doves and levels most of them.

Past a bridge on the west shore of the Isle will be several Ghost Shamans led by Skaldar. A fight is inevitable, and they'll also be helped by a few Drowned Dead. Lanatir leads off with 2 straight Fireballs to soften them, and interrupt some of their spells. After that, they close in on me, which I don't mind as I simply chop them down.


Polar Bear Spirit

Towards the northeast corner of the Isle is the Polar Bear Spirit. He is really tough, and can dish out terrific damage over time. He also has a fear aura, so Remove Fear is advisable. He also summons a lot of Wolf Spirits, and a couple of Black Bear Spirits to his aid. As long as the Polar Bear Spirit can be held up, it should be pretty easy to eliminate his helpers. This is in fact what Derrick does while layered up with Stoneskin, Mirror Image, and then Improved Invisibility. Once the helpers are all dead, the party gangs up on the Polar Bear Spirit and brings him down.


Vexing Thoughts

Now I enter the Barrows beneath the Burial Isle, and then fight might way through Barrow Wights, Drowned Dead, and now Wailing Virgins who have a special scream attack that can both inflict damage and stun multiple party members unless a saving throw is made. But again, the Three White Doves makes things so much easier.

I make my way through the eastern portions of the Barrows. Towards a northwest corner is a talking suit of armor, or more correctly a Glabrezu Demon trapped inside a suit of armor that calls itself Vexing Thoughts. You can try to command it right away and then wear it as an armor. There is a risk. If you try to summon the Demon to fight for you from the armor, it will kill the wearer and then attack the rest of the party. It can be killed by the rest of the party members, but it is a tough opponent, since it can attack 5 times each round and cast spells, especially Power Word: Stun.

If you are set on getting the armor, the better way is to cast Contact Other Plane and learn the Demon's True Name, "Chalimandra". You can then speak with Vexing Thoughts and choose the dialogue option that involves the True Name, and thus obtain Vexed Armor (armor class 1, +100% cold resistance, +2 Constitution). This way, if you use the armor to summon the demon, it won't kill the wearer, and will instead fight for the party. This is a one-time only thing that will destroy the armor itself though.


Mebdinga

Now I begin to explore the central and southern portions of the Barrows. Whenever you find urns and tombs and such, be sure to check for traps. Some of the containers along the northern parts had some unique items, like Svian's Club +5, Blood Iron (+3 Shortsword, wielder heals by 3 hit points whenever he hits his target, not useable by good characters), and another Displacer Cloak (+4 armor class vs. missile weapons, +2 to saving throws vs. wands and breath weapons), which the Black Thorn wears for the rest of the game.

In the southwest corner, I find Young Rage (+5 Battleaxe, 5% chance wielder goes berserk for 10 rounds) and a Battleaxe +3: Fatigue (20% chance of slowing target).

A little north of the southwest corner will be a spirit who calls herself Mebdinga. She will attack you along with a few other Wailing Virgins. You must get rid of Mebdinga first and foremost because her scream can cause instant death for party members. I accomplished this by sending Genevieve on her right away to disrupt her with the Three White Doves.

Mebdinga's tomb carries Wyldfene's Tribal Insignia, which has apparently been deliberately defaced.


Hjollder's Exile

Now I fight my way through a few more undead and take the stairs up at the northwest corner. I then speak with Hjollder, getting xp rewards for finding his location and showing him the defaced tribal insignia.

He now informs me of my next destination, the Gloomfrost.



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