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Past Issues
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This is
a review of the downloadable add-on for Icewind Dale Heart
of Winter, Trials of the Luremaster. It's a 72MB download
dungeon which should be enjoyable for all who have been playing
this game.
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For those
unfamiliar with Icewind Dale, it is a Dungeons &
Dragons RPG along the lines of Baldur's Gate, (though
in this game, you create your whole 6 person party rather than
pick up NPCs along the way) where you take a party of adventurers
through dungeons, wilderness, caves and castles to save the
towns of Icewind Dale from an evil which is spreading
over the land. Heart of Winter is an expansion set for
IWD which is bought (a la Opposing Force for Half-Life)
and Trials of the Luremaster is a downloadable expansion
for Heart of Winter (HOW is required for you to
play this add-on). Trials recommends characters levels
11-18 but I would not recommend the level 11 end as it is not
a simple thing to complete this.
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I
went through TOTL with my crash-n-bash squad (my squad
from before I discovered the wonders of ranged weaponry). This
took a while, especially since I don't use cheats. There are
some battles which will challenge the best adventurers and some
neat puzzles which are very different from those normally found
in IWD.
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You volunteer
to go to purge this haunted castle for this little halfling
gentleman you meet in the inn in HOW. He takes you there
(note - stock up on stuff before you go as his shop is not that
impressive and the ONLY way out of this add-on is to finish
it!) and you get attacked momentarily after arriving. It goes
from there. The spirit which haunts this castle (the Luremaster)
gives you riddles which you must solve in order to figure out
what to do. Normal puzzles in Icewind Dale are find the
key, then find the door is goes to. Not so here. Not to go into
too much detail but the initial riddle and accompanying tasks
are not too hard but the next step is a little more difficult
and this gets you into the castle proper. Once in, you must
descend into the dungeon levels and from there you get another
riddle which is to tell you how to get out of the dungeons which
you are now locked into. This one is more difficult (especially
since I missed examining a crucial hotspot for a few days and
couldn't figure out what to do next) but it will lead to a great
final battle. The ending is very good (though I went through
the final battle twice and once it glitched and I didn't get
the Luremaster's death speech).
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During
this section, Dungeons & Dragons fans will see some
great classic creatures not seen in the other parts of IWD.
Beholders, harpies, wyverns, rakshasa, djinni and jackalweres
all make appearances in this new portion of the game. Make sure
you save often, especially when dealing with the beholders,
as they can disintegrate and use finger of death on you, placing
you beyond raising or resurrecting. This is a great flashback
to the dungeonhacking of D & D but really requires
a good adventuring crew to take through. There are a few battles
which are extremely difficult. I don't even think ranged weapons
would make a difference on one of them, there's just too many
opponents in too close a space. A lot of defensive spell-use
comes in handy but the shamans have this habit of casting dispel
magic/effects a lot. Plus there is some neat magic stuff (the
big plus being bags of holding (2 of them) which will come in
handy in the rest of the game).
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Overall,
this was an excellent idea of an add-on. Very challenging, good
puzzles & riddles and a good storyline. I hope that this
is not the last add-on we will see issued in this fashion.
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Final
Grade: A-
System
Requirements
-
Win 95/98/ME
- PII 233 MHz
processor (300MHz recommended)
- 64MB of RAM
(128MB recommended)
- Additional
200-600MB hard drive space
- 4X CD-ROM
- Direct X certified
sound card
- Microsoft-compatible
keyboard and mouse supported (Wheel mouse recommended)
- Multiplayer
support via the Internet or LAN using IPX or TCP/IP
- Open GL compatible
3D graphics accelerators supported but not required.
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