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Icewind Dale II Solution by Bartholomew


Prologue | Chapter 1 | Chapter 2 | Chapter 3
Chapter 4 | Chapter 5 | Chapter 6
Items List | Index | Solution Update | About
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With the aid of Xavier's passes, we have been able to move freely about the Severed Hand. One thing has already become clear: the Legion of the Chimera is far from the united entity they would wish the outside to believe. Its members seems to plot continually against one another, even to the point of murder.

Still, the greater surprise is that here, in the heart of the legion, we have found the mage from Kuldahar, Orrick the Gray. He has barricaded himself inside a tower, located somewhere near the top of the keep. A wizard named Vese Nejj, believing us to be allies, has asked that we discover a way into Orrick's tower. In exchange he offers us 'membership' into his order, and access to further information. While I doubt the sincerity of his offer, most of our band agrees that it is at least worth the attempt.

Alia Shield-Maiden, the Annals of Halgren

CHAPTER 6: THE SEVERED HAND, LEVEL 3

Map of the Severed Hand, Level 3This is one level your delegate pass does not allow you to explore, so be prepared to be attacked on sight in this part of the building. There will not be much to do on the third floor until later stages of the game, after you have completed the Ilmater ritual. However, you do need to find a few objects hidden on this floor for some quests coming up shortly, and you might as well clear out the monsters and traps now so that you won’t be distracted when things heat up.

In the west end of the third floor, you’ll find a room full of demons - everything from lemures to gelugons. If you have an unusually high Diplomacy skill, you might want to try showing off your knowledge of demon society to Yxbudur’zmutkimdu. It’s not easy to impress a gelugon, but if you succeed, you get 1500 xp and the demons vanish without a fight. By doing so, unfortunately, you miss out on an opportunity for greater experience points from fighting them. While you probably won’t get any experience from killing the lemures, you will almost certainly get substantial experience from the named demons, including Tutup’limbobo, Pfinik’millillin, and Yxbudur’zmutkimdu himself. Be sure to raid the small closet-like room branching off to the north of the room the demons were in, because you will have an opportunity to use the Binding Agent you find there when you get to the fourth floor.

Stretching across the north of the third floor, from the north-west to the north-east, you will find Isair and Madae’s throne room. Be very careful approaching the door; the steps leading up to it are heavily trapped with petrification spells. If you do get petrified, don’t try Raise Dead or Resurrection (which won’t work). What you need is a Stone to Flesh scroll. Inside, you’ll find two glabrezu guards. You can ask them about their immortality for some experience points, and learn that Iyachtu Xvim placed them here.

Isair and Madae's FountainFrom the north-east to the south-east is another large beautiful room. This one contains little other than a beautiful fountain and an ambush. You will be attacked by two elite half-Goblins, three Slayer Knights of Xvim, and one Neo-Orog priest. This room connects, at the south end, to a small and oddly-shaped room riddled with nasty area-effect spell traps.

The southernmost room on this floor is the most important at this stage of the game, because it contains the invaluable Ilmater Holy Symbol. Watch out for the trapped doorway and the two Slayer Knights of Xvim waiting inside. A second room to the left hides two more Slayer Knights of Xvim. When you’ve killed them, you can take two good scrolls and a holy symbol of Xvim. Nearby is another staircase, not connected to the central one you came up. Take these stairs to get to the fourth floor.


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