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Icewind Dale II Hints
Destroy the alarm drums.
1 of 9: There are three big alarm drums in the plains area. There's one just across each of the two bridges that lead east from the starting area, plus one more near another bridge that's near the fortress.
2 of 9: If you're seen approaching the drum sites, an orc or goblin shaman will say something about going for the drum, and will immediately do so.
3 of 9: If he makes it and starts pounding on the drum, worg riders will start teleporting in. Furthermore, some of the other drummers may hear and start pounding their drums, too. You do NOT want that to happen!
4 of 9: Always save your game before approaching a drum outpost, then have your rogue scout ahead in stealth mode to see where the drum-beating shaman is located (or just rush in and see who goes for the drum).
5 of 9: Once you know where the drum-beater starts out, you can restore your save (if necessary) and figure out a way to take him down before he reaches the drum.
6 of 9: Ranged attacks and spells are the way to go since you'll usually get snagged on a big group of other monsters if you just try to chase the shaman down and whack him close-up.
7 of 9: You could also try having your rogue sneak into the camp and attack either the shaman or the drum. As soon as your rogue breaks cover, pause the game, select everyone in your party except him, and have them run to the attack. (On the rogue's way in, watch for the message "hide failed," and have him immediately retreat and re-stealth-ify in order to avoid being seen.)
8 of 9: Unfortunately, all of this is very difficult to pull off, turning this area into a big bloody mess. Just rush in and destroy the drum and/or its beater as quickly as possible, then clean up the rest of the area and rest with Ennelia.
9 of 9: Make sure all three drums and all the accompanying monsters are destroyed before you move on to the next area.