Icewind Dale - part 2 Solution by Donny "Gamera" Chan @~Concluded from Issue 71 6.6 DRAGON'S EYE The disease that a Wraith Spider's attacks cause is temporary. Against the Lizard King & Co, my tactic is: Stop the party south of the steps. Cast a Web on the steps and another Web north of the steps. Send one character to talk with the Lizard King, then retreat that character down the steps. When the Lizard King's on the steps, the warriors engage it. The Mages and snipers concentrate on the Lizardman Shamans, which probably have time to cast Strength of One. Unlike the Stinking Clouds that I previously used against the Acolytes and Verbeegs, the Webs don't bother my warriors who wear Rings of Free Action borrowed in Kuldahar. Besides Stinking Clouds and Webs, other players may also use Invisible chara. In Level 2, beyond the Lizardman Shamans, when my party fight the Wraith Spiders, the message window says a Captive Villager attacks a character or a Wraith Spider. (Bug?) In Level 2, when a female character talks with the captive villager Sheemish, she'll point out she's definitely not Sheemish's Papa, because she's a woman. Against the Trolls and Wraith Spiders (I wonder why they don't eat each other), my tactic is: Attract one of them far away from its position and clear them one at a time. The party can sometimes kill a Troll (1,400 XP) by keep hitting a knocked- down Troll, but against an especially stubborn Troll that rebounds for 3+ times, and to save real time, my Mages sometimes Scorcher it. Also, seems the 1 point damage per round that a Diseased Halberd causes can kill a Troll. Against the Talonite Priests and Trolls, my tactic (inspired by the USMC Force Recon (special ops capable)) is: Stop the party at the rubble north of the entrance of the cave. Choose a scout sniper. (In my party, she's an Elf Fighter/Mage who specialises in bows and has an Huge Long Bow.) While the balance of the party switch to melee weapons and wait at the rubble, the scout sniper enters the cave, two to three steps at a time. When she spots a Troll, she leads it back to the party. Together, they clear the Troll, and the scout sniper re-enters the cave. Or, when she spots a Priest, she stops and clears that Priest. Each Priest can endure three to four shots, but when the scout sniper misses a shot, the Priest possibly has time to hit her with a spell. (I don't trust the USMC's "One shot, one kill" jingo, but I trust the USAF's "First look, first shot, first kill" jingo.) This tactic fortunately works because, unlike the Lizard King & Co, the Priests and most of the Trolls stand far apart. To decrease surprise, other players may send in an Invisible character to preview what monsters are where in the cave. In Level 2, in the right (east) half, I'm trying another tactic, because I forgot snipers work in pairs - one as a spotter and the other as a shooter. That is, while I stop the party somewhere safe, I send ahead two snipers. When the snipers spot something suspicious (bridge, cave opening, steps, &c), one sniper stops and the other continues ahead. If they spot a monster that they can clear, they clear it. If they spot one or more monsters that they can't clear, both lead it/them back to the party. Or, when the leading sniper's far enough from the stopped sniper, the party move to the stopped sniper's position. This tactic needs some patience, but IMO pausing/unpausing the game is more convenient than saving/loading the game. My party return to Kuldahar when the snipers have depleted their arrows and bolts. (Yes, of course I've read the legendary USMC scout sniper Carlos Hathcock's biography.) The Shield Ring is useable by a Cleric/Mage, Mage, or Mage/Thief, but NOT useable by a Specialist Mage! (Bug? Quirk?) When the party talk with them, the Captive Villagers share a common pool of answers. The party can murder the Captive Villager adults and find nothing on the bodies. OTOH, the party can't murder the Captive Villager children. Even when Mages Scorcher them, the children's worst status is Badly Wounded. After Sheemish returns to Kuldahar, he's equally immortal. (If the party attack Sheemish, and when they return to Kuldahar, I don't know if he and his relative will thank the party?) Capitalism in action: After the party save Egenia's life, she still charges them hundreds of GP for her curing and healing. Also, when the party returns to Kuldahar now, they don't tell the Priests that the party searched and rescued Egenia. If the party murder Egenia, the nearby Captive Villagers don't become hostile. At Level 3, the party must immediately clear a Blast Skeleton/Undead Lieutenant and its squad of Cold Wights. Retreat the party towards the entrance, because when they move between the snake statues, they may attract more Cold Wights. When they destroy a Blast Skeleton, it explodes like a certain race of Draconians. Against the Cold Wights, I recommend Entangle, Fireball, and Web. Animate Dead and Monster Summoning I are useless, because the summoned monsters aren't durable. Level 3 has more such squads of Undead. Move slowly to spot and clear two to three Cold Wights at a time, instead of an entire squad. Against Presio & Co, I stop the party on the bridge, Animate Dead to summon some Skeletons as decoys/drones, stop the Skeletons a few steps west of the entrance of Presio's room, and send a sniper (after clearing the east half of Level 2 and the west half of Level 3, when my party reached Presio's room, the only sniper who had ammo was the Druid/Fighter with a sling +1...) to bait the Undead. If the sniper attracts a Wight, the sniper and the Skeletons retreat to the party. If the sniper attracts two to three Poison Zombies, the Skeletons delay them while the sniper stops a few steps behind the Skeletons and help clear the Poison Zombies. During this process, Presio's spells might hit the sniper, who returns to the party for healing. (Presio doesn't cast Stinking Clouds. She casts Cloukills!) After the party clear most of Presio's roommates, I send two Cleric, Druid, or Mage to the entrance and cluster- bomb the area just before where Presio's standing with the dumb area-effect spells Entangle, Fireball, and Web. These spells are "dumb" because they don't aim at specific targets, unlike "smart" spells such as Hold Person and Scorcher. If Presio's Magic Missiles hit one of the chara, she can't interrupt the other chara's spell. Then, my Mages cast some more dumb offensive spells, like Burning Hands and Colour Spray, at Presio's position. Even when Presio's Mirror Imaged, she can't move. Then, if Presio and any of her roommates are still functional, the party roll in and clear them. BTW, her treasure chests are very trapped. (I don't remember which character are responsible for Mytos and Therik in the Vale of Shadows, but my Human dual-class Fighter/Conjurer's Record screen says he's responsible for Presio. Mark 1 Mod 4 party in 1st Play, on Friday, 18 August 2000.) When the party rest outside Presio's room, I wonder if Presio also re-memorises her spells? Now that Marcus mentioned it... In the dungeons, I guess some especially compassionate players, who are in a hurry, can ignore some Chaotic or Evil NPCs who aren't directly in the party's way and don't give the party an extra XP award when cleared. Eg, some players can live and let live Presio, who doesn't exit her room unless disturbed and doesn't continually harass the party with Lizardmen and Trolls like the High Summoner. Her magic dagger is an useful weapon though. Between Presio's room and the northeast corner of Level 3, use a Thief to detect and disarm the many traps on the floor. (I miss the bad old "10 feet deep pit" trap.) In Level 4, use a non-Paladin to talk with Albion. (My party intentionally and politely didn't ask him about the Heartstone Gem and Kuldahar villagers.) Find Geelo the Librarian, talk with him about books and magic texts, and buy all his spells. Find Sharra the Healer for healing (if necessary), or at least know her location. Yomp all over the level to admire their banners, carpets, and indoor swimming pools. If a Paladin scans (Detect Evil) Albion, Geelo, et al, they squawk Evil. The Eldathyns ("Love and peace" Hippies, IMO), their guests, and the more guests they summon won't harass the party when a non-Paladin talks with Albion and not belittle their banners and carpets, or a Mage casts Web on an Eldathyn, or a Paladin talks with Geelo and Sharra, or a Priest casts Animate Dead. The Eldathyns, their Yuan Ti guests, and the Lizard Men and Trolls they summon will harass the party when a Paladin talks with Albion about their masquerade, or a Mage casts Monster Summoning, or a Thief unlocks a locked door, or the party talks with Albion about their banners and carpets. As soon as the natives are restless, all locked doors automatically open. If a Mage casts Monster Summoning II and gets Lizard Men, these Lizard Men remain friendly to the party. As Dan's FAQ suggests, I eventually station my party in Geelo's library. The Mage casts Web in the area outside the doorway, and casts Monster Summoning II. Albion and Geelo immediately declare war on the summoned monsters, and the party legally defend the summoned monsters. (My Half-Elf Druid/Fighter's Record screen says she's responsible for Albion. Mark 1 Mod 4 party in 1st Play, on Saturday, 19 August 2000.) After the party clear the Eldathyns and monsters that line up outside the library to borrow Geelo's new shipment of Harry Potter, I send a sniper to clear Sharra. (I chose the chap with the M-60 GPMG, ie, the heavy crossbow-specialised Human dual-class Fighter/Conjurer, because Sharra heals herself.) Then, the party clear the Diners Club in the room north of Sharra's. If the party clear the High Summoner, then liberate Cristiana, Iholikan, Marchon, and Reise from the room northwest of Sharra's, these four MIAs don't become homicidal and exit their room. The party may murder them, with no apparent damage to the party's Reputation, and get their Arrows +2, Arrows of Fire, Chain-Mail Armour +1, Flaming Long Sword +2, Long Sword +1, Mage Dagger +2 (memorise one extra Level 1 and one extra Level 2 spells), Morning Star +1, and Potion of Extra Healing. (Only the Arrows of Fire, Flaming Long Sword, and Mage Dagger look interesting, IMO.) Or, I guess the party may liberate them before the party clear the High Summoner, Entangle or Web them, let the High Summoner's Lizard Men and Trolls change the four MIAs into four KIAs, and get their magic items. (Can't blame them for losing their heads after they are locked for weeks in a room full of corpses, and waiting to be Human sashimi.) After Presio and during the Eldathyns, because of the traps, I changed tactics. The party have two character primarily tasked with melee weapons, and four character primarily tasked with missile weapons. (Fighter/Mage and Illusionist/Thief with bows, Fighter/Conjurer with heavy crossbow, and Fighter/Druid with sling.) The Thief moves ahead and alone to detect and disarm traps. When the Thief sees a monster, she and the other three snipers target the monster. (The other three snipers probably move ahead to a position between the Thief and the two character with melee weapons.) When the monster moves into the Thief's melee range, the Thief moves back to behind the other snipers. If the monster moves into the snipers' melee range, everyone target the monster. Or, when the Thief sees multiple monsters, the Thief attracts them and moves back to behind the other snipers, while the other snipers target the monsters. If the monsters move into the snipers' melee range, everyone target the monsters. Optionally, like when the party have expended their healing spells, the Mages Fireball or Web the incoming monsters. In Level 5, the corridors have traps on the floor, even corridors where some Yuan Ti are waiting, but the Yuan Ti don't activate the traps when they move through them. Thus, if the party boldly charge towards some Yuan Ti, one or more character might activate a trap and get poisoned. Yxunomei the Proprietress is reasonably tough and has a bit of fan service. According to Ken's HP, she's vulnerable to Arrows +2, Conlan's Hammer, +3 or better weapons, and fire-based weapons (Arrows of Fire, Flaming Oils, Oils of Fiery Burning, &c). She has Magic Resistance 70%, but fire-based spells can penetrate her MR. Before the party engage her, and (to quote an ancient Canadian proverb) "the bird dropping hits the propeller," they should appropriately configure their memorised spells and weapons. (Sounds like a Pyromaniacs Anonymous meeting.) Against the Proprietress, each character in my party has some Flaming Oils or Oils of Fiery Burning as her Quick Items, and Antidotes in her backpack. The Mages memorise mostly fire- based spells, such as Burning Hands, Fireball, Flame Arrow, and Scorcher. The bowyers have Arrows +2 or Arrows of Fire, the crossbowyer has Bolts +2, and the slinger has Bullets +2. The Cleric/Ranger has Conlan's Hammer as one of her two weapons. The party cast Animate Dead and Monster Summoning to create some drones just before the door of her room. Then, the party wait in the doorway west of her room. The Fighter/Mage, with some Oils, a magic bow, and Arrows +2, opens the door of her room and moves into the room far and straight enough to see the Odd Little Girl (aka Child Yxunomei) and a Yuan Ti near her. The F/M bluntly tells the Odd Little Girl that the party have come to rip off the Heartstone Gem. (The first time my party attempted to clear her, the herald talked with her and learnt her ambitions.) Even as the Odd Little Girl's transforming (but not into Sailormoon), the F/M throws Oils at her. When the Proprietress is immobile and casting Animate Dead, Cloukill, or Dispel Magic, the F/M still throws Oils at her. The F/M riskily ignores the Yuan Ti and low-level Undead because the priority is to soften the Proprietress. When the Proprietress is mobile and chases the F/M, the F/M retreats into the corridor, to a position behind the friendly drones (who can delay the Proprietress because she doesn't Dimension Door or fly), and shoots at the Proprietress. Even as the Proprietress is exiting her room and engaging the drones (who are unfortunately expendable), I pause the game, order the Mages to Fireball, Flame Arrow, or Scorcher her, and order the other character to throw Oils at her. Fire-based missiles and spells that hit the Proprietress can momentarily stagger her. Each time a character finishes casting a spell or throwing an Oil, I pause the game and order them to cast another fire-based spell or throw another Oil, so their Scripts don't order them to cast Burning Hands or Chromatic Orb (which can hurt the other character or is ineffective) or to attack with melee weapons. When she clears the drones and moves towards the Mages (by now, she was Hurt to Badly Wounded), the Cleric/Ranger and Paladin engage her, supported by the Mage's spells, the snipers' magic bullets and arrows, and the regular healing spells. After she buys the farm, save game and carefully clear the Proprietress's room. Finally, the party find about 2,000 GP in cash in one of her chests. On second thought, I could've Hasted the party when the Odd Little Girl's transforming. I tried sending two Mages to talk with her and Scorcher her, but they didn't have enough AC and HP to survive the first few rounds. (My Human dual-class Fighter/Conjurer's Record screen says he's responsible for Yxunomei. Probably with a Flame Arrow. Mark 1 Mod 4 party in 1st Play, on Friday, 25 August 2000.) When the party return to the Eldathyns' store room, Marchon & Co are still there. Then, when the party return to the Talonite Priests' cave, Egenia and the captive villagers aren't there. 6.7 THE SEVERED HAND In Levels 1 to 3, groups of Goblins (including archers), Orcs (including shamans), and Skeletons (including Bladed (Guyver-like), Burning, and Serrated ones) will suddenly materialise around a character and attack. I forgot to check if a Druid or Ranger can Charm the Shadowed Wargs? A Burning Skeleton's first attack is a Fireball. Gnarly. Though the floor looks uniform, a lot of traps are on the floor. In Level 4, Lethias's level, the party can go: - Northeast to Valestis's Arboretum. - East to Kaylessa's tower, with a bridge to Custhantos's library and tower. - South to Denaini's tower. - West to Larrel's Sending. The nameless Shadowed Elves in the cafeteria disappear after the party see them. After the party liberate the Shadowed Ogres and Shadowed Orcs from the cell behind Kaylessa, Kaylessa doesn't attack them. I thought Kaylessa's duty is to protect Severed Hand from Goblinoids? My party eventually hit Kaylessa with multiple Chromatic Orbs to immobilise her, then realise her wish. On the bridge between Kaylessa and Custhantos's towers, slowly move west to separately see and engage each row of Shadowed Elves. Custhantos's library isn't your neighbourhood Barnes and Noble / Chapters / Coles World's Biggest Bookstore / Yurindo. The party can't get his books from the shelves. They must talk with him to get his books. Raise Dead has no apparent effect on a Shadowed Elf. With this and that named NPCs in Kuldahar and Severed Hand wanting the party to find and bring them this and that items, IMO the party are more like couriers than adventurers. 6.8 DORN'S DEEP (UPPER DORN'S DEEP) Any relation to the actor Michael Dorn, who plays the Klingon Worf in ST:TNG? In the Round Table Room, remember the runes on the round table. Through the secret door, in the room with the three rings of runes, send one character to move around the room. The character can step on the outer ring of red and white triangles, but if she steps on any incorrect rune, a lightning bolt hits her. Without stepping on any rune, go to the northeast and step on the "hammer and anvil" rune in the outer ring. Now, the character can step on the other runes in the outer ring. Next, without stepping on any rune in the middle ring, go to the south-southwest and step on the "crossed axes" (or "crossed hockey sticks") rune in the middle ring. Now, the character can step on the other runes in the middle ring, and on the inner ring of red and white triangles. Next, without stepping on any rune in the inner ring, go to the northwest and step on the "overlapped circles" rune in the inner ring. Next, re-enter the Round Table Room, and activate the hammer of the statue beside the secret door. Next, re-enter the room with the three rings of runes, and now it has a stairwell. The six badges that Saablic Tan mentions are: - Krilag's Badge, in Dorn's Deep, from the Neo Orog Chieftain southeast of Saablic Tan. - Joril's Badge, in Wyrm's Tooth, from the Frost Giant leader in the cave southwest of the aquarium building. - Plus four more badges from four NPCs in Lower Dorn's Deep (see below). Behind Norlinor the Ghost, the three doorways lead to the same area map. In that area, waiting above the stairs are a Lich and some Undead. Like a Troll, the Lich is vulnerable to magic weapons, can be stunned by magic weapons that stun, and re-appears with 100% HP a few seconds after the party "kill" it. Unlike a Troll, the Lich casts spells. Behind the Lich is a locked door. The key is in a coffin northwest of the Lich. So, while the party engage the Lich with melee weapons to hinder its spells, send a Thief, preferably wearing Boots of Speed, to find/remove traps, open the coffin, get the key, unlock the door, and let the party enter the doorway. The doorway leads to a corridor with crypts (rooms) on both sides. In this area, waiting in the corridor are a Lich and some Undead. The statues before the crypts probably identify which crypt is whose. Waiting in some crypts are more Undead. In the fourth crypt on the left is Terikan's Phylactery. The second crypt on the right is Jamoth's. So, while the party engage the Lich with melee weapons to hinder its spells, send a Thief, preferably wearing Boots of Speed, to find/remove traps, get Terikan's Phylactery, and take it into Jamoth's crypt. After the party clear all of Upper Dorn's Deep, they can return to Bandoth and brag. My Half-Elf Cleric/Ranger's Record screen says she's responsible for the Lich. Mark 1 Mod 4 party in 1st Play, in September 2000. 6.9 WYRM'S TOOTH Outside the aquarium building, southwest of the building is a broken Yokohama Bay Bridge. To repair it, the party should go to the lower floor of the aquarium, go to the west end of that floor, and talk with Soth to get a book about Dwarven civil/mechanical engineering (ERTW). Then, when the party re- examine the bridge, they will automatically repair it. The bridge leads to a caveful of Frost Giants (see below). In the aquarium building, the monsters don't attack the party when: a Druid or Ranger tries to Charm a Winter Wolf and fails or succeeds; or a Mage casts Web on the monsters; or a Mage or Priest casts Summoning spells; or a Priest casts Entangle on the monsters. After a Druid or Ranger successfully Charms a Winter Wolf, if the party exit and re-enter the aquarium, that Winter Wolf disappears. IMO the party don't need to remove the Winter Wolves by this trick, unless the player's a (Communist) Gre_npe_ce supporter, because when a Winter Wolf buys the farm, the party get a Winter Wolf pelt. After my party get Dugmaren's Key from Kerish, and before they liberate the slaves, I decided to execute a pre-emptive strike against the monsters in the aquarium. (To quote an ancient Canadian proverb, "Do unto them before they do unto you.") I thought of stationing the party in the boiler room northeast of Vera, and attracting the monsters to them, as in previous dungeons, but this doesn't work because the monsters are waiting all over the aquarium. So, the party go to the lower floor, and the Mages memorise acid- and fire-based spells and rest. Then, beginning from the boiler room, after the Druid and Mage summon some bears and a Fire Elemental, the Thief (who uses a bow) leads the bears and Fire Elemental out of the boiler room. The Thief needs to lead the bears and Fire Elemental because they can engage only monsters that the Thief can see. When the Thief sees a monster or two, the bears and Fire Elemental engage it/them, and the Thief moves back to behind the bears and Fire Elemental. When the bears and Fire Elemental are engaging the monster(s), I designate the monster(s) as the Thief and the other snipers' target(s). That is, the other snipers also move out of the boiler room to provide fire support, while the bears and Fire Elemental's large size probably prevents the monster(s) from engaging the snipers. OTOH, when the Thief sees three or more monsters, the Thief moves back to behind the bears and Fire Elemental, and the entire party, including the Thief and the grunts who don't use missile weapons, engage the monsters. With a Fire Elemental as a Big Brother, the Trolls don't pop up again because the Fire Elemental's punches are fire-based. In the Frost Giants' cave, except the Winter Wolves near the entrance and the monsters in the enclosed sub-cave, the monsters don't attack the party when: the party clear the Black Ice Knights (no relation to the beer), Kontik, and monsters in the enclosed sub-cave; the party get magic items from the monsters' bags and shrines; or the party murder the slaves. (Feels like the neighbourhood Toys R Us or Wal-Mart, except the murder part.) The party don't need to fight the Frost Giants and White Wyrms. When the party talk with Jarl Joril Frostbeard, even when the party leader is a Paladin, they can do a Captain Kirk and convince Joril that they work for The Master (no relation to Dr Who), that he lend them his Joril's Badge, and that he explain how he conspired to murder his father. (Clearing the Frost Giants and White Wyrms a few at a time is painful and slow. IMO, they are strong (damage), but not very tough (HP). Also, they seem immune to Entangle and Web. I plan to return and clear them later, when the Mages and Priests have more top level spells. My reluctance to murder named NPCs in CRPGs mostly applies to human-size named NPCs.) The Frost Giant Guard northeast of the slaves is named Gorg. He doesn't flamebait the party like the other Frost Giant Guards, and the party can constructively talk with him. (My party eventually cleared all the monsters in Joril's caves before they talked with Davin, so the party's Journal said the party already done this and already done that.) Outside the aquarium building, northeast of the building is a cave. That cave leads to a small area. In that area, the centre passage (northeast) leads to the world map. The right (east) cave leads to Lower Dorn's Deep (see below). Before the party enter Lower Dorn's Deep, re-configure the Mages and Priests with cold- and ice-based spells. Vera evidently isn't as good a Thief as she thinks. My Gnome Illusionist/Thief borrowed her Amulet. A deceased Salamander's energy field doesn't damage a chara. Seems a Thief can't pick a Frost Giant's pockets. My Gnome Illusionist/Thief couldn't anyway. My Elf Fighter/Mage's Record screen says she's responsible for Kontik. Mark 1 Mod 4 party in 1st Play, in September 2000. 6.10 LOWER DORN'S DEEP Northeast of the entrance are some bridges, guarded by Salamanders and Tarnished Sentries. IMO, from the entrance, it's advantageous for the party to move south, then east, then approach the bridges from the southeast. North of the entrance is an elevator to Tarnelm's Oubliette. Northeast of the elevator is an entrance to the Artisan's District, with boarded up houses and eye-like graffiti on the ground. In the southeast corner is a cave that leads to Guello and Shikata's mine. In the east half, don't approach the watchtower from its southwest, though its door is on its southeast side. The party should cross the bridge west of it, move northeast, get Fengla's Watchtower Key, and approach it from its north/southeast. Unnamed Svirfneblins wear brown. Named Svirfneblins, who will talk with the party, wear grey. My party ignored Seth and didn't see or talk with him. After the party cleared other Lower Dorn's Deep areas, exit Fengla's doorway, and talk with Fengla, Seth seems to have disappeared? Norl and Tarnelm attack with axes. IMO, hammers and picks are more appropriate to miners like them. One of the Tower Archers is named Kelly. (Grr. Was forced to cast Raise Dead on my Illusionist/Thief after the battle in the tower, even though my Druid and Priest successfully summoned some animals to distract some Tower Archers. I thought Raise Dead decreases the unfortunate chara's CON by one, but it evidently doesn't.) While fighting the Salamanders and Tarnished Sentries, if the party's area-effect offensive spells fatally collateral damage a nearby Svirfneblin, other Svirfneblins don't attack the party. A deceased Salamander's energy field doesn't damage a chara. Boneguard Skeletons and Elementals can be stunned. When the party try to rest and Umber Hulks awaken the party, these Umber Hulks don't give Umber Hulk hides. In the Oubliette, casting a Cure Wounds spell on an Unconscious Deep Gnome doesn't awaken him. The magic sword Pale Justice is exactly at Area AR8009, X 852, Y 1488. Rhino Beetle shell and Umber Hulk hide are heavy. Fortunately, a character with STR 18/XX and a Ring of Dwarven Bone (+1 STR) for STR 19 can carry 500 lb. In the Artisan's District, some boarded up houses contain monsters that come out and attack the party when a character walks near those houses. The Graffiti are traps and aren't Sentimental. If a character moves into the circle around an eye, the trap petrifies and kills the chara. But animals summoned by Druid or Priest seem immune to the graffiti? (No, I don't play Sentimental Graffiti 2 for Dreamcast because I don't have a Dreamcast.) In the Artisan's District, the southern exit leads to Callard's garden. In the Artisan's District, in the green Malavon's Dome, in a room northeast of the entrance are Malavon, Iron Golems, and Umber Hulks. Whether a character sees an Iron Golem and provoke it without seeing and talking with Malavon, or a character talks with Malavon, the Iron Golems and Umber Hulks exit the room and attack the party. A Stealthed Thief can move into Malavon's rooms and the monsters don't see and attack her. But when the Thief tries to get items from the containers in Malavon's rooms, the monsters see and attack her. The Malavon whom the party first see is actually his clone. Against Malavon's clone and his monsters, my party wait in a room west of Malavon's clone's room, and switch to melee weapons. Then, one of my character moves step by step towards Malavon's clone's room until she sees one immobile Iron Golem. Then, that character retreats, and the Mages and Priests summon some Elementals and monsters and let the monsters wait outside the doorway of Malavon's clone's room. Then, my three Mages simultaneously cast area-effect spells, such as Fireball, Ice Storm, and Skull Trap, into the room to provoke the Iron Golem. (These spells unfortunately collateral damage the Svirfneblins, which causes the party to consider the other Svirfneblins in Malavon's Dome as enemies @ 420 XP.) When the Iron Golems and Umber Hulks exit their room, the party and summoned monsters target the Umber Hulks, because the Umber Hulks can Confuse the party and summoned monsters. Then, they target the Iron Golems. Then, the party and summoned monsters wait in the circular room outside Malavon's clone's room, beyond Malavon's clone's visual range. Then, the summoned monsters enter as far as possible into Malavon's clone's room. One or more character switch to missile weapons and move into Malavon's clone's room until they see him. Then, the summoned monsters and snipers target Malavon's clone. After they clear Malavon's clone and Malavon appears, everyone targets Malavon. Malavon casts Dimension Door to teleport from one spot to another, and casts Cloudkills and Webs at the party. But the party's AI are smart enough to chase Malavon from spot to spot. After the party clear Malavon, they find many potions and scrolls in the containers in Malavon's rooms. DO NOT use the Oil of Null Effect! Reserve it for Malavon's sister, Ginafae. If the Mages in the party can't cast more than one Level 7 or above spell, I recommend the Mages don't copy Malavon's scrolls into their spell books. Use those scrolls in the final battle in the Cryshal Tirith, in Destroyed Easthaven. My Gnome Illusionist/Thief and Half-Elf Druid/Fighter's Record screens say they are responsible for Malavon. Mark 1 Mod 4 party in 1st Play, on Sunday, 24 September 2000. In Callard's garden, the exits are: - North to Marketh's Palace. - Northeast to Brother Perdiem's Temple. - Southeast to Guello and Shikata's mine. - Southwest to Fengla's doorway and the main entrance of Lower Dorn's Deep. - Northwest to the Artisan's District and Malavon's Dome. To stop the endless monsters, destroy the circle of Shriekers around the statue. Unless the party destroy all Shriekers, monsters from areas that the party has cleared still appear. Eg, Salamanders still appear even after the party has cleared Maiden Ilmadia and Shikata's areas. In Guello and Shikata's mine, the two entrances at and near the southeast corner lead to Maiden Ilmadia's Great Forge. The entrance in the northwest, between two statues, leads to Callard's garden. In the Great Forge, the party can honourably talk with Maiden Ilmadia to learn her mission objectives before she attacks them. Against Maiden Ilmadia the Elf "Woman", my party and some summoned monsters wait at the rightmost bridge between the four vats of pure water. My Illusionist/Thief, wearing Boots of Speed, moves towards her house. Just before the I/T sees her and she talks with the I/T, the I/T casts Web between her and the Fire Giant southeast of her. Then, the I/T casts Improved Invisibility on herself (I/T) and talks with Maiden Ilmadia. Even as Maiden Ilmadia uses an Oil of Speed on herself, the I/T dodges the Fire Giants and moves back to the party. As the Fire Giants need to cross the bridges to attack the party, the party clear the Fire Giants one at a time. But when Maiden Ilmadia is in visual range, the party concentrate on her. Warning! The Fire Giant bodies may prevent some characters from crossing the bridges, even after the party rest and the bodies have disappeared. Saving and reloading the game may solve this "undocumented feature". In the Great Forge, the entrance in the north leads to Brother Perdiem's Temple. In Marketh's Palace, in Level 1, Fleezum and Ginafae aren't Evil. Cook and Flozem are Evil, but they don't automatically attack the party. Fleezum and Flozem are brothers, and are mercenaries employed by Marketh. (Though Dark Elf is one of my favourite AD&D PC races, I initially dislike helping Ginafae. After my Paladin scans her and confirms she isn't Evil, my party might help her after all.) Cook's room has a Sack of Potatoes. Before the party talk with Marketh, if the party talk with Fleezum, he attacks the party. Then, if Flozem sees the party, he also attacks the party. In Level 2, Darth Marketh is in the northwestern room. If a non- Thief talks with him, he surrenders only his badge. If a Thief talks with him, he surrenders his magic armour, badge, magic ring (don't bother), and magic sword, but the party lose 500 GP (?). OTOH, if the party threaten to murder him, he attacks the party, and Fleezum, Flozem, and Seth come and attack the party. After the party talk with and don't threaten to murder Marketh, if the party talk with Fleezum, he attacks the party. Then, Flozem also attacks the party. The party should go to the Oubliette and give the Sack of Potatoes to Tarnelm. Then, when the party are ready for a battle with a crowd of Umber Hulks (full HP, memorised spells, summoned some monsters, &c), move to the northeast corner of the Oubliette. Then, after some Umber Hulks pop out, the party may move to somewhere between Ternelm and the Umber Hulks, and clear the Umber Hulks a few at a time. (Earlier, anticipating more Umber Hulk hides, my party deposited some Umber Hulk hides in one of the three containers in Maiden Ilmadia's house. Then, after they acquired Marketh's Badge, they deposited more Umber Hulk hides in a container in Marketh's Palace.) Even when the party are blocking the doorway of Ginafae's room, after she gets the Oil of Null Effect, she can still disappear. In the Svirfneblin hamlet, when the party are carrying some Rhino Beetle shells and talk with Dirty Llew (sexist), they can pay him to change a Rhino Beetle shell into a shield. This takes 10 days. After the party get the shield, put it in a container, and talk with Dirty Llew again, they can't pay him to change another Rhino Beetle shell into a shield. Dirty Llew and Nym are Evil. In Brother Perdiem's Temple, even when a character stands behind or beside a Brother or Sister, a Searing Orb flies through the Brother or Sister to hit the chara. Also, when the player pauses the game and changes the chara's waypoint to try to dodge a Searing Orb, it tracks and guides towards the character like a Romulan plasma torpedo. Warning! The Idol casts Finger of Death. Against The Idol, stay beyond its visual range and clear the Undead around it one to three at a time. After the party clear all the Undead around The Idol, it's a sitting duck... as long as the party don't fail their saving throws. My Gnome Illusionist/Thief's Record screen says she's responsible for The Idol. Mark 1 Mod 4 party in 1st Play, on Saturday, 23 September 2000. After the party climb the stairs north of Brother Perdiem, the party don't immediately talk with or fight Revered Brother Poqueline on the upper floor. But between this fight and the two final fights in Destroyed Easthaven, the party can heal and rest, but they can't resupply. Thus, before they fight Poqueline, they should return to Kuldahar or wherever, and carry the most effective and useful magic items the party have gathered, even magic ammo. Against Poqueline & Co, my party stop at their initial positions. The Druid, Mages, and Priest summon some Elementals near the party. One character moves north and causes Poqueline to talk with her. After the dialogue ends, as that character moves south, the Druid, Mages, and Priest simultaneously cast area- effect spells (Entangle, Fireball, Ice Storm, Silence 15' Raidus, &c) at Poqueline. The Elementals and character with melee weapons move north to engage Poqueline and to block the incoming monsters, while the Mages and Priest continue to consecutively cast single-target spells (Acid Arrow, Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) at Poqueline. 6.11 DESTROYED EASTHAVEN Seems the party can't exit the town by the southeast passage. The party can rest in the cellar of Grisella's pub, near the northeast corner of town. The Cryshal Tirith is at the northwest corner of town, beside the party's initial positions. Move the pointer onto the wall of ice and the pointer becomes a door icon. Against Pomab & Co, ignore his Lightning Bolts and Sentries, and target all of him until he and his Sentries buy the farm, and the party can climb the ladder. If the party can climb the ladder, and Pomab and his Sentries are immobile on the floor, but a False Pomab is still alive and distracting the party, ignore that False Pomab. A False Pomab has Magic Resistance and isn't Evil. Whether or not Poqueline's Searing Orb blinds Everard, Everard closes the Stargate anyway. Against Belhifet's Iron Golems, try to cause one or both of them to follow a chara, so the other character and friendly summoned monsters can concentrate on Belhifet, while the Iron Golems chase that chara. An high-level Chromatic Orb can Hold or Stun Belhifet... if it penetrates Belhifet's Magic Resistance and saving throw. While Belhifet's Held/Stunned, Belhifet obviously can't attack, cast spells, or teleport. The party can attack and cast enough low- to medium-level offensive spells (Acid Arrow, Chromatic Orb, Flame Arrow, Ice Lance, Magic Missile, Magic Stone, &c) to destroy Belhifet before Belhifet becomes mobile again! (To quote an ancient Canadian proverb: "It's better to be lucky, than to be good.) After the party destroy Belhifet, the game plays another page- flipping, voiced movie like those between Chapters, then plays the credits (staff list). It has no Game Over screen that reviews the chara's final attributes. Disappointing, IMO. - o -