Icewind Dale | Walkthrough | Kuldahar
Kuldahar
(AR2100)

Kuldahar, a small town nestled amongst the roots of an ancient oak, is the second of two major towns you will encounter in Icewind Dale. Having mastered the game interface and the basics of combat, you will begin to investigate in earnest the darkness that looms over the Spine of the World.

Townspeople are scattered around the town. Speak to them and they will tell you of odd disturbances in the weather, monster sightings, and random disappearances. Speak to them more than once about the various topics--you will eventually get a reward. For example, with a paladin, you can champion the faith of Ilmater to gain experience.

Monsters: Goblin, Tundra Yeti.



Areas of Interest

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  1. Nate Nate (566, 2016) will tell you of Arundel, Archdruid of Kuldahar, and how to get to Arundel's home, across the bridge to the southeast.

  2. Arundel's House (AR2112) Arundel (259, 292) is very important, as he will be the director of your quests for the foreseeable future. He'll tell you about the various odd happenings in Kuldahar, and that the Great Oak will die, along with everyone/everything else, without your assistance. He'll ask that you go to the Vale of Shadows to investigate the happenings there, and then return to him to discuss a course of action. You can pickpocket him for a Ring of Free Action. There is an upstairs area as well (AR2116), but it isn't important at this time. If you tell him about the ogre Ghereg's headache, he will give you the cure. Go back and tell Ghereg for some experience.

  3. Tower of Orrick the Grey Weenog (149, 358, AR2101) is Orrick the Grey's goblin housekeeper. Speak with him and he'll tell you where to find Orrick. Of course, as Orrick is in the next room, his information isn't terribly vital. You can kill him to get a scroll of Magic Missile. We were able to kill him without repercussions from Orrick, but that was with a paladin (i.e. high charisma) leading the band.

    Orrick (358, 188, AR2102) will tell you about his research into Mythals, which he describes as elven enchantments capable of protecting large areas from harm. Should you find information, items, or books concerning Mythals later in the game, return and talk to him for a "handsome" reward. We received a cloak that was +3 to AC, +2 to saving throws. You can also buy spells from Orrick, as well as the Clasp of Bron's Cloak (5% resistance to piercing, slashing, or missile attacks) and The Girdle of Gond (+10% to open locks, +5% to find/remove traps). If you have a thief capable of pick pocketing, you can pick Orrick's pockets for a Ring of Free Action and an Amulet of Metaspell Influence (extra 2nd level mage spell). Should you be inclined to kill him (bad idea at this stage in the game), you will get a Robe of the Neutral ArchMagi (AC5, 5% magic resistance, +1 to saving throws), dagger +2 (3-6 damage, +2 THACO), Wand of Paralyzation (stuns target, -4 to victim's saving throw), bracers AC6, and a Potion of Absorption.

  4. Mirek Mirek (3164, 1646), otherwise known as "frightened townsperson," will approach the party and ask that you save him from the two yetis (3523, 1666) that are hot on his trail. Upon completion of the dialogue, they will appear and attack your party. Kill them for pelts (which you can sell to the blacksmith) and a Sling +1, then talk to Mirek again. He'll tell you that his brother was slain by the biggest yeti in all creation, and will ask that you retrieve an heirloom from the yeti in the Vale of Shadows. If you demand payment for the deed, he'll offer to pay you.

  5. Brother Ferg, Priest of Ilmater Brother Ferg (2998, 789), not unlike many of the townspeople, is a guide of sorts. Speak to him and he'll tell you where you might find lodging, healing, weapons, ale, etc.

  6. Temple of Ilmater, the House of the Bleeding Rose (AR 2107) Brother Gus (364, 508), the twin of Brother Ferg, will tell you that potions and such are in short supply because of the many troubles afflicting the townspeople. He will mention that you can get more potions from Oswald Fiddlebender, whose abode is located just north of the temple. You will also find Reverend Sister Calliana (226, 256). She'll tell you that she's "acting head" of the temple, a position she holds due to the disappearance of Reverend Mother Eugenia whom you will meet later in the game. She'll also mention Brother Poquelin; ask her about him, as you will meet him later in the game. Sister Calliana will sell you potions, albeit at a rather exorbitant price. You can kill her (bad idea at this point) to get a Morning Star +1 (3-9 damage, +1 THACO).

  7. Gerth's Equipment Shop (AR 2113) You will find Gerth (377, 170), who is an amateur historian and general keeper of baubles. He has a few weapons for sale, and will buy the various keys, gems, notes, and books you find during your adventures. He also has two impressive magic items for bards: The Lyre of Progression (two extra 2nd level spells, 1 extra 3rd level spell) and the Bardic Horn of Valhalla (summons 2-4 berserkers once per day).

  8. The Potter's Home (AR2110) You find Urnst the potter (181, 147). While he isn't especially important, he is scared out of his gourd--and we know how entertaining that can be. This location is important only in that is outside of this home that you will find Mirek the "frightened townsperson" (2089, 1709) once you return from the Vale of Shadows with his heirloom.

  9. Evening Shade Inn (AR2114) Aldwin (367, 303) is a rather suspicious and mouthy halfling. Before speaking with him, go upstairs (AR2115). There you will find two locked chests, one containing Eidan's Legacy Ring (311, 279), the other a necklace (248, 182), which you can sell to Gerth. Go back downstairs and speak with Aldwin. Present the Legacy Ring as evidence that he isn't the rightful owner of the inn, and convince him to fess up to the town elders about his misdeeds to gain 3,225 XP and lower the cost to rent rooms when you need to rest.

  10. Locked Door (AR 2109) There is no way to open the door legitimately. However, the designer J. E. Sawyer, hinted that this will be how the Heart of Winter expansion pack will be accessed.

  11. Root Cellar Tavern (AR 2111) Here you will find various townspeople, as well as Whitcomb the barkeep (238, 152) and his two barmaids, Amelia and Lysan. Amelia (198, 357), it seems, is a veritable fount of information. She knows something about pretty much everything. She'll tell you about Kuldahar, the Vale of Shadows, and various other important sights around town and beyond. Ask her about Aldwin of the Evening Shade Inn and she will tell you that she does not think he is rightful owner of the inn. Make sure you speak to Lysan (395, 303) as you will meet her again in the Vale of Shadows. You will have interesting news for Whitcomb upon your return to Kuldahar and will claim Lysan's healing scrolls.

  12. Townsperson's Home (AR2106) In this home, there is a bookshelf (301, 110) containing a Mummy's Tea potion.

  13. Oswald Fiddlebender's Airship (AR 2108) You will find Oswald Fiddlebender (394, 165), who is not only an inventor and alchemist, but also a would-be pilot. Speak to him and he'll tell you about his airship. You may also buy potions of various sorts. A good thief can pickpocket Oswald for 2 Oils of Fiery Burning, 1 Potion of Firebreath, a Necklace of Missiles (6-36 damage, 30 foot radius), and a Ring of Protection +2 (+2 AC, +2 saving throws). If you're intelligence is tremendously low, you can kill him and get 1 Oil of Fiery Burning, 1 Potion of Fire Resistance, 1 Potion of Explosions, Boots of Grounding (50% resistance to electricity), and a Golden Girdle (+3 against slashing weapons).

  14. Conlan the Smithy's Shop (AR2103) Inside you will find Conlan the Smithy (189, 290), whose son Sheemish was recently abducted. Conlan will sell you weapons (including a few of the magical variety). There is a locked chest (368, 106) that contains Conlan's Hammer (3-6 damage, +4 THACO and damage vs. iron golems, able to hit any creature that requires a magic weapon to hit (+1)). You can try to unlock it, use a Knock spell or wait until later in the game and you will be given access to it.

  15. Exit Back to Kuldahar Pass.

  16. Exit To the Vale of Shadows and other maps and quests as you go further into the game.



Walkthrough Index





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