Icewind Dale Wiki

Opening the way down to the forge is a step of the main quest in chapter 4 of Icewind Dale.

Quick walkthrough[]

  1. Find the secret door from the barracks to the puzzle room of Upper Dorn's Deep.
  2. Solve the floor puzzle in the puzzle room.
  3. Flip the switch outside the secret door.

Walkthrough[]

The Barracks (main hall) map of Upper Dorn's Deep has a room in the north containing a large round table and several statues on the wall.

The central statue there, at (1550, 500), is actually a secret door. Detect it[1], open it, and enter the tunnel to get to the dwarven puzzle room.

Be careful in the puzzle room: Most of the floor tiles marked with runes trigger deadly lightning bolts when stepped on.

While exploring the previous areas, you may have found some hints for solving this puzzle:

Available hints (optional)

To solve the puzzle in the puzzle room, use one party member to:

AR6010 Upper Dorns Deep puzzle room solution

the three special runes, highlighted

  1. Walk along the edge of the map to get near the "hammer & anvil" rune in the top-right, and step on it.
    (→ This disarms the outer rune circle.)
  2. Walk along the outer rune circle to get near the "axes" rune at the bottom, and step on it.
    (→ This disarms the middle rune circle.)
  3. Walk along the middle rune circle to get near the "rings" rune on the left, and step on it.
    (→ This disarms the inner rune circle.)

Then return to the barracks, and click the hammer on the statue at (1700, 530) (just to the right of the secret tunnel). The hammer moves, and you hear the sound of gears turning below.[2] You get 56,000 exp for this.

Enter the secret tunnel to the puzzle room again. It now contains a stairway down to the lower parts of Upper Dorn's Deep.

Follow the stairs to get to the gear room below, and from there to the Great Forge, and there proceed with:

⟶ 20. Destroying Terikan

Appendix[]

Journal entries[]

Important Events
Bandoth informed us that there is a puzzle room to tackle before we'll be able to descend further into the stronghold. Apparently, it has three rings, with multiple plates on each ring. From what we gather, each ring has one plate that disarms the other plates on that particular ring. It can only be assumed that the other plates contain traps of some sort.

Footnotes[]

  1. If your party does not detect it automatically when walking nearby, wait a while – or activate the Find Traps/Detect Illusion ability of a Thief, Shaman, or Monk party member to guarantee detection within one round.
  2. Before disarming the puzzle room runes, the hammer was locked in place.