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Old 01-15-2003, 01:36 PM   #1
Lavindathar
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Ok, it's been quite a long time since I played this game (and completed), and I was going to start it again, but due to the fact I'm going to purhcase IWDII, I wanted someone to recap the story within IWD chapter by chapter, if it's not too much trouble.

I don't remember much about it! No HoW or TotL details please!

Micah, I've helped you in the past so reply!!!
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Old 01-15-2003, 01:39 PM   #2
Micah Foehammer
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Lavindathar,

Boy, talk about calling in a debt!!! [img]smile.gif[/img]

Okay give me some time to work on this. lol I haven't played this in a while either so i need to run it through in my mind. (Should be a short trip as there are no obstructions ... lol)
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Old 01-15-2003, 01:42 PM   #3
Lavindathar
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Going out for dinner with the g/f, so I'll check back in 3/4 hours.

Maybe sooner.
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Old 01-15-2003, 06:03 PM   #4
Ar-Cunin
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I can't remeber where the chapters ends - so I'll just go by area

Easthaven: A group of inexperienced adventures are offered a place in an expledition to Kuldahar to investigate some rumours. While the expedition is assembling they track down a missing caravan for the townspeople and do some minor jobs.

After setting out the expedition is ambushed by Ice-giants, who cause an avalanche to fall on the expedition. The adventurers are the only survivours. They then have to battle through goblins and some orcs who have descended on Kuldahar Valley.

In Kuldahar the adventurers meet the Arch-Druid, who explains the towns predicaments to them. He suggests that they start be investigating the nearby Vale of Shadows. There they have to fight Yetis and Undead and finally they meet the undead 'master of the valley' - Kresselack, The Black Wolf. He promises to aid the adventurers, if they help him dispose of a priestess of Auril, who threatens to turn his tomb into a cold hell. After killing the priestess Kresselack however can't name the scource of the evil that plauges Kuldahar, so the adventurers have to return to Kuldahar empty-handed (if you don't count the loot [img]smile.gif[/img] )

The Arch-Druid then sends the adventurers to find the Heartstone Gem - a device of powerful divinational powers, which in the past had recided in Kuldahar. But when the adventurers arrive at the temple, it has already been attacked and the Gem stolen. The only clue as to the attacker's identity is a vial of poison. Taking it back to the Arch-Druid, he informs them that the only in the Dragon's Eye could such a poison be produced in the cold North.

So off to Dragon's Eye. There the Adventurers battle though a host of enemies, including Lizardman, Sword and Phase spiders, Bombadier-beetles, Trolls, evil clerics of Talos, Cold Wights, Necomancers, Poison Zombies, Imbued Wights, Shapeshifting Eldaryths, Yuan-Ti, and finally a being called Xynomi(sp? [img]tongue.gif[/img] ) who came with some unclear hints about a feud with another being. After Slaying her (and freeing numerous villagers held captive) the adventures return to Kuldahar in triumf with the Heartstone Gem. Or so they thought. The village has been attacked by Neo-Orogs and a stange being have mortally wounded the Arch-Druid, but the being disappears after the adventurers inform him on the death of Xynomi. The adventurers manage to speak to the Arch Druid before the dies and he tell them to seek out the Arch-mage Larrel in the Severed Hand - an elven fortress which had been destroyed years ago.

The fortress may have been destroyed, but it isn't empty. It is populated by the 'remnants' of the fighters from both sides - locked inside by a mythal that Larrel cast as the fortress was about to fall - but which somehow went terribly wrong. Fighting though Orcs and Elves alike the adventurers reach the now Undead Larrel and are able to restore his sanity. Using the Heartstone Gem, Larrel directs them to Dorn's Deep - an old Dwarven Stronghold.

There the adventurers find no dwarves, but plenty of enemies..........

Sorry but it's late over here - I'll finish it tomorrow (today actually )

P.S. I hope you don't mind that I 'stole' your job Micah - I just thought It could be fun to see how well I remember the story [img]smile.gif[/img]

[ 01-15-2003, 06:19 PM: Message edited by: Ar-Cunin ]
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Old 01-15-2003, 06:36 PM   #5
Lavindathar
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It's ok!

I'll wait til tomorrow!
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Old 01-15-2003, 08:19 PM   #6
Micah Foehammer
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@ Ar-Cunin - No Problem. [img]smile.gif[/img] I got hung up at work, so couldn't get to this as soon as I had thought. Great job. Let me see if I can pick it from where you left off.

Sorry I was late getting to this Lavindathar.

Chapter Four -

Enroute to Dorn's Deep, the party enters a strange cavern and encounters some strange fungoid creatures. With the cavern lives a strange recluse mage named Bandoth who offers to trade some info about Dorn's Deep if the party will do him a small favour. Eventually, the party finds a small bridge which leads to Dorn's Deep itself.

Once inside the deep, the party is attacked almost instantly - and the elves and dwarves in the party will NOT be pleased by who their assailants are! Enemies assail the party at almost every turn - determined to stop their progress. At the beginning of the first level, the party finds an entrance to a cavern and being the curious sort they venture in.

Within the cavern, the party finds a talking Umber Hulk, Saabalic Tan, who is friendly! It turns out this creature is actually a Red Wizard who was transformed by a Drow Wizard named Malavon. He asks the party to find and recover a badge from a Neo-Orog named Krilag. Once accomplished, Saabalic Tan will inform the party that they need to find 5 more such badges before they can
find the true source of the evil threatening Kuldahar and Easthaven.

Returning to the main complex, the party must solve an ancient dwarven puzzle to continue further. The key to the puzzle is easily at hand, if one is observant and the party spends some time hammering out the solution. Once past the puzzle the party encounters a ghost who tells them much of the history of Dorn's Deep and how it fell. There are wrongs to be set right here, and an ancient evil to overcome, but that's why you're here isn't it? When the evil is put to rest, the party will find a new pathway open to them. Thru the bronze doors to ....

Wyrm Tooth Glacier

Again it seems as if the party's coming has been foretold, for they are greeted immediately upon arrival - and it's not for milk and cookies! Having gone through the rigors of Dorn's deep, the welcoming party is just an endless string of nuisances that are easily dispatched. After fighting their way across the glacier, our adventurers find what appears to be a safe haven at the south end of glacier. An alternate path to west ends at a broken bridge - hmm. could this be fixed?. Inside the building however, are townspeople being held as slaves by a band of ice salamanders. Taking time to talk to people proves valuable here, but freeing the slaves is the right thing to do - isn't it?.

After further exploration, the party can find two more of the requisite badges here and shed some much needed light on what is behind all of the problems.

Once this area is cleaned out, the party can procede to Lower Dorn's Deep although a return trip to the Severed Hand is likely called for to help out some of the spirits you encountered there.

Lower Dorns Deep

This is where Malavon is supposed to be hiding, and he is behind this somehow, so we continue our search here. Again the Dwarves have long since fled this area, but new residents have moved in and they don't like YOU in the least. (was it something you said?) There is much to explore here, as well as some folks who could definitely use some help. You'll get a warm welcome in these caves - warmer from some than from others. *smirk* The last of the badges are to be found here - one is held by The Maiden Imladia - a psychotic elf maiden with a thirst for power; each person who holds one will shed more light on your quest - although in truth, two of the three are driven by motives of their own. You will also encounter the ONE person who is truly responsible for the war between the ELves and the Dwarves - and he's DROW besides. My blade was unsheathed before I could think - foolish perhaps, but my sense of justice demanded it.

With all six badges in your possession, a spiral staircase in the back of one of the cavern complexs can now be accessed. Up the stairs and there is the Reverend Brother Poquelin. He seems charming at first (yeah like a pit viper!) - but its clear he's one of the baddies. He has much to say about his vendetta with Yuxonomei, and more still about what is afoot here. He'll admit to having found an ancient artifact that drew evil to him and how he built his army using the power of that artifact. Eventually though, he tires of the conversation and all hell breaks loose - well not quite, but its close. Poquelin has wrapped himself in magical protections but he is not invulnerable. As he begins to take damage however, he turns tail and teleports himself back to Easthaven - and *SURPRISE* he brings you along for the ride!

Back in Easthaven ...

The power of the ancient artifact has wrapped the town in a veil of ice and standing high above the town is a massive tower of crystalline ice. There are more townspeople to save here, including Everard the Priest of Tempus. (Haven't these folks ever heard of RUNNING AWAY or HIDING?) *sigh* An adventurers work is never done ...... but eventually a way can be found into the tower. Pomab can be found here in all his quadrophonic video glory, but he must be overcome to make your way to ....

FINAL BATTLE ...

Here at last is the driving force behind all that is going on. Defeat him and the evil is put to rest .....
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Old 01-16-2003, 01:24 PM   #7
Lavindathar
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Thanx mate.......

Just found out today that my IWD save has gone missing.

GRRRRR.....
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Old 01-16-2003, 04:15 PM   #8
Micah Foehammer
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That stinks about the missing save game. where exactly were you, I may a saved game I can send you that is in the right location. [img]smile.gif[/img]
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Old 01-16-2003, 06:19 PM   #9
Lavindathar
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I meant Final save, like at the end.

The reason was:

1)If you can export your IWD1 party into IWD2. Then I'd need one!

2)If i get HoW, I'll want a final save to play with!

Dunno what party I was using, probably:

2 Fighter
1 Mage
1 Cleric
1 Thief
1 Ranger
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Old 01-16-2003, 06:38 PM   #10
pritchke
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Lavindathar, maybe you could use the character files if you still have them. Just create a new game and import each of the characters separately. That should work almost the same as a saved game, and of course you exported them to begin with.

I always export my characters when they go up a level, than after save them to a floppy if I ever want to use them again.
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