Icewind Dale | Heart of Winter Walkthrough | Lonelywood, Part 2
Lonelywood, Part 2
(AR 9100)

There are a few things for you to do in Lonelywood before venturing to the Sea of Moving Ice.

Monsters: Purvis, Vaarglan, Alpheus, Mercenary Thief, Mercenary Warrior, and Priestess of Shar.



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  1. Murdaugh and the Glacier Rose: Since you now have the Glacier Rose, return it to Murdaugh (inside the Whistling Gallows Inn). He'll be able to marry his beloved, and you will gain 630,000 XP for your trouble.

  2. Varglaan and Company: Once finished dealing with Murdaugh, rest and make sure you are ready to fight, then go back outside. You will be confronted by Vaarglan, a mage in search of someone by the name of "Alcander." Of course, Alcander is actually Kieran, the innkeeper/bartender who is hiding from the Hosttower of the Arcane. You have two choices at this point: you can either give Kieran up or keep his secret. If you tell them Kieran's identity, they will go inside and be summarily dispatched. Alpheus, one of Vaarglan's minions, will run back out of the inn screaming like a banshee. I suppose that the fact that he is on fire has something to do with it. At any rate, let's just say that he does not exactly die a noble death.

    While that scene in itself may be worth losing out on the experience and items gained from killing Vaarglan and his cohorts, your best course of action probably is to keep Kieran's secret. Vaarglan's merry band has some pretty nice items, and it would be a shame to lose out on the experience gained from killing them. Plus, you can always save before entering the Whistling Gallows and try both scenarios.

    If you choose to fight, know that Vaarglan's party of six is fairly powerful (the rest of them are hidden when the initial dialogue begins). Their battle characteristics and items are as follows:

    • Vaarglan (2529, 1429) is capable of casting a ton of spells, including Abi-Dalzim's Horrid Wilting, Finger of Death, and Chaos. He is worth 8,000 XP, has a base AC of 7, and has 70 hit points. Items: Ring of Free Action, Robe of the Neutral Archmagi, Wand of Paralyzation, Ring of Protection +2, Golden Girdle, and Barrier Amulet.
    • Alpheus (2500, 1458) can cast a few tasty spells as well, including Disintegrate and Death Fog. He is worth 4,000 XP, has a base AC of 8, and has 50 hit points. Items: Potion of Magic Shielding, 2 Potions of Extra Healing, Bracers AC 6, Mage Robe of Fire Resistance, and Amulet of Metaspell Influence.
    • Priestess of Shar (2594, 1453) is fond of casting Heal on her colleagues, so you might want to dispense with her quickly, or at least try to disrupt her spells. Items: Fast Flail +2 and Plate Mail Armor.
    • Mercenary Thief (2530, 1513) is a sneaky devil and will attempt a backstab if given the opportunity. He is worth 4,000 XP, has a base AC of 6, and has 70 hit points. Items: Boots of Stealth, Studded Leather +4: Shadowed, and Short Sword of Backstabbing.
    • Mercenary Warrior (2467, 1435) will attempt to cleave the person closest to him. He is worth 3,000 XP, has a base AC of 10, gets two attacks per round, and has 101 hit points. Items: Full Plate +1, Large Shield +1, Long Sword of Action +4 and Gauntlets of Weapon Expertise.
    • Mercenary Warrior (2526, 1387), like his compadre above, will attack the person closest to him. He is worth 3,000 XP, has a base AC of 7, gets two attacks per round, and has 98 hit points. Items: Gauntlets of Ogre Power, Battle Axe +3: Fatigue, and Full Plate +1.


    Once you have killed and looted them, speak to Kieran, who will tell you what a good dog you are for keeping his secret and reward you with 630,000 XP. Once that's accomplished, you are ready to find the mysterious Purvis.

  3. Purvis: To find the new Purvis, go inside the Thurlow Estate. Downstairs you will find the body of Arden Thurlow (Baldemar's wife). Upstairs you fill find the body of Baldemar, with Purvis (632, 507) hovering over it. He will tell you that his tenure as gravedigger was only a guise. He is actually an assassin sent to kill Wylfdene. It seems Baldemar mistook a delegate sent by the Council of the Ten Towns as an assassin, and sent him to "deal" with the barbarian threat instead of Purvis. The barbarians then tortured and killed the delegate, and doubled the guards around the camp, thereby making Purvis' job impossible. Fortunately for him, you came along and did the deed for him. Unfortunately for you, Purvis doesn't like to leave witnesses--hence his less than gentle treatment of the Thurlows. After the dialogue with Purvis, he'll gulp down a potion and disappear, promising to "see you soon." Very soon indeed, as it turns out. He (1319, 781) will attack you when you leave the Thurlow Estate. Purvis has a base AC of 7, 74 hit points, is worth 11,000 XP, and is carrying: Boots of Stealth, Ring of Free Action, Oil of Speed, Short Sword of Backstabbing, and Cloak of Non-Detection. Once you are finished dealing with Purvis and the hit squad sent to find Kieran, you are ready to go to the Sea of Moving Ice. Just Return to the Barbarian Camp and speak to either Hjollder or Beornen; either one can take you there. Note that there are trolls galore, so you will need plenty of fire- or acid-based attacks.



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