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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Trials of the Luremaster 
Lonelywood  |  Towers of Castle Maluradek  |  Watchknights' Crypt  |  Keep of Castle Maluradek  |  Dungeons of Castle Maluradek  |  Jackalwere Caves  |  The Final Battle

WATCHKNIGHTS' CRYPT


Copper Key

The party now heads out, and back down the ramp way. Near the bottom of the ramp way is a small door. I enter, and have to fight a bunch of Spiders. Note the importance of having a Neutralize Poison spell or two ready for the occasions that warrant it. I then place the Holy Symbol of Helm in the altar, and this opens the entrance to the Watchknights' Crypt.

This dungeon is quite massive, and has lots of undead. I show what I consider to be the most economic progression through it.

Upon entering, just ahead, will be a trapped sarcophagus with a Heavy Crossbow of Accuracy, and some Bolts +2.

There are lots of undead here, so this is a prime time for Genevieve to switch over to her Three White Doves. A secret door lies just ahead, and upon opening it, there will be a couple of Boneguard Skeletons, as well as a new kind of foe, a Crypt Thing. Crypt Things can be annoying since they'll try to teleport a party member apart from the rest of his or her comrades, unless a saving throw vs. spells is made. If it teleports a party member far away from the rest of the party, you may as well reload. Whenever you encounter one, give it first priority, since it can recharge its Teleport power after a few rounds. I very often have Genevieve, who has good saving throws, charge in first to absorb the first use of Teleport. After that, the rest of the party brings in the cavalry.

To be found in niches within this room are a couple of spell scrolls, some gems, and a Morningstar of Lesser Phasing +2.

Now the party comes back west one room, and then north through a door to the next room. The northwest section of this dungeon is isolated and cut off from the rest of the dungeon, so it makes sense to get this out of the way first.

There will be 2 secret doors in this room. The one north has a single Boneguard Skeleton, and a Disintegrate scroll.

The secret door leading east leads to another Crypt thing, as well as 2 Revenants. Revenants are like the undead equivalent of trolls. They'll go into a recuperative stage after being brought to zero hit points, and require fire damage to finish off permanently. Derrick's Doom Halberd will come in handy. They can also be disrupted as well.

The crypt in the north part of this room has a Copper Key, which will be one of several keys needed for this dungeon.


Silver Key

There's an illusionary door to the west. Lanatir positions himself to put a spell through it. Genevieve briefly runs through the illusionary door, revealing a whole squad of Blast Skeletons, and then hightails it back. Lanatir catches pretty much all of them with a Fireball, making sure they explore before they can damage the party.

The rest of the party then goes through the illusionary door. There is one more Blast Skeleton to the north that needs to be tapped at a distance.

Further north will be a pair of Boneguard Skeletons and a Crypt Thing. The Crypt Thing managed to teleport Halagrim away, but I didn't mind cause it was to a part of the dungeon I've already been to, and not that far.

In a sarcophagus in the northwest corner of the dungeon will be a Silver Key.

I backtrack to the room where I had found a Heavy Crossbow of Accuracy and some Bolts +2.


Electrum Key

Now the party heads south. In the niches of this room will be various treasure, including Boots of Avoidance (+5 armor class vs. missiles) and a Ring of Holiness. There will be 2 secret doors, 1 leading east and the other leading south.

Going east, there will be another secret door heading east. On the other side will be a pack of Wights.

Yet another secret door leads east, and I kill a Crypt Thing. Another door leading northeast leads to the central room, but I'm not going there just.

South will be a rather large room that has quite a lot of gold and gems. But be careful, lots of traps here.

I then backtrack to the room where I had found the Boots of Avoidance and Ring of Holiness, and then take the second secret door leading south. I kill a lone Boneguard Skeleton on the other side.

There will be another pack of Blast Skeletons to the west, so Genevieve (as she has the Boots of Speed) runs ahead a little and then leads them on eastward so that Lanatir can hit them with a Fireball. Any that survive get tapped at a distance with missile weapons.

There will be another secret door leading south. On the other side will be several Ghosts and a Crypt Thing. The sarcophagus will have the Electrum Key.


Platinum Key

Now I hug and move along the south corridor that goes all the way east, and then north. Plenty of Armored Skeletons and Crypt Things for me to kill. Note how Genevieve will often plow through undead with her Three White Doves, while the others wear down another undead with sustained damage. A more economical way of doing things.

Once I hit a room that's at the east-central edge of the dungeon, the Black Thorn disarms the traps.

Now I go west, where there's a room that has a sarcophagus. I then go south and kill a lone Boneguard there. I then go back to the sarcophagus and get the Platinum Key.


Golden Key

Now I open the door westwards, and make my way to the central room. Keep in mind that to make progress, you have to open ALL of the doors adjoining this central room, and each of the doors requires their own keys. The added benefit of the path I've taken through this dungeon is that I already have some of the keys by the time I get here.

I open the door to the south. There will be a Greater Mummy and several Mummies in the room. Go after the Greater Mummy first, to keep his spellcasting to a minimum. The rest of the Mummies should then fall easily.

A sarcophagus in the room has the Golden Key.


Golden Door

Now I come back to the central room, and use the Golden Key to open the north door. The video consists of me going around killing undead, as well as a few Ochre Jellies.


Platinum Door

The party opens the northwest door adoining the central room with the Platinum Key. More of the same really.

In the next room is a sarcophagus that has:

A little north ahead, there's a niche that will also have a Bastard Sword +3: Incinerator (50% chance of 2d3 fire damage, 10% chance of stun).

The party finishes exploring this part, and heads back to the central room.


Bronze Key

Now the party opens the northeast door, which requires the Electrum Key. A sarcophagus further northeast has the Bronze Key. I continue to explore the hallways to their natural end, and then return to the central room.


Shades of the Watchknights

Now I open the last door at the southwest adjoining the central room, which requires the Bronze Key to open. All the doors are now open, so a passageway leading east now appears. I have to fight a few more undead and then go through a secret door.

Now I'm in the final resting place of the 4 Watchknights. Each of the 4 sarcophagi has one of the weapons that each of the Watchknights wielded in life. The task is to place the Tale note in the right sarcophagi that has the weapon described in the Tale. For example, the Tale of Sir Erris explains that Sir Erris used an axe against the dragon, so you place the Tale of Sir Erris in the sarcophagus that has the axe in it, and so on. A shade of each of the Watchknights will momentarily appear and thank you.

Once I've properly placed all 4 of the Notes, I leave the Crypt. I then go to the north side of the castle courtyard. The gate to the Keep of Castle Maluradek is now open.



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