Icewind Dale Game Guide
Chapter 1
It's time to begin investigating this evil that is plaguing the lands of Icewind Dale. You'll begin by traveling to Kuldahar to see Arundel, the archdruid.

Kuldahar
Upon entering Kuldahar proper, you'll run into Nate, a little boy who will direct you to Arundel, leader of the town. Before you see Arundel, however, you can rid yourself of any loot you've obtained thus far at Gerth's shop just behind Nate and at the smithy owned by Conlan at the very north-center part of the town. You should make a habit of selling any unneeded goods whenever possible, as you'll soon discover just how small your inventory can seem. Note that Gerth is a historian in his free time and will pay for any historical artifacts you may come across in your travels.

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The lovely tree-village of Kuldahar will be your base of operations for the next few chapters.
After ridding yourself of your booty, drop in at Arundel's home, the house under the tree at the very south center portion of the village. He'll tell you a little more about the disturbances that have been plaguing the town, such as worse-than-usual weather, disappearing villagers, and the like. Then, he will send your party on a mission to the Vale of Shadows to smite any evil you should encounter. Before you head off to hunt the culprits, however, let's look at the rest of Kuldahar. To the northwest is the tower of Orrick the Gray, a wizened wizard, who will sell you spells as well as ask you to look for information regarding mythals, an ancient elven magic.

Straight east of Orrick's dwelling is the Evening Shade Inn, home of a rude little innkeeper with a secret to hide. Just east of the Evening Shade is Conlan's smithy. Conlan will purchase the pelts of yeti, which you will face shortly. All the way to the northeast is the airship, owned by Oswald, the alchemist of Kuldahar. Just south of Oswald's is the local temple, the House of the Bleeding Rose. Here, you can get the standard temple services, such as healing and resuscitation. In the center of town are the Root Cellar Tavern and Urnst's pottery shop, although Urnst is a little scared and isn't good for much at the current time. Continuing our circle clockwise, we're back at Arundel's home. As with Easthaven, if you're feeling thievish, you can try to pickpocket the locals, though you should be cautious and save your game first, as many Kuldaharans aren't as forgiving as those in Easthaven. Once you're satisfied, head east to the bridge.

You'll encounter Mirek, who's being chased by yeti. Mirek will tell you of the disappearance of his brother and family heirloom in the Vale of Shadows and will ask you to find them. We'll try to get them back for him in a bit. For now, you can sell the yeti pelts to Conlan, then continue east to the Vale of Shadows.

 
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