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Hints & Spoilers - Page 1

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If you wish to send in a Tip or a Battle Strategy, Email it to us
and we'll add it to this page, with credit to you.

Some General Hints                                           Sent in by Hal Bonnin
Hint 1. Your character can only be a class once. once you leave that class there is no going back. 
Hint 2. When you change your class you DO keep your stats. 
Hint 3. arcane lore is achieved from the cleric guild training but you need to be level 3 in the guild first. 

Hint 4
. artifacts skill is achieved from the cleric guild training but you need to be level 3 in the guild first. 
Hint 5. Scout skill is achieved from the warrior guild at guild
level 3. 
Hint 6. Strength can be trained in the warrior guild at
guild level 1. 

Hint 7
. Your characters can be a member of each guild early on. simply start the quest for a new class, join the other guild, then cancel the quest. example. warrior to paladin, join cleric guild. cancel paladin quest. now have access to cleric guild and still just a warrior. 

Hint 8
. I found the Ring of Saints on the ground next to a table leg. Very hard to see. 

Hint 9
. to ask questions of the oracles you need to get close to the center oracle. the 2 on the ends just tell you to talk to her. 
Hint 10. the paladin quest is done very near the gypsy house. 
Hint 11. the barbarian quest is 20 kills. very easy

Amazons, 5 Elements of Evil.                     Sent in by Eric Housden
Amazon Plants: When your party is ambushed by Amazon Plants just before Shurugeon Castle, usually they just tear them limb from limb (as you're only about lvl 9-12). To succeed here, run past the Rattkin bandits and enter Shurugeon itself... When time allows, as you make your way back to Ishad N'ha (to sell items, etc) creep closer towards the plants... You can actually get close enough to the plants that you can cast spells and shoot items to damage them, while being outside of their spell range altogether!

Close combat is NOT the way to go with these guys at this point in the game!

Where are the five elements of evil (Shurugeon Castle)
1) You can get this from D'Soto's mage protector that you meet in the castle. He'll ask you to meet him in the forest East of the castle, so go there -- here will he disclose the tale of the demon and give you the first element of evil.

2) Blacksmith's Door (Armory): There is a locked room you can see through where the Blacksmith can be found. The gargoyle head is broken, but you can see a skeleton inside... Kill the skeleton from between the barred windows and the door will open, giving you access to another element.

3) Gargoyle Chain Lock: This is tricky, but the easiest way is to start by making sure all chains are UP (Closest to the gargoyle mouths). There is a single gargoyle chain that will not stay DOWN when you pull it ... what you have to do is get all chains in the DOWN position, and then pull the chain that will not stay down on it's own. Walk around to all the chains and attempt to pull them down - every chain that you pull however, has a potential to put a buddy chain back into the UP position, so you may have to pull a chain you've already set in the down position, back down again. Just be persistent and you'll have the gate opened shortly.

4) Succubus: in the sewers among the coffins... You can enter the sewers through a hole in the ground locate inside a prison cell within the castle.

5) D'Soto's Tower: Up the stairs from the Succubus, and across a wooden bridge that connects tower to tower.. You will see D'Soto himself tormented in his bedchamber with the element of evil inside a chest in the corner of the room.

Items vs Cash and more!                               Sent in by Spakelvani
Another tip for ya'll. This time I discuss character development in terms of Equipment versus Cash. Hope you find it useful.

Equipment and Stats -Vs- Money:
This has always been a point of agitation for me in many RPG's. Even more so now in Wizards and Warriors. In this article I am going to try and outline the balance between equipment and stat improving items versus the need for cold hard cash. I feel that a strong party is built upon the characters standing around in their collective underwear. **shudder** No one wants to see a Guork standing around naked. What I mean though is if stripped of equipment completely how well would the party do? I remember the good old days playing Wizardry, Proving Grounds of the Mad Overlord and beating the game with my party using only the talents that they naturally had. No weapons, no armor. With that character philosophy in mind, I favor a strong party versus a weak party with strong equipment. Build a well balanced, strong party, and you can worry less about equipment at the start. My party at this time is 3 warriors, 1 rogue, 1 wizard and 1 priest. At present 2 warriors are ascending into Samurai, 1 warrior has finished ascension to Paladin. The rogue is on track to be a Ninja in about 2 levels, the wizard has ascended to Warlock, and the priest is on track to ascend to Monk in about 2-3 levels.

This gives me a maximum amount of damage and spellcasting, with the ability to absorb what gets handed out. Yes, it's a standard setup for RPGs, but I have been using it since '83 and it works 97% of the time.

For the most part, I have found that the basic equipment that the party starts out with suitable for most basic adventuring. For example the basic sword and armor you purchase for a warrior at the start of the game is going to be fine and dandy for at least 5 or so levels of experience. So the urge to buy new things from the store just because they are there and "Better" could be put to the side in favor of the "A gold piece saved is a gold piece earned." Also, I have found in most games, that patience will pay out.

For example I outfitted all of my characters with equipment found while adventuring, replacing pieces as they turn up either in treasure chests or dropped by slain monsters. Which brings me to a side point, pack ratting (the practice of scooping up everything dropped) is quite often more profitable than not. Having 3-4 characters with high strength allows for lugging around lots of items, all of which can be sold for hard cash or I'd and found to be useful, equipped.

At this time, my profits at the store are fairly minimal, because I don't have any identification skills. So a portion of profits are eaten up by Identifying items. I find myself walking the borderline Id V. Profit syndrome. This line is particularly nasty as one or two items, like Ankhs or Crusader helms will swallow a huge amount of cash to ID. Of course you could sell them back into the store and recoup the financial loss, but now your characters are without those items. I would strongly suggest getting the Identification skills as soon as possible in order to maximize profit. Normally, I find several useful items in the collection, that instead of being sold, get issued to the next needy character.

I have purchased little armor or weapons from the shops, electing to use what I find on corpses. All my shields, the battle mace, witches stick etc..

I pulled from dead bodies. Admittedly I could have chosen to not ascend and purchased chain mail for one character thereby having one really buff warrior, however I would not have been able to ascend three warriors and one wizard. Further, what good is it if one character has twice the ac of all the rest? Usually it means that the other five characters start absorbing huge amounts of damage and expiring. A balanced ac throughout the party seems to distribute the damage received. I don't have any hard proof that the monster AI seeks out the weakest characters on purpose, but doesn't it sometimes feel that way?

Now there are exceptions to most rules, and my selling equipment/items and using the money to improve characters has several exceptions. The biggest is, screw profits when you can advance your characters. to wit: The Ankhs are quite important to ascending characters. Right now I am attempting to create an Oomphaz Monk. Yeah, it's a pain because dexterity and agility are so low, but several ankhs have saved me approximately 3, maybe 4 experience levels worth of attribute raising. And so I am closer to ascending with him. Now I perhaps could have sold them for a nice sum of cash, again outfitting another character, or ascending others. Yet I felt that the sooner I ascended the priest the more powerful the party would become in a shorter amount of time.

So, resisting the urge to purchase lots of new items from the store will allow you to save money, which can be used for improving characters. Those improved characters will stand a much better chance at surviving with basic equipment. After a while, their natural ability to improve stats will kick in in a much more noticeable fashion. Like after you have bumped Fortitude, Intelligence and Spirituality up a couple of notches. Doing that will garner more attribute, skill and hit points. (Clan and Class modifiers not withstanding.

Also, once you start the Role Ascensions, another section of the shop is open, Purchasing special items. Usually related to that specific class. Armor, weapons and useful utilities become available through the guild. If you practice the patient approach, you should have a nice sized nest egg for future use in purchasing these high quality equipment. Let's not forget items found in quests, treasure chests and other non store locations... Those items can all be used to improve your party.

So in a nutshell my party development philosophy looks like this:

A. Find and ID really snazzy item.
B. Sell it to the store, for obscene profit.
C. Buy Role Ascensions for characters, thus making them more
D. Now the characters are more powerful, they can kill bigger
    things, with better loot (hopefully)
E. More profits and equipment/items.

Time and time again I find stuff that my party can use, after all if the party was supposed to get everything from the stores, wouldn't those super-dooper items already be in the store?

Toad Quest                                                     Sent in by Spakelvani
This quest is given by Shinwiki the Toad Savage shaman. In exchange for riding their "Toadem Place" of the evil, they will give you a Magic spear and some powder.

This quest is actually quite simple and straight forward. The only misstep I had was the start. I didn't realize how to get to the Toadem place. Right next to the shaman is a trapdoor with ladder leading down. Take this. (Rather than searching the entire lake area...) Basically this trapdoor leads to a tunnel under the water and over to an isolated Toad hut.

Go outside of the hut, and wade ashore. Once ashore, follow the path to your right (it's really the only way to go.) Shortly you come to the Toadem Place. and once you step inside the boundaries Four Scabban Evils pop out of the ground, and start spewing swamp gas at you. It has the same effect as nausea, so you have a fairly decent chance of gagging instead of striking a

The four Scabban evils sit one to a corner of the clearing, so you will have to move to each one in turn. They were as tough as Scabban was from the Crypt, although it's worse because there are four of them. However a party of 2 warriors, level 5, one Paladin level 2, one Rogue, level 6, one Warlock level 2 and one Priest, level 6 were able to handle the evils. BTW, all four will be attacking you at the same time with their ranged gas attack. It
doesn't really hurt you much, just impairs you. It's when you are standing toe to toe with one of them. I am not trying to say however that no damage will occur, because I noticed my priest got knocked around a little bit.

At the far end of the Toadem is a chest filled with some nice goodies, cash, and some items. All you have to do now is retrace your steps to the shaman, and receive your reward. The spear is very nice, +1 hit +1 enchant. The powder is fairly common stuff, so If you use it, keep it, else sell it for some cash. And that is all.

In your conversation with Scabban in the Crypt he mentions that several apprentices fled the compound and succumbed to the "Evil" so this quest nicely finishes off that story branch. One side note, you may want to pick up the Smith quest of finding out what's going on in the toad village, and kill two birds with one stone.

Becoming an Assassin!                               Sent in by Eric Housden  
To become an Assassin yourself, fist visit the Rat Thieves NW of Ishad N'ha (SSE of the lake).  The leader of the Rat Thieves will send you on a quest to kill a dwarf who double crossed them in the Stout Mines - the great thing is, the dwarf is so far down into the Stout Mines, that none of the other Stouts seem to mind that you killed him!  The dwarf is hiding in an outlet from a river stream buried deep within the Mines (he's the dwarf that has tunneled into the Stout King's treasury).  Once you've killed the crazy Stout, return to the Rat Thieves and the head Rat-Man will give you an Assassin Dagger as a gift...  This is a GREAT dagger, btw -- and it's the key to being an Assassin. 
Give the dagger to your rogue and head back to the 'Pawn Shop' inside of Ishad N'ha ... If you have your rogue chosen when you enter the shop, and he has the dagger in hand, then you'll be offered a place in the guild as an Assassin!  Heading to the Bushi Dojo also allows some nice new assassin gear to be bought (Special Items).

More Great Gaming Tips                               Sent in by Eric Housden   
These are some random items that had me stuck for a while, so here are some helpful misc tips on progressing through the game:
1) Where is the writ for entering the Stout Mines?  ... It's a scroll laying next to a dead body in a small outlet due East of the Stout Mines themselves.  The dead body is obviously a small dead Stout itself, so you'll know it when you see it.
2) Where is the trolley lever for the mine carts in the Stout Mines?  ... The lever looks just like the one you pull to use the trolley that's not broken upon arrival -- it's small, thin, and dark brown (which camouflages it rather well on the floor).  The lever is lying next to a broken mine cart in a room deep in the stout mines ... to help find the room, when you enter the area it gives a talking dialogue popup.
3) How do I get into the dragon caves?  ... Since the front entrance cliff-face is too steep, you must use the back entrance where the bronze dragon machine is blocking your progress.  Before you can pass the bronze dragon, you must first visit the Stout Mines and have the dwarven king forge you 'dragon armor' -- this will allow you to walk deep into the dragon caves.  Note that I found two pieces of Dragon Ore and had two suits made -- there may be more pieces available!

4) I was trapped and became a Boogre, so now what?! (north of Ishad N'ha) ... The witch that turned you into a Boogre must be slain to change back, that that by itself won't do the trick.  You have to do three things to turn back into your god-given species:  a) Jump into the Boogre pit (arena) and kill the giant scorpion there, then visit his lair and grab Grunaxe's ring from the devoured corpse.  b)  Go through the teleporting door area to find Prieska (sp?) the Boogre witch and give her Grunaxe's ring; she will then open the door to the Boogre Witch's room   C) Grab the 'Evil Eye' from the Boogre Witch's room and take it North of the prison cells (far Southeast on map, I believe).  Use the Evil Eye on the wall sculpture just past the Mantraps guarding the doorway; this will open up a passage to a single statue.  For each person that touches the statue they will turn back from a Boogre into whatever they were originally.

More Hints for W&W                                          Sent in by Hal Bonnin  
Hint 12. You can only train a stat up to 19. You can raise it higher using the ankh's.
Hint 13. Warrior Guild Allows Training in Strength. Priest in Spirituality, Mage in Intelligence.
Hint 14. If you jam a lock. use a lock pick on it to open the door. equipping a lock pick doesn't use them.
Hint 15. The Shift key allows you to run.
Hint 16. you can be any class if you have 12 strength and 12 fortitude and a 10 in all other stats.
Hint 17. You cannot go to the next town till you solve the crypt. (need the ring of the Malvin)
Hint 18. You can fill out all your spirit spells by going to a related class. cleric to paladin, paladin to monk. cleric to monk.
Hint 19. You must be 5th level to learn 5th level spells. 6th level to learn 6th level spells etc... the same for levels 2-7 (books excluded i think)
Hint 20. athletics reduces the damage from falls. and makes swimming and running faster.
Hint 21. spider eggs are very plentiful in the snake temple.. (ranger quest)
Hint 22. Don't get all the skills if you wont be using them. until a patch is released that will allow you to scroll through your skills you wont be able to add or raise certain skills. if you plan on using sword. don't get dagger and axe and staff.

Hints and Ideas for W&W                                       Sent in by Enkidu  
some quick hints and ideas upon the strengths of the various characters..

Warrior - good and versatile, top 4 stats are too low to go to other classes easily though

Priest - healing spells are very useful, resurrect is a MUST have spell, probably best to start off with one of these so you can head straight for it.

Wizard - very powerful at first, weakens quickly until you get the various storm spells though, this is the only way to get stone spells besides the zen or the valk
Rogue - best starting stats, decent fighting, can only advance to ninja or bard though, you will need someone to pick locks or you will be perpetually short on loot, its cheaper to train to a higher level of lock picking then buying lock picks
Paladin - great fighter, very useful spells, available very early, get a few of them early (2-3)
Samurai - illuminate is a must have as is firestorm, excellent variety of weapons and armor and good fighting skills

Ninja - best class short of the super elites, very powerful very quick and an easy quest, you can only be them once though so if you are going to go through a few classes come to this last

Monk - definitely powerful, kung fu is decent, not as powerful as high level weapons though, healing spells are nice but it has the hardest quest, i would suggest going through paladin instead and then go to ninja

Ranger - the egg in scene one is very well hidden, cant use lock picks, no Bushi items and ranged weapons are very weak, cant use plate mail, only way to get vine spells if you don't start as a priest though, but That's the only plus.

Bard - deceptively powerful! some of the instruments are very powerful and it can be a power spell caster, but still use many weapons

Warlock - summoning spells are nice and the artifice of fiend is what makes blessing a critical skill to have

Barbarian - excellent Hit points, thieving skills, good abilities to train in too, get one if you don't start off with a rogue
Assassin - awesome unit, turn your best priest into one so you get an excellent compliment of spells and a powerful fighter in one

Valkarie - better then awesome unit, awesome fighter and great spells

Zen master - manual says it all, just the best unit. every other unit put together pretty much
A Few General Hints:
Don't waste time with maces axes or poles have everyone do swords all the good things are swords, don't put too many points in thought, past about 4 or 5 you will pretty much always hit anyways shields are unimportant too all the dangerous units use spells, a two handed or second weapon is more important then a shield throwing and ranged weapons are way too weak to be of any use artifice skill is very important - get to level 6 or 7 so you can id ankhs and most everything, remember you don't need to waste the huge amounts of money it takes to id the very rare things Lockpick, get it to level 7 or 8 too, must have sorcery? cant train in it, but its impact isn't big enough to put huge points into prowess, leadership, gallantry, pickpocket, athletics are pretty much the same stealth is deceptively powerful, it allows you to stay cloaked in shadows much much longer, if you have backstab this is a skill to raise deadly strike is obviously good scout is useless get to level 7 spells as fast as you can, the various storms are far more useful then all the other spells firestorm can do 50 times the damage to 5 times as many baddies as fire blast for only about 3 times the Mana and the answer to the sphinxes question is just kill it..
its worth more then twice as much experience as the final boss
BE VERY CAREFUL WITH THE TOWN INN, THERE ARE HUGE BUGS WITH IT, it is very easy to lose a lot of good items too it
well and get unlimited gold.

Role-Ascension Quests                                  Sent in by Spakelvani 

A number of the Role-Ascension quests are quite easily accomplished, from the starting town, with a minimum difficulty. Here are some of the quests, and how to complete them.

1. Warlock. Location: Mage's Guild.
Head into the Mage's guild and select the character you want. Have him go into the guild section, this requires that they have membership in the mage's guild first, which can be obtained for a little cash. Then choose Role Ascension, next select the warlock icon. The guild master will run down a spiel about magic formulae etc.. In a nutshell, get one Spider Egg and return with it. Head out into the wilderness, either side of the town, though I think you might have better luck on the Lake Nymph side. Slay any spiders you see, until one drops an egg. This is a random drop, but fairly frequent. Take said egg back to town, give it to your ascending character. Have him/her enter mages guild as the selected character, and enjoy the new role.

2. Barbarian. Location Armory.
Pop into the armory, join Warrior's guild for a little bit o' cash. Have him go into the guild section, choose Role Ascension, next select the Barbarian icon. Get another spiel, Kill 20 monsters. Whew! What a toughie. Head on out of town and start slaying things. I would recommend having the Barbarian-in-training do as many of the kills as possible, because the game tracks who kills, who assists. The Barbarian in training has to perform 20 kills. Kill lots o' stuff, report back to Warrior guild when done.

3. Paladin. Location Armory/temple?.
Not sure if you can get this from the temple if you don't belong to the temple guild. Anyhow, same deal to complete it. Go to the Statue of Kerah in the jungle and pray. Leave town from the Lake Nymph side, head south, winding your way around the windmill and just before the gypsy camp, bear left. There is a clearing with the statue of Kerah. Select your Paladin in training, go into talk mode, click on statue and utter: Sanctus Kerah (I believe, the guild master will tell you for sure.) Report back to the guild for ascension.

Some side notes regarding Role-Ascension. You stop progressing in new skills for the former role. Meaning that if a Warrior learns archery, and Paladins don't, And you did not learn archery before ascending that skill is lost to you. However, most progressions like warrior to paladin, include many if not all of the same skills. You can't ever revert back to your old role. So it's worth your while to rise up to about 6th level or so before ascending to a new role. That gives you the benefit of decent hit points, as well as character skill growth. This was most noticeable on the Wizard->Warlock ascension. I didn't increase Suncraft as much as I should have, choosing instead to split skill points between stone and sun, so I wound up with weaker sun spells in the long run. Which I am still working on correcting. There is always a money concern when ascending, usually between 500-1000 gold pieces, so you may want to ascend one character at a time. As I ascend other characters I will post them to Ironworks, as long as they haven't been posted before I get to it.

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