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

TOWERS OF CASTLE MALURADEK


Hobart Stubbletoes

I now head over to the Whistling Gallows tavern in Lonelywood, and speak with a Halfling named Hobart Stubbletoes. I fall in with his offer to investigate a nearby ruined castle.

Except it isn't as close as I thought. It's in a desert called Anauroch. Hobart immediately goes into a small building, while I'm left to deal with a few Harpies. Harpies can cause fear, so Halagrim finds it prudent to cast a Remove Fear spell.

I then speak to Hobart again, and he has a few goods for sale, including:

Bracers of Icelandic Pearl (armor class 6, Dexterity -2, Conjure Water Elemental 1/day, Cone of Cold 1/day, Abi-Dalzim's Horrid Wilting 1/day) - This will be Lanatir's bracers for the rest of the game. Sure, he'll take an armor class hit, but he always stays out of the rough stuff anyway. And even if monsters attack him, he can protect himself with spells anyway. The Bracers do provide some nifty options, including the Conjure Water Elemental and Cone of Cold powers. The real utility though, is the ability to cast Horrid Wilting once a day, and cause devastating damage on a large group of monsters all at once.

Shortbow of Ebullience (+3 damage, +3 THAC0, 25% chance of +2d3 damage, 3 attacks each round, -2 Constitution, +30% cold resistance, -50% fire resistance) - This will be the Black Thorn's bow for the rest of the game. Sure, it has its drawbacks, but you can minimize them, because the penalties don't apply when you switch over to a melee weapon. If the enemies close in, the Black Thorn will switch over to the Blade of Aihonen, and the -2 Constitution penalty won't apply. The benefits are considerable as well, 1/4 chance of extra fire damage no matter what ammunition you're using, and 3 attacks per round.


Luremaster's Riddle

Now I step out again into the main courtyard again. This time, I battle more Harpies and some Wyverns along the way. At the north side of the gate is the Luremaster, who presents me with a riddle that isn't much help as far as clues go.


Harald

Now the party makes it way to the west. The ramp way will seem broken, but it's just an illusion. The party journeys to the northwest tower. Inside is a fallen Paladin of Tyr, who begs to be executed for his apostasy. If you actually fall in with this request, you'll take a 5 point hit on reputation. If you taken enough hits on reputation, characters like Paladins and Rangers become fallen. Here, a 5 point hit isn't enough, Harald has some pretty cool items, and he wants me to, so .... I start to attack him. The Black Thorn went into hiding beforehand, and helps matters along with a backstab. Harald will leave behind:

The party hits the switch at the north end of the tower.


Wyvern Matron

Now the party heads over to the southwest tower. Inside are several Wyverns, along with a Wyvern Matron. These wyverns are initially spread out, and then gradually close in, which can make placing area-effect spells challenging. Halagrim casts Defensive Harmony so that the party can withstand the onslaught. Lanatir tags the Matron with Melf's Acid Arrow and then Flame Arrow to inflict damage over the long haul.

The party then hits the switch.


Criek of Bane

I make my way towards the southeast tower, selling off any loot I found to Hobart on the way there. And again, the ramp way isn't really broken. It's just an illusion.

I include Mirror Images and Haste in my preparations before entering the tower itself.

Inside the tower is an evil adventuring party, led by Criek of Bane, who is a Cleric. He is also accompanied by a mage named Adran Runeshadow, who will promptly summon a Djinni, and a warrior named Shelhai. There will be dialogue, but it's just a prelude to the inevitable battle.

First, I have Halagrim go straight after Shelhai. This has 2 benefits. One is that Halagrim has 25% slashing damage, effective against Shelhai's axe, and thus he'll be able to hold up Shelhai for the time being. The other reason is that Criek talks to Halagrim as the foremost character upon entering the tower, and thus will be scripted to cast Dispel Magic at Halagrim right away. Halagrim thus draws away the Dispel Magic onto himself, and away from the party. He can survive against Shelhai by himself.

Genevieve races forward and stays on top of Criek. Lanatir helps matters along with single-target spells.

Cassandra, the Black Thorn, and Halagrim, take out Adran Runeshadow right away with missile fire. They then switch over to melee weapons and then take out the Djinni, who can be dangerous, especially if it unleashes a Whirlwind spell.

Once things come off, everybody then finishes off Shelhai.

Shelhai leaves behind:

The Djinni leaves behind the Wind of Heaven (+4 scimitar, +5 vs. elementals, wielder enjoys immunity to the cloud spells in the game). Seems good for Cassandra, but having to deal with cloud spells is a comparative rarity in the game. I have a different scimitar in mind for her.

Criek leaves behind:

... and also ...

Ring of Greater Resistance (+2 armor class, +3 to saves vs. spells, +25% crushing resistance) - Halagrim replaces his Ring of Protection +2 with this ring. He now also enjoys resistance to crushing damage in addition to slashing and piercing resistance. This fits in with the theme that while he may not be able to crank out the raw damage like Genevieve, he will be the most physically resilient warrior in the party, and can act as a defensive stalwart when the occasion warrants it.

Adran Runeshadow leaves behind:

Derrick already has some cold resistance from his Elven Chainmail. He now rounds things out by adding electrical and fire resistance after wearing the Boots and the Ring of Fire Resistance for the rest of the game.

Adran Runeshadow also leaves behind ...

Cloak of Scintillating Colors (+3 armor class, can be worn with magical armor or a cloak or ring of protection) - Halagrim wears this cloak, adding even further to his defensive power. I have a different cloak in mind for Genevieve.


Harpy Queen

I hit the switch and then go to the northeast tower. Inside are the Harpy Queen and several Fiendish Harpies. This can be a dangerous fight. The Harpies can all cast Aganazzer's Scorchers, and indeed the whole party can find itself obliterated if it is caught in a criss-cross of several Scorchers. The Harpy Queen can also cast Dispel Magic, and other fire-based spells like Burning Hands and Sol's Searing Orb.

I have the party hang back and keep in a stable formation. Cassandra and Lanatir initiate crowd control. The Fiendish Harpies can get around it and towards me. This does, however, serve the point of avoiding the fiery criss-crosses. Once they're gone, I have Genevieve, Cassandra, and then Halagrim, go around the crowd-control and take out the Queen. She leaves behind:

I then hit the switch.


Tale of Sir Erris

The point behind the switches is that they open up stairways for different towers. I never remember which switch opens which tower, so I just find it easier to go in two successive circles.

I come back to the northwest tower. Oh wait, there was something I forgot to pick up when I was first here, a Holy Symbol of Helm. I'll need this later.

I go down the stairs, and the Luremaster gives me a straightforward challenge of combat against several Animated Plates. Once I'm done, the Luremaster gives me a note, "The Tale of Sir Erris". The point behind this is for me to remember that Sir Erris wielded an axe against a dragon.


Tale of Sir Giles

Now I head to the southwest tower, and go down the stairs. The answer to the Luremaster's riddle is 'Wind'.

I get another note, "Tale of Sir Giles". The point here is for me to remember that Sir Giles wielded a mace against the dragon.


Tale of Sir Zierkki

Now the party heads over to the southeast tower, and down the stairs. This test is another combat-based one. The foes include a few Red Myconids, a Shambling Mound, and 3 Mustard Jellies. In IWD, Mustard Jellies only take damage from fire. The top two are close enough together that Lanatir can hit them both with 2 castings of Fireball. Cassandra then finishes them off with repeated castings of Sunscorch. Lanatir then casts Flame Arrow at the one to the right. Cassandra finishes it off by casting Flame Blade and then attacking it.

The Luremaster then gives me a note, "Tale of Sir Zierkki". The point here is for me to learn that Sir Zierkki wielded a spear against the dragon.


Tale of Sir Geddian

Now I go to the northeast tower and down the stairs. The challenge here is to find the Tale of Sir Geddian from among the chests, all of which will show up as trapped on a Thieves' check. The chest in which the note appears will be random when you first enter, so sometimes you just gotta take a few hits, and have healing resources for the occasion, until you find the note. The point of the note is to learn that Sir Geddian wielded a sword against the dragon.

Now the party heads for the Watchknights' Crypt.



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