Neverwinter Nights FAQ and Walkthrough v1.2 Copyright 2002 by Orest (y_orest@yahoo.com) Last updated on October 16, 2002 *********************************************************************** SOME CORYRIGHT NOTE: This document was written by Orest also known as D.Y. and cannot be used without his permission. To receive my permission you need only one thing: email (y_orest@yahoo.com) me and receive my permission. Of course, you can read and print this document but don't post this document on your site without my permission. I hate copyright violence so don't angry me. *********************************************************************** SOME EMAIL NOTE: If you have questions about my guide or want to add or correct something then send me a message (y_orest@yahoo.com). But don't try to send letters with some nasty remarks. Please put "NWN" subject when emailing me. Latest updates of this guide are available at www.gamefaqs.com and www.neoseeker.com. I am sorry if I don't respond to the letters because I read my mailbox not often. I can respond to the letters lately. *********************************************************************** VERSION HISTORY v1.0 The first release of the NWN FAQ/Walkthrough (September 25, 2002) v1.1 Second version (October 7, 2002) Added some additional information Fixed some grammar and spell mistakes Corrected some information Added arcane spells section Luskan: Colmorr's Fantabulous Contraptulater quest solution (by Madruk) v1.2 Current version (October 16, 2002) I've beaten the game again with rogue(11)/ranger(9) character so I've included some major updates Added some additional information Fixed some grammar and spell mistakes Corrected some information Added divine spells section Added some secondary quests (South Road: Poor Neva, Luskan: The Ghoul Lords, Luskan: The Ruins of Illusk) All henchman quests completed *********************************************************************** TABLE OF CONTENTS: PART 0 INTRODUCTION PART 1 CREATING MAIN CHARACTER 1)gender 2)race 3)class 4)alignment 6)abilities 7)skills 8)feats 9)my characters 10)arcane spells 11)divine spells PART 2 GENERAL INFORMATION AND STRATEGY PART 3 WALKTHROUGH 1)Prelude 2)Chapter 1 a)City Core b)Peninsula District c)Blacklake District d)Docks District e)Beggar's Nest f)Finale g)Henchmans and their quests (all quests completed) 3)Chapter 2 a)Port Llast b)North (North Road) c)East (East Road, Neverwinter Wood) d)South (South Road, Charwood) e)Luskan and Host tower f)Henchmans and their quests (all quests completed) 4)Chapter 3 a)Beorunna's Well b)Coldwood c)Moonwood d)Fort Ilkard e)Henchman and their quests (all quests completed) 5)Chapter 4 Final Battle PART 4 CREDITS AND SPECIAL THANKS ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- PART 0 Introduction In this FAQ I will cover some aspects about Neverwinter Nights game processing. Part 1 explains the aspects of the creating the main hero of the game. There is no information in the FAQ that is available in the manual just only my opinion. I beat the game twice and have some experience. Of course, it is possible to spoil the game if for example create the fighter with strength 8, and so here some my advices on creating characters. Part 2 contains some general information about the game and some strategy tips based on my experience. I recommend you to choose D&D Hardcore Rules difficulty level because the lower difficulty levels make the game very easy and boring. Part 3 contains the full walkthrough and secondary quests. It also contains henchman's quests. I also recommend you to read the game manual because it contains a lot of information about NWN rules and creating characters. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Part 1 Creating main character 1)gender 2)race 3)class 4)alignment 6)abilities 7)skills 8)feats 9)my characters 10)arcane spells 11)divine spells ----------------------------------------------------------------------- ----------------------------------------------------------------------- 1)Gender I've found that gender has some influence on the NPC dialogs and some game environment . But this part of the character creation is not important. ----------------------------------------------------------------------- 2)Race Here is all races and some my advices about this races. I will not cover the race characteristics because they are available in game manual. ----------------------------------------------------------------------- 1.Human Human is not a bad choice for all classes. Humans does not have real bonuses and no penalties and they are very smart than other races. A human rogue with high intelligence will gain a lot of skill points. Recommended classes: all, but for some classes other races more recommended. Not recommended classes: none. ----------------------------------------------------------------------- 2.Elf Elves are a good choice for wizard and rogue characters, especially ranged weapon fighters, but -2 CON penalty makes them bad melee fighters. Recommended classes: wizard, rogue, ranged weapon fighter classes. Not recommended classes: melee fighter classes. ----------------------------------------------------------------------- 3.Dwarf Dwarves are an excellent choice for fighters and barbarians, but for charismatic characters not recommended. Recommended classes:fighter,barbarian,ranger. Not recommended classes: bards, sorcerers, paladins. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 4.Halfing Halfing have some thieving bonuses. Recommended classes: rogue(highly recommended). Not recommended classes:fighter,barbarian,paladin,monk. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 5.Gnome Gnomes are a good choice for spellcasters. Recommended classes:wizard,sorcerer. Not Recommended classes:fighter, barbarian, paladin, monk, ranger. Other classes: you can experiment with other classes. ----------------------------------------------------------------------- 6.Half-elf Half-elves are not so smart as humans, but they gain some nice bonuses and no penalties Recommended classes: all. Not recommended classes: none. ----------------------------------------------------------------------- 7.Half-Orc I did not find in manual any information about this half-orc ability but when I create half-orc fighter character I receive one extra feat as humans receive. Half-Orcs are an excellent choice for stupid chaotic evil fighters who crush everything in this world. Low wisdom for this characters not recommended because mind-affecting spells will nerve you. My henchman was Daelon and Owl's Wosdom was one of my favourite spells because he ran from battle while fighting some evil mummies and other monsters with aura of fear, but his damage make him killing machine. Recommended classes:Barbarian,Fighter. Not recommended: wizard, sorcerer, bard, paladin. Other classes: you can experiment with other classes. ---------------------------------------------------------------------- ====================================================================== 3)Class Here is classes and my advices. Multiclass system I will not cover because I played with single class characters. I will not cover the characteristics which are covered in manual. ----------------------------------------------------------------------- 1.Barbarian This class gains a lot of hit points (HP) per level, more then other classes and with high constitution you can reach wonderful results in gaining HP. Use Rage ability in battles and take Power Attack feat.Good for offensive fighting and exotic weapons feat recommended. Defense is fair but for barbarians with low or medium dexterity armor proficiency (heavy) feat recommended to increase defense. Abilities:high strength(STR) and constitution(CON) recommended,low or medium dexterity(DEX), for human and half-orcs characters medium wisdom(WIS) recommended, you can increase your intelligence (INT) for more skill points but high INT is not recommended,low charisma(CHA). About skills and feats see in Feats and Skills section. ---------------------------------------------------------------------- 2.Bard The maximum bard's spell level is level 6 so bard need CHA 16 to cast level 6 spells. Fair for offensive fighting and fair defense. Heavy armor not recommended because arcane spell failure will be very high in heavy armor. Advices:medium STR, medium or high CON,medium or high DEX,low or medium WIS, low or medium INT, medium or high CHA (I recommend CHA 14+ , at high levels CHA must be 16+). ----------------------------------------------------------------------- 3)Cleric To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+ recommended in order to cast level 9 spells). Fair for offensive fighting and good defense (high DEX not recommended because heavy armor has some DEX penalties). Advices:medium STR,medium CON,high WIS (16+ ) (I recommend WIS 16),medium INT,low or medium DEX, medium or high CHA (cleric's Turn Undead ability based on CHA modifier and cleric's level ). ----------------------------------------------------------------------- 4)Druid To cast a spell must have WIS 10+spell's level (at the higher levels WIS 19+ recommended in order to cast level 9 spells). Bad in offensive fighting and fair defense (armor proficiency(heavy armor) feat recommended) spells: Divine (druids cannot access some cleric's spells (such as Ressurection), but have some unique spells which cannot be accessed by clerics). Advices: medium STR, medium or high CON,high WIS (16+),low or medium INT,low or medium DEX,low or medium CHA. ----------------------------------------------------------------------- 5)Fighter Good in offensive fighting and good defense (high DEX not recommended) Recommended INT 13, because some useful fighter feats require INT 13. spells:none. Advices:high STR and CON,low or medium WIS,INT 13,low or medium DEX,low CHA. ----------------------------------------------------------------------- 6)Monk Monks are specialists in unarmed strike and during leveling up gain some useful attack and defense bonuses. Bad armor defense, but monk defence bonuses compensate this penalty. Advices:high STR,medium or high CON,medium or high WIS,medium or high DEX,low INT and CHA. ----------------------------------------------------------------------- 7)Paladin To cast spells must have WIS 10+spell's level (max spell level 4) Good in offensive fighting and good defense. Advices:high STR,medium or high CON,WIS 14+,low or medium DEX,low or medium INT,medium or high (very good) CHA. ----------------------------------------------------------------------- 8)Ranger To cast spells must have WIS 10+spell's level (max spell level 4) Good in offence and fair defense. Remember that ranger receive for free some useful two-weapon fighting feats. Advices:medium or high STR,medium or high CON,WIS 14,medium or high DEX,low or medium INT,low CHA. ----------------------------------------------------------------------- 9)rogue Fair offence(special assasin's weapons will be useful ,sneak attack is very good and not good armor defence (recommended high DEX). skill points per level:8+INT modifier(!!!) (VERY GOOD) Sneak Attack(extra damage (+1d6 damage at 1-st level and +1d6 damage every two levels), some creatures are immune to sneak attack) Advices:medium STR,medium or high CON,low or may be medium WIS,high DEX,low or medium INT(medium or high INT is not a bad idea),low or medium CHA. Human rogue will be smart one but halfing or elf is a good choice too. ----------------------------------------------------------------------- 10)sorcerer to cast spell must have CHA 10+spell's level (at the higher levels CHA 19 recommended) Bad offence and bad armor defense (using armor feats not recommended because spell failure penalties) Light armor is not a bad idea. Few skill points. Special Abilities: does not need to prepare spells every day unlike wizard and can cast spells multiply times, but cannot memorize spells from scrolls to the spellbook and has lesser spell slots than wizard, gain new spells when leveling up and can get rid of useless spells when leveling up. Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,medium INT,high CHA16+. ----------------------------------------------------------------------- 11)wizard to cast spell must have INT 10+spell's level (at the higher level INT 19 recommended) Very bad offense and bad armor defense. Spells and only spells. For this class high INT required to cast high level spell, first it seems that wizards gain few skill points, but high INT compensate this disadvantage (my character human wizard with INT 23 at level 20 gained 9 skill points). special abilities: wizard specialist(while creating new wizard character you can become specialist in some magic school, it has some advantages in chosen magic school and disadvantages because every magic school has prohibited school of magic). Wizard specialist gains one additional slot for each spell level but cannot cast the spells from prohibited school of magic. need to prepare spells every day and can cast each spell once per day, contain more spell slots than sorcerer, can memorize spells from scrolls and get rid of useless spells from memory at any time. Use some metamagic feats. Advices:low STR,medium or high CON,low or medium WIS,medium or high DEX,high INT(16+),low CHA. ----------------------------------------------------------------------- ======================================================================= 4) alignment There are 9 alignments in Neverwinter Nights: lawful good, lawful neutral,lawful evil,neutral good,true neutral,neutral evil,chaotic good,chaotic neutral,chaotic evil. Remember that your actions in game can change your alignment and if you break your class alignment restriction you cannot gain new levels,for example nonlawful good paladin cannon gain levels until he would become lawful good again. Alignment influence on NPC's reaction and can be changed during the game with your actions. For example, if you have lawful(85) good(60) alignment and then some evil action decrease your good alignment towards 10 and your alignment will be lawful(85) neutral(50). I recommend you to choose alignment according to your future actions(good or evil,lawful or chaotic). ----------------------------------------------------------------------- ======================================================================= 5)abilities 1.Strength With higher strength you can do much damage in melee combat and can carry more items in inventory. High STR recommended for melee fighters. 2.Dexterity DEX modifier adds to AC and Reflex saving throws,range weapon fighters need high DEX. High DEX is strongly recommended for rogues.Low DEX recommended for characters who wear heavy armor and don't use ranged weapons. 3.Constitution High CON increase your number of hit point and hit point you gained per level. CON modifier adds to your fortitude saving throw (very useful) and spellcasters with low constitution can easily be interrupted while casting spells.Low CON not recommended for all classes. 4.Intelligence Number of skill points you gain per level depends on INT modifier. INT is very important for wizard class: with high INT wizard can cast more spells, their spells are more powerful and it is very hard to resist this spells(INT is added to your spell DC when enemy attempts saving throw against spell). Strongly recommended for wizards.Low INT is not recommended for characters who gain few skill points per level. 5.Wisdom WIS modifier adds to Will saving throw. WIS is very important for clerics and druids, and important for rangers and paladins. Low wisdom not recommended for halfings,humans,half-orcs(I recommend 10+). I've found that with high WIS some NPC dialogs appear with 'Insight' option which are not available for characters with lower WIS. 6.Charisma CHA is very important for sorcerers and paladins,important for bards,clerics and monks. It influence cleric's and paladin's turn undead ability. I think that CHA is useless for other classes , especially for evil characters(not sorcerers). ----------------------------------------------------------------------- ======================================================================= 6)Skills I will not describe each skill because you can read their description during the game. I describe only my opinion about all skills. You need only one skill point to increase your class skill else you need two skill points. 1)Animal empathy Accesible only by druids and rangers.Recommended for druids and rangers. 2)Concentration Strongly recommended for spellcasters (especially wizards,sorcerers,clerics,druids). 3)Disable Trap Recommended for all characters because there are a LOT OF traps in the game and some traps damages you greatly and can kill you instantly. 4)Discipline Not bad for melee fighters classes 5)Heal Recommended for all characters exept clerics 6)Hide Recommended for stealth characters especially rogues. 7)Listen Useless skill 8)Lore Useless, because you can identify items with traders. 9)Move silently Recommended for stealth characters, especially rogues. 10)Open lock Not recommended for wizards and sorcerers and characters with high STR,because lock can be opened with spells or bashed with weapon. Recommended for rogues and bards. 11)Parry Recommended for melee fighter classes but this skill is not so important for them 12)Perform Bard unique skill.Increase as high as possible. 13)Persuade Very interesting skill. I recommend for all characters because it makes game more interesting. This skill works in conversation. With this skill you can purchase good items, more gold from NPC and access some NPC quests. 14)Pick Pocket Recommended for bards and rogues. 15)Search Recommended for all classes exept wizards,sorcerers and bards,because they have find traps spell. 16)Set traps May be for rogues but I thing it is useless. 17)Spellcraft Strongly recommended for spellcasters. It helps them to identify spell and perform counter spell. 18)Spot Useless skill 19)Taunt Useless.May be for evil characters. 20)Use magic device Only for rogues and bards. Very useful. ----------------------------------------------------------------------- ======================================================================= 7)Feats Some advices about feats. 1.Alertness Useless 2.Ambidexterity(requires DEX 15+) Good for two weapon fighters 3.Armor Proficiency (light,medium,heavy) Some classes have this feat as default. 4.Called shot (requires base attack bonus +1 or higher) Good for fighter classes 5. Cleave (requires STR 13+ and Power Attack feat) Not bad for melee fighter classes 6.Combat Casting Spellcasters must have 7.Deflect arrows(require DEX 13+,Improve unarmed strike feat) Not bad for all characters.Monks receive this for free at level 2. 8.Disarm (requires INT 13+) Not bad for melee fighters 9.Dodge(requires DEX 13+) Not recommended for wearers heavy armor, but it is not bad. 10.Empower spell (Metamagic) Good for spellcasters(FireBall or Chain Lighting spell with this feat very good) 11.Extend Spell(Metamagic) Not bad for spellcasters 12.Extra Turning(for clerics and paladins) Good. 13.Great fortitude Usefull for all 14.Improved critical(requires proficiency with chosen weapon and attack bonus 8+) Very good for nonmagic characters 15.Improved disarm(INT 13+,Disarm feat) good for fighter classes 16.Improved knockdown(requires Knockdown feat and base attack bonus +7) very good for melee fighters 17.Improved Parry(Int 13+) good for melee fighters 18.Improved Power Attack(STR 13+,Power attack feat) very useful for fighters anf barbarians 19.Improved Two-weapon fighting(requires two-weapon fighting and ambidexterity feats) for two-weapon fighters 20.Improved unarmed strike for monks(they receive this feat for free) 21.Iron will for characters with low WIS 22.Knockdown fighters and barbarians must have, very useful for fighters classes. 23.Lighting reflexes for characters with low DEX 24.Maximize spell(metamagic) expensive pleasure 25.Mobility (DEX 13+ ,Dodge feat) recommended for fighter and rogue classes.Not recommended for wearers heavy armor. 26.Point Blank Shot range weapon fighters must have this feat 27.Power Attack(STR 13+) Fighters,Barbarians and other fighter classes must have this feat) 28.Quicken spell(metamagic, ability to cast 4-th level spells) Very expensive pleasure(for example with this feat you can cast maximum level 6 spells on level 9 spell slots) 29.Rapid Shot(DEX 13+,Point Blank Shot) for range weapon fighters 30.Sap(Base attack bonus +1,Called shot feat) not bad for fighter and rogue characters 31.Shield not bad for rogues 32.Silent spell useless (may be in Multiplayer) 33.Skill focus for all characters who wants increase some skill but I don't recommend this feat 34.Spell focus very good for wizards and sorcerers 35.Spell penetration spellcasters must have 36.Still spell very useful for wizards who wants wear some heavy or medium armor without spell penalties You can choose all three armor proficiency feats and this feat then wear some magical heavy or medium armor and prepare all spells with this feat. Only level 9 spells will suffer armor penalties. 37.Stunning fist(DEX 13+,WIS 13+,Sap,Improved Unarmed Strike,base attack bonus 8+) Monks receive this feat for free, for other characters it is very expensive 38.Toughness very good at lower levels, bad at higher and medium levels. For all classes. if you choose this feat at level 1 then at level 20 you will have additional 20 hit points (good for spellcasters and rogues) 39. Two-Weapon Fighting for two-weapon fighters 40. weapon finesse(base attack bonus 1+) very good for rogues and light weapon fighters with high DEX 41.Weapon focus(proficiensy with chosen weapon, base attack bonus 1+) fighters must have for weapon specialization feat 42.Weapon proficiency exotic good for monks 43.Weapon proficiency martial all fighter classes exept monks receive this feat for free not bad for clerics 44.Weapon proficiency simple all classes exept monks,druids,rogues and wizards receive this feat for free 45.Weapon Specialization(fighters only,base attack 4+,weapon focus feat in chosen weapon) Fighters must have 46.Rogue Special Feats( this feats accessible only by rogue class): a) crippling strike must have b) opportunist good c)skill mastery not bad d)slippery mind must have e)improved evasion very good f)defensive roll not bad ----------------------------------------------------------------------- ======================================================================= 8)my characters Here is some characters which I created and walk through the game. I chose D&D Hardcore Rules difficulty level. ----------------------------------------------------------------------- Character 1: gender:male Race:human Class:wizard(generalist) alignment:lawful good abilities: STR 8 DEX 14 CON 14 WIS 10 INT 18 CHA 8 skills: concentration +4 disarm trap +2 heal +4 lore +4 persuade +2 search +2 spellcraft +4 feats: default race and class feats combat casting spell penetration familiar: panther While playing this character my henchman was Daelan Red Tiger(Half-Orc Barbarian). At the end of the game I killed Morag Queen with one reloading. My favoutite spells were chain lighting, Meteor Swarm (good against crowd of enemies),Premonition,Protections from spells,Greater Stone skin (good protection spells),Greater Planar Binding( celestian avenger is very good in battle),Finger of Death (good against nonundead strong enemies),mass haste(good in critical moments),Gate(EXELLENT , before using this spell it is strongly recommended to cast protection from evil),ShapeChange (good if all alies are dead),Tenser's Transformation (use it until you reach Shapechange spell),Animate dead (good in the middle of the game),Dismissal(good against summoned enemies),hold monster(use it on melee fighers who attacks you),Time Stop(VERY VERY GOOD),Improved Invisibility(use it always),Resist elements(useful at the beginning of the game),lighting bolt,flame arrow,fireball(use it always),find traps(good),magic missile(use it always),burning hands(effective at the beginning of the game against the crowd of enemies),owl's wisdom(increase wisdom). ----------------------------------------------------------------------- Character 2: gender:female race:human class:cleric alignment:lawful evil abilities STR 14 DEX 8 CON 14 WIS 16 INT 12 CHA 12 skills: concentration +4 disarm trap +2 persuade +4 spellcraft +4 feats: default race and class feats extra turning toughness domains: air (turn undead ability works on elementals and I gain some useful offense Arcane spells) death (summoned avatar and some good death Arcane spells) Playing this character was not difficult.I killed queen Morag with no reloadings. My henchman was Tony (rogue), Grimgnow (monk) and other henchmans in some locations. My hero was equiped with powerful morning star and wearing heavy dragon scale armor. At the end of the game my AC was 39 so queen Morag can't hit me with melee weapon. At level 19 I've change my class to rogue. This helped me to gain sneak 1d6 damage attack and skill points bonus at level 20. I've also increase my DEX with rogue's ring. Character 3: gender:female race:elf class:rogue alignment:chaotic neutral abilities STR 12 DEX 18 CON 12 WIS 12 INT 14 CHA 8 skills: disarm trap +4 hide +4 move silently +4 open lock +4 persuade +4 pick pocket +4 search +4 set trap +4 spot +4 use magic device +4 feats: default race and class feats disarm When I achieved level 11 then I change my class to ranger. So at the end of the game my character was rogue(11)/ranger(9). At level 3 I chose weapon finesse feat and always used small weapons and long bow. My character was balanced melee and ranged warrior. When I chose improved disarm feat then I became a really good disarmer (I disarmed Loxar,Calik,Desther in chapter 1, Gorkan,Vardoc in chapter 2, high captains in Luskan and Aribeth in Chapter 4). When I became a ranger I used two-weapon tactics in melee and strong long bow with magical damage arrows as a ranged weapon. I created a fine dagger with Daze 75%/round effect in Chapter 1 and used it always. Few enemies can resist daze(undead, golems, immune to mind-affecting) so when the enemy became dazed I damaged the enemy with sneak attack (6d6 damage at level 11). In chapter 3 I created a powerful mace with the damage and attack bonus against undead . My AC was 33 at the end of the game. With rogue sneak attack and ranger's attack bonuses and two-weapon feats I had no problems when fighting melee fighters (exept undead and golems). I've killed queen Morag with no reloadings (first I killed two powerful Morag's lizards then I destroyed the trap and killed the Protector from Sword with Aribeth's Sword (my magic device skill was 16) and dagger with daze effect). I also used disarm and improved disarm feats with tough enemies. At level 10 I chose very useful crippling strike rogue feat. As a ranger I chose racial bonus feat against giants and lizardmen. My henchmans were Linu and Grimgnow. ----------------------------------------------------------------------- 10) Arcane spells In this section there is only my opinion and strategy in using all arcane magic spells. Bards also use Arcane magic but I will not cover some bard spells which are not accessible by wizard and sorcerer. Spells: Level 0 spells (cantrips): 1. Daze (Enchantment) Useless 2. Light (Evocation) Useless 3. Ray of Frost(Conjuration) Use it to kill some weak enemy with "near death" hit points 4. Resisatnce (Abjuration) Useless Level 1 spells: 1. Burning Hands ( Transmutation ) Use this spell at the beginning of the game against the crowd of enemies but watch your allies because they are also can be damaged by this spell (D&D Hardcore rules). 2. Charm person (Enchantment) I found this spell useless but you can experiment with this spell on different NPCs. 3. Color Spray (Illusion) Not bad against the crowd. 4. Endure elements (Abjuration) Use it at the beginning of the game as a defensive spell until you reach higher defensive spells. 5. Grease (Conjuration) Useless 6. Identify (Divination) Useless. You can identify the items by traders. Use it if you develop your Lore skill and cannot identify the item by yourself. 7. Mage Armor (Conjuration) Forget about AC and this spell 8. Magic Missile (Evocation) Very useful offensive spell during the game. Use it always. 9. Negative energy ray (Necromancy) Useless. You can use it at the beginning of the game but don't use it on undead. 10. Protection from alignment (Abjuration) Use it on some figher allies. I recommend protection from evil because there are a lot of evil enemies. At the beginning of the game it has a short duration so wait until you will be more experienced. 11. Ray of Enfeeblement (Necromancy) Use it against some powerful fighters. But for sorcerers it is a very expensive pleasure. 12. Scare (Necromancy) Useful against weak enemies but you can kill this weak enemies with other more useful spells. Remember that some races has strong mind-affecting defence. Don't use it against undead. 13. Sleep (Enchantment) Useless. May be against some humans and half-orcs. 14. Summon creature (Conjuration) Use it until you reach more high summoning spells. Level 2 spells: 1. Blindness/Deafness (Enchantment) Useless 2. Bull's strength (Transmutation) Use it on your fighter allies and on yourself to increase your inventory weight. 3. Cat's Grace (Transmutation) Use it on Tony henchman. 4. Darkness (Evocation) Useless 5. Eagle's splendor (Transmutation) If you have low CHA then this is your spell. You can also use this spell on Linu henchman when fighting some undead. 6. Endurance (Transmutation) Use it on yourself 7. Fox's cunning (Transmutation) If you are a wizard use it always on yourself. 8. Ghostly visage (illusion) Use it as a defense spell when fighting some tough enemies until you reach more higher spells. 9. Ghoul touch (Necromancy) Useless 10.Invisibility (Illusion) You can use this spell to explore the area but I recommend to forget about this spell. 11.Knock (Transmutation) Use it to unlock the locks. Very useful spell. 12.Lesser dispel (Abjuration) Use it against some weak mages with defensive spell aura. But I recommend you to forget about spell at the beginning of the game. 13.Melf's Acid arrow (Conjuration) Use it as a main level 2 offensive spell. At the end of the game this spell has a small effects on enemies. 14.Owl's wisdom (Transmutation) Use it to compensate low mind saving throw. 15.Resist elements (Abjuration) Use it as a main level 2 defense spell 16.See Invisibility (Divination) Useless. 17.Summon Creature 2 (Conjuration) Use it as main summoning level 2 spell 18.Ultravision (Transmutation) Useless 19.Web Sometimes useful against the crowd of enemies. Level 3 spells: 1. Clairaudience/Clairvoyance (Divination) Forget 2. Clarity (Necromancy) Forget 3. Dispel magic (Abjuration) Use it to dispel enemy magic defense or for counterspelling 4. Find traps (Divination) Use it to find and destroy traps. 5. Fireball (Evocation) Use it always against the crowd of enemies. Very useful with Empower spell feat. 6. Flame arrow (Conjuration) Use it as a main level 3 offensive spell during the game 7. Haste (Transmutation) Very useful but has short duration. Use it in critical situation. At the end of the game the duration of this spell will be good. 8. Hold person (Enchantment) Use it on powerful melee fighters 9. Invisibility sphere (Illusion) For amateurs 10.Lighting Bolt (Evocation) Useful spell. Use it always but watch for allies near target enemy. 11.Magic circle against alignment (Abjuration) Good but has a very short duration 12. Negative energy burst (Necromancy) Not bad but fireball, lighting bolt and flame arrow are more recommended. 13. Protection from Elements (Abjuration) Use it as a main level 3 defense spell 14. Slow (Transmutation) Useless 15. Stinking cloud (Conjuration) Useless 16. Summon creature 3 (Conjuration) Use it as a main level 3 summoning spell 17. Vampiric Touch (Necromancy) Useless (this is not a Morrowind) Level 4 spells: 1. Bestow curse (Transmutation) Forget 2. Charm monster (Enchantment) Forget 3. Confusion (Enchantment) Forget 4. Contagion (Necromancy) Forget 5. Elemental Shield (Evocation) Not bad and not good. 6. Enervation (Necromancy) I found this spell useless but you can experiment on powerful enemies. 7. Evard's black tentacles (Conjuration) Forget 8. Fear (Necromancy) Sometimes is not bad but I recommend to forget about this spell. 9. Ice Storm (Evocation) Extremely useful and dangerous offensive spell. Use it always but watch for allies. 10.Improved invisibility (Illusion) Very useful. Use it with other defensive spells. 11. Lesser spell breach (Abjuration) Forget 12. Minor Globe of Invulnerability (Abjuration) Not bad. You can use it in some situations. 13. Phantasmal Killer (Illusion) Interesting spell. I recommend you to leave one slot for this spell. Sometimes you can kill tough enemy instantly with this spell. I recommend to use this spell on rude creatures (such as Orcs,Minotaurs and others). 14. Polymorph Self (Transmutation) Not bad but I recommend you to wait for some higher polymorph spells. 15. Remove blindness/deafness (Divination) Forget. Useless spell. 16. Remove curse (Abjuration) Useless 17. Shadow Conjuration (Illusion) Not good 18. Stone skin (Abjuration) Use it as a main level 4 defensive spell until you reach Greater Stone Skin spell 19. Summon Creature 3 (Conjuration) Use it to summon a creature 20. Wall of Fire (Evocation) Good spell but Ice Storm is more recommended Level 5 spells: 1. Animate dead (Necromancy) Use it as a main summoning spell in the middle of the game until you reach Greater Planar Binding spell. Has a duration 24 hours (long duration). 2. Cloudkill (Conjuration) Useful against weak enemies. 3. Cone of Cold (Evocation) Good but I prefer Ice Storm spell (level 4) 4. Dismissal (Abjuration) Use this spell against summoning creatures at the latest stages of the game. 5. Dominate person (Enchantment) I found this spell useless. You can use this spell on some neutral NPC or some Orc. 6. Energy Buffer (Abjuration) Combine this spell with Stone Skin spell. 7. Feeblemind (Divination) Useless 8. Greater Shadow Conjuration (Illusion) I prefer Animate Dead spell 9. Hold monster (Enchantment) Forget 10.Lesser Mind Blank (Abjuration) Not bad but short duration 11.Lesser Planar Binding (Conjuration) You can use this spell as an alternative summoning spell 12.Lesser spell mantle (Abjuration) not bad against spell but short duration 13.Mind Fog (Enchantment) for amateur 15.Summon creature 5 (Conjuration) Dire tiger has a very weak defense Level 6 spells: 1. Acid Fog (Conjuration) not bad but Chain Lighting is more useful 2. Chain Lighting (Evocation) Very strong offensive spell against the crowd of enemies. Use it always. Effective against dragons. 3. Circle of Death (Necromancy) Try to use on some tough fighter 4. Ethernal visage (Illusion) Not bad but I prefer Greater Stone skin 5. Globe of Invulnerability (Abjuration) Sometimes it is very useful (especially against Ice Storm spell) but if you are a sorcerer then forget about this spell and concentrate on more useful 6. Greater Dispelling (Abjuration) More powerful dispel magic spell. I prefer lower Dispel magic spel to save the slots for some other level 6 spells. You can use it to counterspell some powerful spell. 7. Greater spell breach (Abjuration) Always use this on tough enemies to decrease their magic resistance 8. Greater Stone Skin (Transmutation) Use this spell until Premonition spell 9. Legend Lore (Divination) Forget 10.Mass Haste (Enchantment) Use it when fighting a lot of strong enemies 11.Planar Binding (Conjuration) I prefer Animate Dead spell because of spell duration 12.Shades (Illusion) Not so useful 13.Summon creature 6 (Conjuration) I prefer other summoning spells 14.Tenser's Transformation (Transmutation) Use it to fight the enemies. You are a really tough guy. 15.True Seeing (Divination) Useless Level 7 spells: 1. Control Undead (Necromancy) I prefer summoning spells 2. Delayed Blast Fireball (Evocation) Good offensive spell 3. Finger of Death (Necromancy) Good but I prefer other spells 4. Mordenkainen's Sword (Transmutation) Powerful summoning spell but has a very short duration 5. Power Word, Stun (Divination) Useless 6. Prismatic Spray (Evocation) Not bad but I prefer to use some metamagic feat slots for offensive spells on this level 7. Protection from spells (Enchantment) Very useful. Use it always and combine with some damage defensive spells. 8. Shadow shield (Illusion) Useful but has a very short duration 9. Spell Mantle (Abjuration) Useful but has a very short duration 10.Summon creature 7 (Conjuration) not bad but I prefer Animate dead spell Level 8 spells: 1. Create Undead (Necromancy) good but I prefer Greater Planar Binding 2. Greater Planar Binding (Conjuration) The most balanced summoning spell in the game. Medium duration and powerful creature. 3. Horrid Wilting (Necromancy) Very useful against the crowd of enemies. Beware undead. 4. Incendiary Cloud (Evocation) Very powerful offensive spell but watch for allies 5. Mass Blindness/Deafness (Illusion) Useless 6. Mass Charm (Enchantment) Useless 7. Mind Blank (Abjuration) Useful in some situations but has a very short duration 8. Premonition (Divination) The best defensive spell in the game against damage. Use it always. Combine this spell with Improved Invisibility spell and Protection from spells spell. 9. Summon Creature 8 (Conjuration) Powerful spell but I prefer Greater Planar Binding spell Level 9 spells: 1. Dominate monster (Enchantment) Don't lose your spell slot on this spell 2. Energy drain (Necromancy) Useless 3. Gate (Conjuration) The best summoning spell in the game. It has small duration. Before casting this spell cast Protection from Evil spell or you can't control your summoned creature. Use this spell when fighting very powerful enemies (dragons, Maugrim, queen Morag and others) 4. Greater Spell Mantle (Abjuration) Very good but has a very small duration 5. Meteor Swarm (Evocation) The best offensive spell in the game. Use it always to show the enemies who is a really powerful mage. Your allies are not damaged by this spell. 6. Mordenkainen's Disjunction (Abjuration) I prefer lesser dispel magic spells. This spell can counterspell some very powerful spell. 7. Power Word, Kill (Divination) Useless, most of the enemies at the end of the game has more then 100 HP. 8. Shapechange (Transmutation) This spell will transform you to very powerful creature. I prefer to leave the slots for other spells. 9. Summon Creature 9 (Conjuration) You can use it as an alternative to Greater Planar Binding spell 10.Time Stop (Transmutation) Very useful spell. Use it with powerful enemies. Try to cast some offensive or defensive spells while the time is stopped. 11.Wail of the Banshee (Necromancy) I prefer to leave slots for other spells 12.Weird (Illusion) Not bad. You can experiment on enemies. Arcane spells conclusion: It seems that Evocation spell school is the best spell school for offensive spells (I recommend to choose Spell Focus (Evocation) feat). The Abjuration school is the best defensive school magic. Conjuration is the best for summoning spells. Necromancy contains some useful death spells but a lot of necromancy spells are useless. Illusion also has some useful and useless spells. Enchantment and Divination are the weakest spell schools but Divination contains powerful Premonition spell and Enchantment contains Protection from spells spell. Transmutation is the most universal spell school because it contains some good transformation, offensive, defensive and summoning spells and some very useful Level 2 spells. *********************************************************************** 11) Divine spells In this section I'll describe divine spells usefulness. Some divine spells that are available in Arcane magic school I will not describe here. For more info about such spells see arcane spells sections. Here we go! Level 0 spells: 1. Cure minor wounds Not bad at the very beginning of the game 2. Virtue Useless Level 1 spells: 1. Bless (Cleric) Use it always in battles during the game. 2. Cure Light wounds Good at the beginning of the game 3. Doom (Cleric) Not bad. Use it on tough enemies. 4. Entangle (Druid) Forget 5. Remove fear (Cleric) Don't waste the slot 6. Sanctuary (Cleric) Not bad but a very short duration Level 2 spells: 1. Aid (Cleric) Not bad but useless at the latest stages of the game 2. Barkskin (Druid) Good if you want to increase your AC 3. Charm person or animal (Druid) Useless 4. Cure Moderate wounds Use it at the beginning and at the middle of the game 5. Flame lash (Druid) Good druidic offensive spell 6. Lesser Restoration Useful spell. Use it to cancel some negative effects 7. Remove paralysis (Cleric) Forget 8. Silence (Cleric) Very useful against enemy spellcasters 9. Sound burst (Cleric) Nice offensive spell Level 3 spells: 1. Call lighting (Druid) Use it always 2. Cure serious wounds (Cleric level 3 and druid level 4 spell) Use it always 3. Dominate animal (Druid) forget 4. Invisibility Purge (Cleric) Useless 5. Negative energy protection (Cleric) Sometimes is useful 6. Prayer (Cleric) very good but small duration 7. Remove desease Use it to remove desease 8. Searing light (Cleric) Useful against undead and golems Level 4 spells: 1. Cure Critical wounds (Cleric level 4 and Druid level 5 spell) Use it always 2. Death ward (Cleric) (Druid level 5) Useful against death spells but I recommend to skip this spell 3. Divine power (Cleric) Very good but small duration. Use it with powerful enemies. 4. Freedom of Movement Good against paralysis but there are some magic items with Freedom property in the game 5. Hammer of the Gods (Cleric) Good offensive spell 6. Neutralize poison (Cleric level 4 and druid level 3 spell) Very useful when fighting some enemies with poison damage 7. Poison (Cleric) Not bad 8. Restoration (Cleric) Very useful spell in the game. Use it always Level 5 spells: 1. Awaken (Druid) use it on your animal companion 1. Circle of doom (Cleric) Forget 2. Flame strike (Cleric)(level 4 spell for Druid) Not bad 3. Healing circle (Cleric) (Druid level 6 spell) Sometimes is useful 4. Raise dead (Cleric) Useless in Single Player Campaign 5. Slay living Nice death spell 6. Spell resistance Has a very small effect in the game Level 6 spells: 1. Blade Barrier (Cleric) Not bad against a lot of enemies. See you allies 2. Harm (Cleric) (Level 7 druid spell) Useless 3. Heal (Cleric) (Druid level 7) Keep one slot for this spell Level 7 spells: 1. Aura of vitality (Druid) very useful 2. Destruction (Cleric) Good against a single enemy 3. Creeping doom (Druid) Experiment with this spell 4. Greater restoration (Cleric) Use it when restoration spell failed 5. Regenerate (Cleric) (Druid level 6 spell) Nice but I prefer cure wounds 6. Ressurection (Cleric) Useless in Single Player 7. Word of Faith (Cleric) Very useful spell against the crowd of enemies. Use it alaways. Level 8 spells: 1. Aura versus alignment (Cleric) Useful but small duration 2. Create Greater Undead (Cleric) Powerful summoning spell 3. Fire Storm (Cleric) (Druid level 7 spell) Not bad 4. Mass heal (Cleric) (Druid level 9 spell) The best healing spell. Keep one slot. 5. Nature's Balance (Druid) Very good against tough enemies 6. Sunbeam Useful Level 9 spells: 1. Elemental Swarm (Druid) Use it against elementals 1. Implosion (Cleric) Very good. Use it 2. Storm of Vengeance Not bad. Use it Conclusion: It seems that cleric's spells are oriented to healing and blessing (increasing some characteristics). Some cleric's spells are against death magic and good against undead. Remember that healing spells damage undead. Druids have less healing and blessing spells but they receive some useful defensive and offensive spells. Paladins are more close to cleric's spells and rangers are more close to druidic spells. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Part 2 General Information and strategy Stone of Recall: Use the Stone of Recall in critical situations. In some areas you cannot use Stone of Recall so be careful (such areas are rare). Hit Points Tip: When you gain and accept new level then your number of hit points increases. It depends on your hit dice and CON modifier. For example if you are a cleric with CON 14 then every level you add 1d8+2 hit points where 1d8 is your class hit dice and +2 is your CON modifier. But 1d8 is a random value (which means the random number between 1-8) so for example you can gain 8+2=10 hit points or 6+2=8 hit points. So I recommend you to see how many hit points you gain before accepting new level and if you don't want to accept this value you can cancel leveling up. Click again on level up button and the value will change. With this tip my cleric character had more then 200 hit points at the level 20. Every level my cleric gained 8+2+1=11 hit points, where 8 is a maximum 1d8 value, +2 CON modifier, +1 toughness feat. Heavy Armor tip: If you are wearing some heavy armor then there is no reason to inscrease your DEX more then 12-13 because of AC DEX penalty. If you have high DEX then there is no reason to wear heavy armor. AC tip: If you want to increase your AC as high as possible then increase your DEX to 12-13, wear heavy armor, use one handed weapon and shield, search some items which increase your AC. I found a good shield which totally increase my AC to 10 (usable only by lawful characters) and I found a good heavy dragon armor (totally AC to 11). Skill points Tip: Don't waste your skill points on non class skills (may be exept disarm trap and persuasion skill) and develop your class skills. Feats tip: Choose your feats carefully and wisely because you can get only one feat every 3 levels (exept some classes feats abilities). Choose your feat according to your class development. Wizard tips: Rest often and use your advantage of memorizing spells in different situations . Always cast some defensive long duration spell (such as Stone Skin spell or Greater Stone Skin spell) and summon some creature (for example Animate dead spell). Familiar is useful at the beginning of the game but at the end of the game your familiar is very weak. Create some powerful or not so powerful items in the magic labs (Chapter 2,3). Don't use melee weapons in battle, equip your character with some ranged weapon. Combine damage resistance, damage absorbtion and saving throw increase spells. Cast some protection spells on your henchman and summoning creatures. Increase your INT as high as possible. With very high INT few enemies can resist your spells. Forget about AC and attack bonuses. Choose Metamagic Empower spell feat and use some middle level offensive spells with this feat (for example Fireball spell). Use Bull's Strength on your fighter henchman or summoned creature. Use Bull's strength on yourself to increase your inventory weight. Increase magically your CON in order to decrease your Concentration failure. If you have low mind saving throw then increase your WIS magically (Owl's wisdom). Use Dismissal spell on summoned enemy creatures. Use dispel magic spells on enemy wizards and try to counter spell with some powerful wizard spells. Increase Concentration and Spellcraft skill as high as possible. If your defense is destroyed and enemies attack you then run from the battle or cast some good defense spell. Prepare a lot of offense spells but don't forget about defense and summoning spells. Forget about armor (exept may be light armor - 10-20% failure) because you can fail your attempt to cast the spell while wearing armor (Still spell feat can change your strategy). Cleric Tips: Use your advantage of healing spells and prepare a lot of healing spells. Don't concentrate on offensive spells but concentrate on defensive spells and summoning spells. Sometimes use some offensive spells but not so often. Combine your melee fighting with spellcasting. Increase your AC as high as possible. Use melee weapons in battle and increase your concentration skill. Increase your STR and CON with some spells. Use turn undead ability when fighting undead. Increase your CHA when using turn undead ability. Increase your attack and saving throws(use Protection from Evil and Bless spells). Choose clerics domains carefully. I recommend air or stone domain. Air domain has some good offensive spells and stone domain has some good defensive spells and you can use turn undead ability on elementals (there are a lot of elementals in some areas (chapter 2,3)). Remember that arcane magic has more strong offensive and defensive spells then divine so don't forget about melee fighting in some situations. Rogue Tips: Increase your DEX as high as possible. Choose weapon finesse feat as quick as possible. Use small melee and ranged weapons in battle. Increase your magic device skill in order to use some class/race/alignment restricted items. Use light armor with no or less armor DEX penalty (Mirror or Shadow armor is good). Create some small weapon in Chapter 1 with daze/confuse/sleep effect. Your great enemies are enemies that are immune to sneak attack. Find some weapons with bonuses against undead and Constructs and use this weapons against them. Recover the traps and use or sell them. Find and equip some item with Immunity: mind-affecting effect. Equip some item with Haste effect. Remember that you can use your sneak attack with ranged weapon too. Use arrows or bolts with magical additional damage. Increase your STR for more damage. Try to use some scrolls with defensive spells while fighting with tough enemies. Choose crippling strike feat at level 10. Increase your AC to 30 or more. When fighting some mages then before fight choose stealth mode and sneak to the mage to fight him before he uses some defensive spells. You can also try to kill some spellcasters but choose Point Blank Shot feat. Find some item with dispel magic effect. Ranged weapons with magic arrows are more effective against constructs and undead then small melee weapons (with no real bonuses against undead or constructs). Battle Tips: Remember that all enemy's summoned creatures or familiars will disappear if you kill the enemy who summoned the creature or familiar. Use healing potions or spells if your hit points are low then 1/2 of total HP. Hire a henchman and always travel with him. Complete henchman quests to retrieve their items which increase certain attributes and has some good effects. Concentrate on one enemy not on all. If the enemy is strong then it would be good if this enemy will attack your henchman first. Use different tactics with different kind of enemies, learn their weaknesses (for example Fire Giants are very weak to the cold damage and with cold damage spell or weapon you can kill them quickly). Some powerful fighters are very weak to the mind-affecting spells. Remember that you can quickly destroy enemy wizard's defense with some powerful weapon or dispel magic spell. Kill enemy archers and spellcasters first then melee fighters. Secondary quests: Don't forget about secondary quests because some quests are highly rewarded and some quests cross the main quest. Increase your persuasion skill to access some secondary quests. Respawn ability: If you are killed then you automatically respawn in the nearest Temple of Tyr losing some gold and experience points. I recommend you to load the previous game and save the game very often. EXP tip: In chapter 2 there is a place with strange pillar (Charwood: Haunted Forest) where the right password (NETHER SHALL RULE) is required. If you enter the wrong password then you should fight 2 skeletons warriors. This process you can repeat to earn some EXP. This is good for multiclass characters with EXP penalty. Random item tip: This is a very useful trick. Some chests or other places contain a useful random item. If you discover such chest then reload the last save, then go to this chest again and DON'T open it (just disarm or unlock/destroy). Then save the game and open the chest to retrieve some useful item. If the item is useless for you then reload the previous save and open the chest again. The chest will contain another random useful item. You can repeat this trick again but remember that once you see the contents of the chest then the items in the chest will be the same if you open this chest secondary, thirdly and so on. The random item is generated when you open the chest first time. In chapter 2 in Luskan: Host tower in the hall where Aribeth and Maugrim there is a crate (middle crate) with some useful magical random item. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- Part 3 Walkthrough 1)Prelude 2)Chapter 1 a)City Core b)Peninsula District c)Blacklake District d)Docks District e)Beggar's Nest f)Finale g)Henchmans and their quests (all quests completed) 3)Chapter 2 a)Port Llast b)North (North Road) c)East (East Road, Neverwinter Wood) d)South (South Road, Charwood) e)Luskan and Host tower f)Henchmans and their quests (all quests completed) 4)Chapter 3 a)Beorunna's Well b)Coldwood c)Moonwood d)Fort Ilkard e)Henchmans and their quests (all quests completed) 5)Chapter 4 Final Battle ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- 1)Prelude Academy Training Your main quest is to comlete the training in the Neverwinter Academy. Go and speak with people in academy about some basic game knowledge(inventory,resting,character, etc.).Then according to the class choose the training in academy.If you are a mage or sorcerer go to the Arcane magic training(one of the door in the long corridor, see sign) and speak with Arcane master about basic magic and then destroy the dummy with some spell(magic missile will be good) and speak again with master to complete training.If you are a fighter character(fighter, paladin, monk, barbarian,ranger) speak with figher trainer in the big hall about fighter's skills and then receive objective (melee and ranged weapon training). To complete melee training speak with Dandy in this hall about training and then hit Dandy, for ranged weapons speak with Hewwet in this hall and then hit the target with some ranged weapon from long distance then speak again with fighter master to complete training. For rogue characters speak with rogue master (door in the long corridor) past the Arcane magic training. For clerics or druids go to the Divine magic training (door opposite rogue training) and speak with Divine magic master to receive objective. To complete divine training you should kill skeleton with turn undead ability and heal injured commoner in this room then speak again with master. Bards can choose arcane, fighter or rogue training. After completing one of the training speak with guard near locked door in order to go through the door and then go to the hall (next location) and speak with Lady Aribeth. After speaking and killing enemies speak again with Aribeth to receive the key. Return to the previous location and go to the locked door to the right and use key to open and follow entrance. Clear rooms from hoblins and skeletons. In one of the rooms you should meet Pavel who can temporary join your side. Then speak with Geldar in one of the rooms to level up and continue clearing rooms. When you came to the big hall you would meet a mysterious mage. Kill him and exit this location. When you enter next location you will see Waterhavian's creatures escape. Kill hoblins and speak with Fenthick two times, then exit location to sanctuary. ----------------------------------------------------------------------- *********************************************************************** 2)Chapter 1 a)City Core In Sanctuary speak with Fenthick and Desther then go to the Hall of Justice and speak with Lady Aribeth about main quest in this chapter and receive Stone of Recall( this item will be very useful during all game and if you lost this item try search divine pool in the Temple where all important items reappear). You can use Stone of Recall to teleport to the nearest Temple of Tyr. Main quest: The Wailing and the Waterhavians how to get: speak with Aribeth situation: Some unknown forces attacked Neverwinter Academy to capture Waterhavian creatures. But creatures escaped to the unknown direction. The ingredients of this creatures are a part of plague cure. This plague spreaded in the Neverwinter City and there is no cure from this plague. You are the hero who must find all 4 ingredients for plague. First search Peninsula district. difficulty: hard solution: to complete this quest you need to find all 4 waterhavian creatures and the incredients of this creatures bring to Aribeth to make a cure from plague. This quest divides into subquests which you receive in all 4 NeverWinter Districts. More info see below in the main quest sections. Before exploring Neverwinter districts I recommend you to buy district maps in the Trades of Blade and hire a good henchman. The sorcerer or cleric henchman is a good choice for fighter classes, but for wizards and sorcerers a melee fighter henchman is an excellent choise (Daelan The Red Tiger is a good choice). Secondary quests: 1.Temple of Tyr:Never's Tomb how to receive: speak with Oleff in one of the rooms in the Temple of Tyr. situation: there are hidden Never Tombs somewhere in the Neverwinter City with unique artifacts and the temple needs this artifacts. The first tomb was discovered in Peninsula district. difficulty: hard solution: 1)go to the east house in Peninsula district then go downstairs to the tomb and speak with Briley in the tomb. Search the chest near Briley to take logbook( locations of the other tombs), ceremonial arrow,ceremonial shield,ceremonial sword.Keep this important items. 2)go to the Blacklake and enter south-west house door (you should see a child near this door) then speak with Telma about hidden entrance. Touch the bookshelf in this house and enter hidden area. Clear the area from skeletons and you should notice a locked door and a chest with note near this door. Open chest and put ceremonial arrow into the chest to open door. Enter Never's tomb. The enemies in this tomb are very tough. If you are not experienced I recommend you run to the sarcophagus and take Halueth's rusted armor. Return this armor to Oleff. 3)go to the Aqueducts in the Docks District (see main quest Docks District) and put ceremonial sword into the chest near west locked door. Open the door and enter tomb. Open sarcophagus and take the Symbol of Tyr. Return it to Oleff 4)go to the Cemetary in the Beggar's Nest (see main quest in Beggar's Nest) and put ceremonial shield into the chest near locked door to open the door. Enter Tomb, kill mummy and search trapped sarcophagus for book "Ancient Chronicles of Halueth Never". Return this book to Oleff. 2.The Great Tree:Animal rescue how to receive: speak with druid Nyatar near Great Tree in the City Core and get transport via plants scroll and scented fetish situation: People suffer from plague. Animals in the Neverwinter Zoo suffer from people. Free all animals from Zoo. difficulty: medium solution: 1)go to the Neverwinter Zoo in the Blacklake district 2)go to the Giant tree location (north west) and use on the tree transport via plants scroll 3)return to the zoo and kill master of pens (central room) who guards lever 4)pull lever to open animal cages 5)go to the cages and speak with all 4 animals( you must possess scented fetish). Tell them to get out of here. 6)return to Nyatar for reward 3.Moonstone Mask:Art Theft how to receive: speak with Ophala in Moonstone Mask situation: some noble mans stole from Moonstone Mask art items. Return this items to Ophala. difficulty: hard solution: 1)Go to the Hodge Estate in Blacklake District and clear estate from guards. In one of the room you'll find Urn. 2)Go to the Rumbottom Estate in the Blacklake district. Clear estate from guards and in one of the rooms you'll meet Rumbottom. Speak with him or kill him then search his room for portrait of the late Sir Reginald Rumbottom 3. 3)Go to Andrade estate and find the room with Andrade. Speak with him or kill and search his room for statuette of the female form 4)return all three items to Ophala for reward 4.Moonstone mask: An Evil Offer how to receive: speak with Oleff in the Temple of Tyr to receive Never's Tomb quest then go to the Moonstone Mask and speak with Gillet. situation: some evil church is interested in retrieving Never's artifacts. difficulty: hard solution: same as Never's Tomb quest but all artifacts you should bring to Gillet. 5.Cloaktower:Membership requirements:only for wizards,sorcerers and bards situation: you want to become Cloaktower member. You must find 4 magical ingredients. difficulty: hard how to receive: go to Cloaktower and speak about membership. You must receive wizard lab key solution: I recommend you to solve this quest because in Chapter 3 you can create good magic items in the wizard lab. 1)the first wizard lab is situated in the north east corner in Peninsula. Enter lab, kill creature and retrieve first ingredient 2)the second lab somewhere in No-Man's land in Blacklake disctrict.Enter lab, kill creature and retrieve second ingredient 3)the third lab is somewhere in the Docks district( marked on the map for wizards and sorcerers). Enter and retrieve third ingredient 4)the fourth lab is situated somewhere in Beggar's Nest (north west corner).Enter and retrieve last ingredient 5)return to Cloaktower and bring all 4 ingredients to access final test 6)enter portal and kill monster( he is vulnerable to magical attacks and invulnerable to physical, lighting spell is very good in this situation) 7)after killing monster return to Cloaktower and speak about membership ---------------------------------------------------------------------- b) Peninsula District Main quest: Peninsula: Prison Break (this quest goes with the main quest) Situation: Some strange thing happened in Prison and all prisoners escaped. Restore order in the Peninsula. The famous noble Head Gaoler Alaefin dissapeared in prison. Investigate the situation. how to receive: near Temple Of Tyr in the City Core speak with frightened woman difficulty: hard solution: 1)go to the Militia HQ(south-east Peninsula) and speak with Sedos Sebile 2)break to the prison( prison is a big house in Peninsula). To break to the prison you need a prison key. Go to the sewers( entrance is south of prison) and kill gang leader. Search his body for prison key and enter Prison: Main Level 3)Prison: Main Level: The entrance to containment level is west of main gates. To the south is the entrance to Tanglebrook estate. Go to the south room near main gates and search for prison storeroom key. Go to the west, unlock the door and enter containment level 4)Prison: Containment Level Go to the central hall and pull level near chair to open cell doors. Go to the east to the pits. Be carefull with prisoner sorcerers (kill them as quick as possible). 5)Prison: The Pits Go to the north-west room and fight with Kurdan Fenkt until he surrender. Then speak with him about his master or kill him and then go to the Lair of Devourer. 6)Prison: Lair of Devourer Here you'll meet with Head Gaoler Alaefin. Before killing him I recommend you to speak with all neutral guards and persuade them to leave this place, because when you kill Alaefin, the intellect devourer can move into guard's brain and you have to fight the guard. After killing Alaefin you should kill intellect devourer. Then search his body for devourer's brain( this is the first ingredient of plague's cure). 7)return to Sedos Sebile for reward, then return to Aribeth to bring her devourer's brain. The main quest in this region completed. Secondary quests: 1.Peninsula: Tanglebrook Estate how to get:speak with Master Johns in the centre of Peninsula situation: after prison break Lady Tanglebrook disappeared. difficulty: easy solution: 1)go to the Tanglebrook estate (north west). If you don't have a key you can access estate from Prison: Main Level 2)Go to the chess field location with a lot of traps and explore lady's corpse 3)return to prison from chess field location ----------------------------------------------------------------------- c)Blacklake District main quest: Blacklake: Tensor's rising (goes with main quest) situation: The BlackLake is divided into two regions:No-Man's Land with plague victims and Blacklake with nobles. Nobles don't allow the plague victims to access Blacklake. how to receive:speak with gate captain near the Blacklake gates difficulty: medium solution: 1)go to the Meldanen Estate in the Blacklake (Blacklake east).There are two ways to enter this estate: 1.Complex( Go to the main entrance, kill guards and search the body of one tough guard for key to the entrance then enter main door) 2.Easy(Speak with Milly (she is somewhere in the town ) about Meldanen Estate and get the key from Milly's house. Enter Milly's house and enter portal to the Meldanen Estate). 2)Meldanen Estate: go to the main door and speak or kill Half-Orc guard. You can persuade him to unlock south door. The stairs down the to the Meldanen's Sanctum are in the centre of estate (south main door, then west pass prison cells and north through the room with Meldanen's Apprentice(kill him as quick as possible). 3)Meldanen's Sanctum There are a lot of traps here.In the east room with red sign on the floor you'll meet Meldanen. Do not allow him to cast poweful spells or you'll be quickly dead. Fight him until he surrender. Then speak with him about the dryad or kill him and take the key from dryad's cage. Open cage and free or kill dryad. Take the lock of dryad hair( second plague cure ingredient) 4)return to Aribeth with lock of dryad hair. Secondary quests: 1.Blacklake:The Gauntlet Arena how to receive: Go to the Trades of Blade in the City Core and speak with Graxx to get gauntlet pass.Go to the Board LordBare Tavern in the Blacklake and show pass to the Bartender to get the key. Use the key and go downstairs. Then speak with Kellisa about Gauntlet Rules situation: The Gauntlet Arena is the arena where fighters fight with each other. The best fighter Claudus is invincible. Become a champion. difficulty: easy solution: 1)Speak with Kellisa to enter Arena and fight 4 times with Hrusk, Fashi, Agor and Claudus. 2)if you won all 4 battles then speak with Claudus to become tavern's owner. Now you can go to the bartender and take earned money. 2.Troubles in No-Man's Land how to receive:speak with Cendran in the No-Man's Land near the gates to the City Core about Loxar situation: The evil half-Orc takes advantage of the chaos in this region and terrorizes the local people. Killing this Half-Orc will bring some order to this region. difficulty: easy solution 1)go to Ruined Tower in this region and kill half-orc Loxar. Take his head. 2)return to Cendran with Loxar's head (no reward but you are good) 3.BlackLake: Samuel's Rescue how to get: go to the Board LordBare Tavern and speak with Thurin situation: Blacklake guard Samuel is missing. difficulty: easy solution: 1)go to Meldanen Estate(see main quest) and go to the prison cells( south east) 2)free Samuel( the key is in the chest) and return to Thurin for reward 4. Blacklake:Unrest how to receive:speak with Formosa in the BlackLake(south east on the streets) situation: some people blame Meldanen's actions difficulty:easy solution: 1)go to Meldanen Estate (see main quest) 2)kill Meldanen and take his tooth and warehouse key 3)return to Formosa for reward 5.BlackLake: Killing Formosa how to receive: speak with Meldanen after beating him and propose to get rid of Formosa situation: Meldanen wants Formosa dead difficulty: very easy solution: 1)kill Formosa (she is in the Blacklake south east) 2)return to Meldanen for reward (500 gold) 6.Hints of the Cult Activity how to receive: In No-Man's Land you'll be attacked by strange assassins. After killing them search the bodies for note(same note you can find in the Docks District and Beggar's Nest) situation: some strange assassins attacked you. There are clues of some strange cult. difficulty: very easy solution: 1)go to Aribeth and speak about the note 2)go to Fenthick and speak with him about this strange note ---------------------------------------------------------------------- d)Dock District main quest Docks:Trouble in the district (goes with main quest) how to receive: speak with guard near city gates situation: smuggler's activity increased and some local authorities have evil intensions against Neverwinter order and Lord Nasher. Search for more clues. difficulty: medium solution: 1)speak with Neibar near City Core gates to know about auction in the Seedy tavern(north) 2)go to the Seedy tavern (to enter Seedy tavern you need tavern key or bloodsailor uniform or gold). Tavern key you can purchase in the Lost house (east of tavern), bloodsailor uniform you can purchase by killing Bloodsailors in the docks or simply you can bribe a guard to enter tavern. The best way I think go to the Lost House and search for the tavern key, because you'll need it later. 3)in the tavern in order to go downstairs you'll need password. You can persuade chef or go upstairs and speak with Ulfnog to know password. Go downstairs to the Bloodsailor hideout. Then follow south to next location. In next location go to the north-east room where is Dara'nei. Kill enemies in this room and search the body of the one for instructions from Calik. It seems that Calik's basement is in Aqueducts (north-west Docks District). Speak with Dara'nei to retrieve Dara'nei's Locket or kill her. She says that you can reach Aqueducts from Silver Sail's trading company . 4)Return to the streets and enter Silver Sail's trading company. Clear your way by killing giant spiders and fire beetles until you'll come to the strange door(marked on the map).Use Dara'nei's Locket to open door and go downstairs to the Aqueducts. Go to the mysterious boat carefully (a lot of traps). Speak with Charon to go to the sewers. 5)Sewers: Find Calik and kill him. Then speak with Vengaul until he escapes. Kill his thugs and search the crate for Cockatrice feather( third cure ingredient).Return this feather to Aribeth. secondary quests: 1.Docks:Masterson Amulet how to receive: Speak with Hemmel Masterson on the streets south-west situation: local authority Calik possessed Masterson family amulet. difficulty: very easy solution: 1)Kill Calik( see main quest) and search his body for amulet 2)return to Hemmel with amulet ----------------------------------------------------------------------- e)Beggar's Nest main quest: Beggar's Nest: Undead Infestation (goes with main quest) how to receive: speak with guard Mano near the Gates to the Beggar's Nest situation: A lot of undead creatures raised from local cemetary and kill people on the streets. Investigate the reason of this chaos. difficulty: medium solution: 1)go to the Shining Serpent Inn and speak with Harben Ashensmith to know more about this problem 2)It seems that solution must be somewhere in the cemetary. You can't enter cemetary through the main north gates. There are two ways to enter cemetary: way 1: go to the strange building (north west) and try to enter. It seems that access to this house is private. Go to the barricaded house in the west (south from strange house) and speak with Jemanie to know some information about Strange Cult and retrieve estate ward stone. Return to the strange building and enter Snake Cult Estate. Clear your way until you'll come to the room with snake cult leader. Kill him and search the bookshelf for some information then go downstairs to the crypts. Follow east and pull the lever to open locked door. Go north then east and north downstairs to the cemetary. way 2: Enter Warehouse (north near Academy). Then follow downstairs. Clear your way by killing ghoul lords and other undead. In one of the rooms kill Drawl (undead swordcoast leader) and free the guard Walters from the cage. Go downstairs to the crypts. In crypts go to the west and pull lever to open locked door the go north to the cemetary. 3)In the Cemetary kill undead and go to the Warrens of the Damned. 4)Warrens of the Damned: Go north to the locked door. Clear your way to the north-east room and search this room for ancient key. Return to the locked door and open it. Here is some good armor. Then go to the central hall( the entrance is from north side) and confront Gulnan. She is very tough until you destroy the pedestal in the west part of the hall. Then kill Gulnan and search her body for Yuan-Ti heart( last cure ingredient). 5)Return to the Shining Serpent Inn for reward and then return to Aribeth for final preparations. secondary quests: 1.Beggar's Nest: Missing guard how to receive: speak with Gate Captain Ergus near City Core gates. situation:The local guard is missing. He was last seen near academy. Find what happened with him. difficulty: easy solution: Go to the Warehouse, kill Drawl and free Samuel( see main quest) 2.Beggar's Nest:Aldo and Hector how to receive: speak with Aldo in the centre of Beggar's Nest on the streets situation: after undead arrival Aldo's business crashed. His companion Hector missed with Aldo's wares. difficulty: very easy solution: 1.Go to the Thomas Wheelwright Wagon Repair (south east) and speak with Hector 2.Return to Aldo with Hector and speak with Aldo 3.Beggar's Nest: Find Krestal how to receive: ? situation: ? solution: I simply spoke with Krestal (in the barricade house down Neverwinter Academy) and this quest appeared in the completed quests list. 4.Beggar's Nest:Sword Coast Boys how to receive: speak with Krestal(see above) situation: Local Sword Coast boys leader Drawl became a powerful undead. Other boys became undead too. Investigate the reason. difficulty: medium solution: complete main quest and this quest will be completed (don't forget to kill Drawl in the Warehouse) 5.Beggar's Nest: Lost Soul how to receive: speak with Bertrand in the Temple of Tyr (Beggar's Nest south east) situation: Bertrand lost his brother Marcus. Find what happened with Marcus. difficulty: easy solution: 1.go to the main cemetary gates and search the body of Marcus for journal and magic staff 2.return to Bertrand with journal and staff 6.Beggar's Nest: Find Jemanie how to receive: ? situation: ? solution: Jemanie is in the barricaded house to the west 7.Beggar's Nest: A missing brother how to receive: speak with Jemanie (see above) situation: Jemanie's brother Torin get involved with some strange cult in Beggar's nest. Investigate the fate of the Torin. difficulty: hard solution: 1) go to the Warrens of the Damned and search for corpse of Torin in the south-east room. Retrieve Torin's ring from corpse. 2)return to Jemanie 8.Beggar's Nest: Strange Cult situation: some strange cult activity after undead arrival how to receive: speak with Jemanie difficulty: medium solution: complete the main quest in this region ----------------------------------------------------------------------- f)Finale main quest: When you bring Aribeth all 4 ingredients then speak with her to go to the ritual chamber. Ritual Chamber: The Cure at last: go to the ritual chamber and speak with Aribeth, Fenthick, Desther and Lord Nasher. Then watch the ritual until Desther and Fenthick would escape with plague cure. Then speak with Lord Nasher and Aribeth and go to the Portal. Sins of Traitor: Go to the north gates and speak with strange person who will appear behind you. Then enter gates to the courtyard. From the courtyard go to the Helm's hold through back or main entrance. Clear your way through enemies to the north-east and go upstairs. Speak with Fenthick and go upstairs to the final battle with Desther. Before going to the hall with Desther I recommend you to prepare for battle (rest, cast some protective spells) and enter hall. Desther is immune to damage. First you must kill all ritual creatures and then concentrate on Desther. If you are a Paladin or Cleric then use your turn undead ability and the battle will be easy. Fight Desther until he surrender. Search rooms for some useful items before speaking to Desther then speak with him and proceed to Chapter 2. secondary quests: 1.A Devil's Deal how to get: speak with demon Chaohinon of the Void in the north-east room (Helm's hold location) near altar situation: The ritual of summoning evil demon Chaohinon is not completed. difficulty: easy-medium solution: 1)go to the small room to the south not far from altar and search the bookshelf for book 'Black Grimoire'. for evil characters: 2)use the book on the Altar to comlete the ritual and speak again with demon for reward for good characters: 2)use the previous book on the Altar to banish the demon then go west to the small north-east room and kill False Helmite Elite and search trapped bookshelf for the Book of Helm. Then return to altar and use this book to summon Guardian Spirit. Speak with him for reward. ----------------------------------------------------------------------- g)Henchmans and their quests Henchman's quests are available when speaking with your henchman. If you are enough experienced then your henchman will give you some quest. You can complete all henchman's quests having one henchman. When your henchman will give you a quest go and speak with other henchmans to hire them then speak about their quests and hire again your henchman. You should complete this quests before entering Chapter 1 Finale. This quests are very difficult but the rewards are not bad and you gain access to henchman's quests in next chapter. Your henchman levels up with your character but cannot be more then level 14. Henchman's reward items can be updated while completing their quests in next chapters (for example Daelan's amulet has +1 STR in Chapter 1 and +3 STR in Chapter 3). 1. Daelan Red Tiger (Half-Orc Barbarian) profit: The best fighter henchman but weak to spells (especially mind-affecting spells). Recommended for spellcasters. quest: find his family talisman brooch (Are you lucky?) difficulty: hard solution: the brooch is in the Docks District in one of the chests on the streets (west on the ship) reward: amulet of the Red Tiger (STR+1, immunity: fear) 2. Boddyknock Glinckle (Gnome Sorcerer) profit: The best spellcaster henchman. Good combination of offence and defense magic. Very weak in the combat and needs protection. Recommended for fighter,rogue and cleric characters. quest: find recipe for 'leaven bread' difficulty: hard solution: the recipe is in the Beggar's Nest in one of the barricaded houses(west) on the dead body reward : Lantanese ring (CHA +1, regeneration +1) 3. Linu La'nera (Elf Cleric) profit: the only healer henchman. Some spells are good and she is a medium figher. Recommended for all. quest: find silver chalice of moonbow difficulty: hard solution: search Blacklake: Meldanen Estate near Meldanen reward : pendant of the elf (DEX +1, darkvision) 4. Sharwyn (Human Bard) profit: Bad fighter and fair spellcaster. Not recommended (may be recommended for fighters). quest: find cure for Sharwyn's mother(celestian elexir) difficulty: hard solution: search Peninsula: Tanglebrook Estate reward : belt of the performer (CHA +1, perform +1,persuade+1) 5.Tony Undergallows (Halfing Rogue) profit: Medium fighter (sometimes his sneak attack does a lot of damage). Very useful in opening locks, searching and disarming traps. Recommended for all exept wizards, sorcerers, rogues and bards. quest: find some official documents difficulty: hard solution: Beggar's Nest: Search Thomas Wheelwright wagon repair( south east) reward : ring of the rogue (DEX +1, disable trap+1,open lock+1) 6.Grimgnow (Dwarf Monk) profit: Good fighter (not good as Daelon Red Tiger) and very resistive to spells. Good offence and defence combination. Recommended for all. He serves Silent Lord and hates necromancers and undead. quest: retrieve forged silver ring from Alaganda difficulty: very very hard!!! solution: (very difficult to find. If you are not so lucky to find the ring then see below) Search the desk for silver ring in one of the unnamed houses (north-west No-Man's Land near gates) (Where is Alaganda?). reward : amulet of the long death (CON +1,spell resistance:10) ----------------------------------------------------------------------- ----------------------------------------------------------------------- 3) Chapter 2 a)Port Llast main quest: The Search for the Cult: how to get: speak with Aribeth and Aarin Gend in Kendrack's barracks situation: It seems that Desther was the agent of some strange evil cult. You need to know more about this cult. There are some cult activities near Port Llast region. Investigate the clues and find cult headquarters. difficulty: hard solution: see North, East, South sections. First I recommend to explore caves to the north road. secondary quests: 1.Port Llast: Bounty Hunt how to get: speak with Kendrack in Kendrack's barracks difficulty: hard situation: five prisoners escaped from well-guarded Waterhavian prison. Zor used his strength to break the doors, Deliah poisoned guards, Wyvern tricked guard dogs and Stirge retrieve prison map.Yesgar was the initiator and the leader of the escape from prison. There is a bounty for their ears. solution: 1)the first criminal assasin Deliah is in the East Road: Archaeologist barracks (Jax barracks) level 2 upstairs. Kill him or speak with him to retrieve his ear. Return with his ear to Kendrack. 2)The second criminal elf Wyvern is in the Druid Encampment (Neverwinter Wood). Fight him and his animals until he surrender. Then kill or speak with him to retrieve his ear. 3)The third criminal Stirge is in the South Road: Farmland north-west. If you want to save his life and know information about other criminals then speak with him and play the game. Ask candle, wall, goodness. Take his ear. 4)The forth criminal minotaur Zor is in the North Road: Green Griffon Inn in the Inn. Search second floor for Zor and kill him. Take his ear. 5)If you bring all four ears to Kendrack then he will tell you about his kidnapped daughter Shaldrissa by half-orc criminal Yesgar. Go to the North Road:Port Llast Mines (north-east) and search for Yesgar. Fight him until he surrender then kill him or speak. Take his ear and free Shaldrissa from locked room. Return to Kendrack for reward. 2.Port Llast:Five tomes of Imaskar how to get: speak with Eltoora Sarptyl near Eltoora's magical sundries situation: five tomes of Imaskar are useful books for any wizard. Find all 5 tomes. difficulty: hard solution: 1)Tome of Resonance is located in the Setara's house(north-east cave Neverwinter Wood: The Heart of the Wood). Search shining bookshelf for book in the central library. 2)Tome of Ice is located in the Wanev's Tower Main floor north-east library in the shining bookshelf (South Road). 3)Search Imaskar Tome of Fire in the Karlat's Chambers south-west library (South Road , Charwood village Jhareg's castle) 4)Imaskar Tome of Death (west library in the shining chest in Quint's chambers South road Charwood village Jhareg's castle) 5)Imaskar Tome of Life. Go to the North Road: Green Griffon Inn and enter Arcane Brother's Tomb in the graveyard (north-east). Find brother Toras in the tomb and kill him. Search his body for the Tome. 6) Return to Eltoora with all 5 tomes. If you are a wizard or sorcerer than you can create some useful items from recipes from this books in Eltoora's lab. 3.Port Llast: The Serpent's Gems how to get: speak with Elaith Craulnober in the Inn situation: The famous adventurer Elaith Craulnober is interested in purchasing some unique gems for her daughter. difficulty: hard solution: 1)the first gem is in possess of Neverwinter wood witch Setara. Go to the Cave(Neverwinter Wood:The Heart of the Forest north-east). Speak with Setara and present her mirror of vanity (see main quest Neverwinter Wood) or kill her and retrieve Setara's gem. 2)go to the South Road: Wanev's tower(the entrance to Wanev's tower is from the Cave near tower or use the key on the main gates). From the main floor go to the second floor and enter portal. Fight Wanev until he surrender. Then speak with him about creature's portal and Summoning Chambers. Search Wanev's gem in the chest to the north. 3)go to the North Road:Green Griffon Inn and enter inn. Speak with Zamitra and go to her room upstairs. Search the chest in her room for Zamitra's gem. 4)Bring Elaith all 3 gems and retrieve reward (random good magical item(armor or belt)) 4.Port Llast: The werewolf hunter how to get: speak with Neuric in the Temple of Tyr situation: Werewolf hunter Sir Karathis and some adventures hunted some strong Werewolf Black Wolf but werewolf infected them with lycantrophy and they became werewolfs. Only young adventurer Anoler escaped desease. Find Sir Karathis and other werewolf and cure or kill them. difficulty: hard solution: 1)speak with Anoler in the Inn about the locations of the werewolves 2)the first werewolf Urth is in Port Llast in the outflying farm upstairs. Find and fight him until he surrender then speak and cure him or kill him. Bring his ring to Neuric. 3)the second werewolf Geth is in the East Road (south east near exit to Charwood) 4)the third werewolf Bran is in the Cave (South Road north-east). Cure or kill him. 5)the fourth werewolf Sir Karathis Ironheart is in the Cave (south-east) North Road: Green Griffon Inn. Fight him until he surrender and speak with him to retrieve his journal about Black Wolf. Return to Neuric with journal. 6) It seems that Alchelor is the Black Wolf. Go to the Alliance Arms Inn and speak with Ander. Then go to the Alchelor's home (centre of the town) and kill Alchelor Black Wolf. Bring his tooth to Neuric. 5.Aribeth tale how to get: speak with Aribeth situation: after Fenthick's death Aribeth is changing solution: speak with Aribeth (good solution reward: Aribeth ring) 6.Aarin Tale how to get: speak with Aarin Gend situation: Aarin's life history solution: speak with Aarin (good solution reward: Aarin amulet) 7.The search for cult: Solomon how to get: meet Solomon in the Inn and get his ring situation: strange gnome Solomon is interested in your quest difficulty: very easy solution: Solomon will meet you on the North Road or somewhere else randomly. It seems that he is a cultist's assasin. Kill him then search for the letter. Return to Aribeth with letter. 8.South Road: Poor Neva how to get: speak with Tarran (near Temple of Tyr) or Jaheel in Port Llast after completing the main North Road quest situation: Neva was kidnapped by some bandits and is being held somewhere on the South Road. difficulty: very easy solution: Go to the South Road: Farmland and find Neva near the entrance to Charwood. It seems that she is a cultist and Taran with Jaheel are their companions. Kill them all and take the Maugrim's letter from Neva's corpse 9.The search for cult: Vardoc's hunt how to get: meet Lerner in the Alliance Inn after completing some main quests in the regions. situation: your efforts in searching the location of the cult are noticed by the cultist leader Maugrim after Solomon's and Neva's failure. Maugrim sent his personal killer fighter half-orc Vardoc to kill you. difficulty: easy solution: Vardoc will find you on the North Road or somewhere else when you complete the main quest in Neverwinter wood. Kill him (he is very strong in melee fighting) then search his body for Maugrim's letter. ----------------------------------------------------------------------- b)North North Road: main quest: The Search for Cult: Go to the caves (North-West) Goblin and Orc Caves: west exit leads to surface to the North Road south-west stairs lead to Bugbear Caves North exit also leads to surface Goblin King is in the north-east (south west from north exit) South-East - Orc Temple Orc King to the East (some good loot here) You can go to the Bugbear Caves or clear all this places from monsters than go downstairs. Bugbear Caves: North exit to the Goblin and Orc Caves Bugbear King is south from north exit not far East stairs lead to Ogre Caves in the south centre (north from kennels)is Prison west exit leads to surface Kennels are to the south (beware wild animals) Explore this area than go to the Ogre Caves. Ogre Caves: go to the south to the Dergian's Lair. Kill Dergian and cultist agent Ganon than search the chest for Ganon's journal. Go to the nearest small room and enter portal to the North Road. Than return with journal to Aribeth. That's all, the search for cult in this region is ended. secondary quests: 1. North Road: Gerrol's wife how to get: speak with farmer's son near Kendrack's barracks situation: Orcs from north caves kidnapped Gerrol's wife. Rescue her. difficulty: medium solution: 1) go to the North Road and speak with Gerrol about missing wife 2) His wife Leah is in the prison in Bugbear caves (see main quest). Find and speak with her. 3) return to Gerrol for reward 2. North Road: Dergian's Head how to get: speak with farmer Gerrol (North Road) situation: Dergian is the leader of the monsters in the North caves. His monsters terrorize local farmers. difficulty: medium solution: 1)Kill Dergian and take his head from his body (see main quest) 2)return to Gerrol with Dergian's head North Road: Green Grifin Inn main quest: if you have completed all main quests in area then you are ready to go to the Luskan. Speak with Aribeth and Aaron Gend and then speak with guard near gates to city Luskan. secondary quests: North Road: Mutamin's Challenge how to get: go to the inn and speak with locals about competition. Then speak with Mutamin about competition and retrieve his key. situation: There is some competition. The group of adventurers enter dungeon and must leave this dungeon. The first group who leaves dungeon is a winner. difficulty: hard solution: 1)go downstairs and speak with Jaroo to enter dungeon. 2) Level 1: east - exits to level 2 and level 3 (more south) search one of the rooms for crystal skull (false ingredient). You can speak with Yuan Ti and ask her questions( 15, 12 trinkets and 6 girls) to retrieve crystal frog (false ingredient). 3) Level 2: east: to the Level 3 one of the minotaurs has crystal insect (false item) 4) Level 3: signpost 19 room has puzzle key north-east room chest: crystal egg (true ingredient) In the corridor you'll meet dwarf Gorkan who has Great Axe. Kill him and retrieve his axe. Go south-east to the competition exit. Speak with statue and place crystal egg to the chest. Exit dungeon. 5) Return to Mutamin for reward ----------------------------------------------------------------------- c)East East Road: main quest: The Search for Cult go to the Neverwinter wood (east) secondary quests: 1.East Road: What Lurks Below how to get: speak with Jax near Archaelogist Barracks (north-east near centre) situation: Jax has some theory about ancient creator race. Find clues (book) about this race. difficulty: very hard solution: The book is in the Creator Ruins Level 3. Here I'll explain some areas that you need to explore in order to reach Cretor Ruins Level 3 East Road: Caves Troll Caves: Storage Area west - exit to the surface south - deep into caves Level 1 Troll Caves Level 1 east - to the Storage Area south-west - deep into caves Level 2 north-east - exit to the surface north - Troll chieftain north-west - exit to the surface south-west - deep into caves Level 2 Troll Caves Level 2 north and north-east - exits to Level 1 north-west - exit to surface south-west - deep into caves Level 3 Troll Caves Level 3 north-west - exit to Level 2 south-east - deep into caves (Creator ruins Level 1) Creator Ruins Level 1 north-west - back to caves Level 3 north-east - entrance to Creator Ruins Level 2 First, speak with Golem, but he don't allow you to pass without a ring. Go to the south-east area and search large chest for golem signet ring. Then return to golem and show him the ring. Go to Level 2. In some of the chests you can find useful items. Creator Ruins Level 2 north-west - back to level 1 north-east - entrance to level 3 Speak with another guardian golem about password. The creator's scroll with password is in the chest (south area with flesh golems). Return to golem with password and proceed to Level 3 Creator Ruins Level 3 north-west - to level 2 Kill seal guardian golem and go to the locked gates. You need key. The key is on the dead thief body in the central room. Unlock the door with a key and kill some creator sorcerers. Then search one of the chests in the last room for book 'Complete history of the creator ruins'. Go to the portal and bring this book to Jax. 2.East Road: A Troll lead trophy how to get: speak with Lenton in the Archaeologist Barracks (Jax barracks) situation: local Troll Chieftain terrorizes local people difficulty: medium solution: kill Troll Chieftain in the Troll Caves Level 1 and bring his head to Lenton (location of Troll Chieftain see in the previous quest) 3.East Road: The simpleton's mother how to get: speak with Revat in the Archaeologist barracks situation: Revat's mother missed somewhere in the Troll Caves difficulty: medium solution: Revat's mother Janis is somewhere in the Troll Caves : Storage Area. Find and speak with her then return to Revat. Neverwinter Wood: main quest: The Search for the Cult: Neverwinter Wood: Druid Encampment: speak with archdruid Aawil and receive quest The Spirit Of the Wood. Something strange happened with local animals. They became hostile. The Spirit of the Wood doesn't protect animals and druids. Go east, deep to the Neverwinter Wood. Neverwinter Wood: Deeper Woods: locations: north-east - Nymph home east - to the Heart of the forest (deep Neverwinter wood) south-east - Cave Go to the Nymph's house and follow north-west to the big room. Speak with Nymph and retrieve ceremonial dagger and mirror of vanity from the chest. Exit house and go to the Heart of the Forest. Neverwinter Wood: Heart of the Forest locations: north-east - Cave(Setarro's Home) south - Cave (some good items there) south-east- Altar of the Spirit of the wood Go to the Altar( south-east Spirit falls) and touch altar. Choose option 'Draw forth the dagger and plunge it into your chest and have your henchman do the same'. You'll appear in the Realm of the Spirit. Realm of the spirit Speak with dwarf cultist agent Relmar. He is mad because his companions left him in this place. You can purchase some useful information from him if your persuasion skill is high. He tells you about other cultist agents, about poisoned Spirit of the wood and about his master Maugrim. After dialog, kill him and search his body for Relmar's journal. Then go north-west and search the ground for spirit poison antidote. Find the Spirit of the Wood and fight him until he surrender. The speak with him and cure(if you have spirit poison antidote) or kill him. Return to Aawil then to Aribeth. secondary quests: 1. Neverwinter Wood: Missing Druids how to get: speak with Aawil situation: After Spirit's illness three druids missed somewhere in the Neverwinter woods. difficulty: hard solution: 1)the first druid Orlane is in the Cave (Deeper Woods south-east) go to the feeding chamber (south-west cave) and fight Queen spider then free Orlane from cocoon. 2)The second druid Terrari is in the Nymph's house (south room).Speak with him. 3)The third druid Bree is in the Setarro's Home (cave north-east The Heart of the Forest). Go south-east and speak with Setara. Give her the mirror of vanity (see Nymph's house in the main quest) or kill her. Take the key from her. Then go south to the prison cells and free Bree. 4)return to Aawil ----------------------------------------------------------------------- d) South South Road: locations: west: entrance to Port Llast north: to the East Road east: to the South Road: Farmland north-east: Cave (werewolf Bran) south-west: Wanev's Tower and Cave (you can access Wanev's Tower from this cave) north-west: Cave. There are remains of Maegel in this cave. Go to the pool well and dive to the pool to swim to the another part of a cave (high CON required, increase CON with potions or spell). Than go to the Maegel's remains and summon Maegel. Answer his question (the correct answer you can find in the journal on the dead body in the cave) and search his remains for some useful items. main quest: No cultists tracks there. go to the South Road: Farmland (Charwood entrance). secondary quests: 1.South Road: Closing Wanev's Portal how to get: go to the Wanev's Tower through the cave or from the main gates( you can retrieve the key to Wanev's Tower in the secret room in Wanev's cottage in Port Llast). Find wizard Wanev in the tower upstairs and fight him until he surrender. Then speak with him. situation: Wanev has problems with creature's portal in his summoning chambers. difficulty: medium solution: 1)go to the summoning chambers. Clear your way to the south-west where you find creature Gulgash. Kill him and retrieve his heart from body. Return to portal in the chambers and place Gulgash's heart to brazier. 2)return to Wanev for reward South Road: Farmland locations: west: to the South Road north-east: Erik and Ingo's home south-west: O'Deel Ranch south: Cave (Silverback wolf) east: entrance to the Charwood: Haunted Forest main quest: No cultists tracks. Go to the Charwood: Haunted Forest secondary quests: 1.South Road: Peter and the wolves how to get: speak with Peter O'Deel near his ranch situation: some agressive wolves with their leader wolf Silverback attacked Peter's cattle. difficulty: easy solution: go to the Cave and fight Silverback. Bring his head to Peter. When I've played as a rogue/ranger character then after some fight Silverback surrendered. I've spoken to him and persuaded him don't attack Peter's cattle then I've persuaded Peter. 2.South Road: Erik's Despair how to get: speak with Erik in the Erik and Ingo's home situation: Erik need his brooch difficulty: easy solution: 1)go to the O'Deel Ranch and speak with Constance O'Deel. Buy the brooch or kill her. 2)Return with brooch to Erik Charwood: Haunted Forest locations: west: South Road: Farmland east: Charwood village south-east: strange pillar (not marked on the map) main quest: No cultists tracks. Go to the Charwood village. secondary quests: There are no secondary quests but you can find some useful items in this location. Go to the north-west and search one of the chests for Old Scrol with words NETHER SHALL RULE. Go to the strange pillar and search the corpse near pillar for explorer's journal. Touch pillar and choose words NETHER SHALL RULE. Go to the opened portal and enter crypt. In the crypt there are some useful items and some powerful undead enemies. Charwood village locations: west: Haunted Forest east: Jhareg's Castle centre: Mayor's house and Inn main quest: Go to the central house (Inn) and speak with a strange man. He is a mad cultist agent. Kill him and search his body for his journal. Return to Aribeth. secondary quests: 1.Charwood: The village of Eternal Night (interesting quest) how to get: speak with Quint near gates situation: The village is cursed. Villager's spirits cannot leave village. difficulty: hard solution: 1)go to Mayor's house and speak with Mayor to know more about problem. 2)go to the Castle Jhareg : main floor. Search the chest for scroll and key and choose one of the three doors( north: law, east: neutral, west: chaos). Go to the north central hall and speak with guardian. Now you are a Judge and you must investigate the crimes of two brothers: Quint and Karlat. 3)go to the Karlat's Chambers: in the north-west you can find Karlat's key and Karlat's burning wand (burning hands spell, see Belial's Tale quest). Search one of the rooms (east) for Karlat's journal and Karlat's protection wand (protection from alignment). Go to the Karlat's summoning chambers and summon Belial (see Belial's Tale quest). Speak with demon and retrieve his oath. Go to the south room and speak with Karlat. Retrieve his oath. 4)go to the Quint's chambers Search small north room for Quint's key. Journal of Quint is in the south-east room. Go to the south room and speak with Quint. Retrieve his oath. 5) Return to Guardian and preserve oaths. Then judge brothers. You can return guilty one of the brothers or none at all. If you decide not to punish brothers than you can preserve Belial's oath (if you have) and decide to take Karlat's phylactery or not. If you decide to give phylactery to guardian then the village will be cursed as before but Demon Belial cannot leave this castle. In other situations the curse is removed and you can speak with the spirit of mayor near castle gates, but demon will not be punished for crimes. Karlat's phylactery is not a bad item (Sanctuary spell 1 use/day ) but the duration of the spell is very short. 2.Charwood: Belial's Tale how to get: read summoning tome (Karlat's chambers) situation: instructions of summoning demon Belial difficulty: medium solution: go to the Karlat's summoning chambers and place fire beetle's belly in the ritual brazier. Then cast protection from evil on self and cast Burning Hands spell on brazier to summon demon. Speak with Belial and retrieve his oath (recommended) or magical item. ----------------------------------------------------------------------- e)Luskan and host tower locations: south-east:The Cutlass Jadale Estate south-west: Kurth's Quarter west: Mercantile Store Runehammer Smithy Temple of Tyr Colmorr's Fantabulous north-west: gates to Host Tower north-east: Sewers (Baram's quarter) north: Slums Garlone's Home centre - The Wink and Tickle main quest: The Search for Cult: Previous investigations show that the cult headquarters are somewhere in the city Luskan. The city is ruled by high Captains who fight each other. But the rumors said that the real power has the guilt of mages Arcane Brotherhood and high Captains are their marionettes. The Arcane Brotherhood headquarters are in the Host Tower. But the gates to the host tower are guarded and access denied without a permission. Go to the Temple of Tyr and speak with Aaron Gend. He tells you about Aribeth disappearence and access to the Host Tower. Aaron can forge for you diplomatic pass to the Host Tower but you must find a captains seal. The seal is in the High Captains headquarters. There are two High Captains in Luskan: Baram( sewers north-east) and Kurth (south-west Docks). To retrieve the keys you should go to the Wink and Tinkle and speak with Bela to retrieve quest Strange Bedfellows. You should go upstairs and speak with Rhaine(for male characters) or Oreth (for female characters) to retrieve the keys to the High Capatains headquarters. Then go to the Kurth or Baram quarters. 1) 1.1 So you decided to go to the Kurth quarters then go and speak with high captain Kurth in the Docks near gates to his base. Then open gates (Kurth and his people will become hostile) and clear your way to the Kurth Lair. Enter his lair. In this location there is a creature's portal. You can close this portal. Find and search Burke's corpse in the central small room for journal and smooth token. Then go to the north-east room with fountain. Search fountain for glowing sphere. Then go to the portal room (west) and put smooth token and glowing sphere to the portal to close it. Find high captain Kurth in the north room and kill him. Search his body for some useful items. Then go to the north-west room and search the chest for captains seal. Return to Aaron. 1.2 If you decided to go to the Baram's quarters then enter sewers to the south-east. Speak with Baram and infiltrate his base. Go stairs up to Baram's Lair. Find two necromancers near necromantic summoning portal. They are invincible now. To weak them go to the Bone spirit ritual and destroy with weapon or magic two bone transmitter tablets. Return to the portal and kill one of the necromancers. Then go to the shrine spirit ritual and kill all skeletons and greater mummy. Return to portal and kill second necromancer (conjurer). Search his body for crypt key and unlock north door. Find and kill high captain Baram and search his body for some magical items. Search the nearest chest for captains seal. Return to Aaron. 2)speak with Aaron Gend and retrieve diplomatic pass to the Host Tower. Go to the Host Tower Gates and speak with guard to present diplomatic pass. Then enter courtyard and speak with captain Islund. Enter Host Tower: Ambassador's quarters. 3)Host Tower: Ambassador's quarters: go to the east room and fight hostile golem. Then search armor in the room for tower key and Aribeth diary. It seems that Aribeth in the Host Tower and has meeting with Maugrim (the cult leader). After Fenthick's execution Aribeth decided to meet with Maugrim . Go to the north and unlock the door. Touch hosttower portal and go to the 2-nd floor. Level 2: Search south-west room for 4-th floor portal stone and go to the 4-th floor. Level 4: Search the body of Arteno Geth for his journal. Search the chests in the south-east and central rooms for golem control rod and golem replication pod. Place this two items to the golem replication pod and summon golem. Follow summoned golem until he will crash the door. Then fight Rimardo Domine and his creatures (tough battle) until Rimardo surrender. Then speak with him to know more and go to the north-west library. Search the chest for 7-th floor portal stone. Return to the portal and go to the 7-th floor. Level 7: Kill Warden Erjack in the prison and search his body for pinnacle portal stone and prison key. Go to the level 9. Level 9: speak with Arklem (Arcane Brotherhood exleader). He tells you that powerful wizard Maugrim and his people now rule the Arcane Brotherhood and Luskan. Destroy four braziers in the cages to free Arklem and then speak with Arklem again. Enter pinnacle. Pinnacle: Notice and Listen Maugrim and Aribeth dialog. It seems that Aribeth bertrayed Lord Nasher's alliance and joined Maugrim to lead Maugrim's army. After dialog kill Gorgoth and his minions. Search the chests for some random useful items (I found useful dragon scale armor in one of the chests). To learn more about queen Morag you can go downstairs and find Maugrim's journal. Return to Aarin and speak with him about Aribeth's bertrayal and proceed to Chapter 3. secondary quests: 1.Luskan: Erb's delicate problem how to get: speak with Erb (Wink and Tickle 2-nd floor) situation: Erb need his ring from lady Jadale difficulty: easy solution: go to the Jadale Estate and speak with Lady Jadale to retrieve Erb's ring. Return to Erb for reward. 2.Luskan: the Harlot's husband how to get: speak with Yvette in the Wink and Tickle (2-nd floor) situation: Yvette's husband Garlone has her child. She wants to return her child. difficulty:easy solution: go to the Garlone's home and speak with Garlone to retrieve the child or kill him. Then to Yvette with her baby. 3.Luskan: Saving Evoine how to get: speak with Elynwyd in the Cutlass. situation: Elynwyd's girl Evoine is held in the Kurth's quarters as a prisoner. Free her. difficulty: medium solution: 1)Evoine is in the Kurth's Lair in the room near the room where you fight captain Kurth. Find and free her. 2)return to Elynwyd 4.Luskan: Nine Lives how to get:speak wit Londa in the Cutlass. situation: High Captain Baram kidnapped Londa's children. Find and free children. difficulty: hard solution: Go to the Baram's Lair and search cocoon in the south room for Nanny. Speak with her about Londa's children and retrieve bear. Return to Londa. 5.Luskan: Colmorr's Fantabulous Contraptulater how to get: speak with Colmorr difficulty: hard situation: Colmorr has some strange machine in the sewers. This machine can convert sewer water into magic potions but now the machine is broken. You'll need to repair this machine. To repair machine you must find 4 machine levers. solution: The full solution of this quest was given to me by Madruk (he was the first). Soon, I solved this quest and fixed some location errors. He also wrote the info about potions which can be created by this machine. Here is this solution. 1) The first lever is in the locked room in the Winkle and Tickle (with a guard dog) 2) south-east sewers (entrance in the middle of the Slums): In the chest behind the Ghoul lord 3) south-west sewers: return the amulet from the previously killed Ghoul lord to the ghoul outcast 4) Already at the machine (north-west) The ghoul outcast will also give you the key required to open the door leading to the machine, which is north-west of the sewers possibilities of potions for the 4 levers: potion of Lore (Lore +13) potion of Barskin potion of Bull's strength potion of Aid potion of Cat's Grace (DEX +3) potion of Invisibility potion of Cure Serious wounds potion of Cure Light wounds potion of Fox cunning (INT +2) potion of Endurance (CON +5) potion of Cure Moderate wounds potion of Speed potion of Clarity bottle of Sewage (thanks to Madruk) 6. Luskan: High Captains how to get: speak with Kurth or Baram. situation: Kurth wants Baram be dead and vice versa. difficulty: hard solution: Killing Baram: kill Baram and return to Kurth with Baram's head Killing Kurth: kill Kurth and return to Baram with Kurth's head 7. Luskan: the Ghoul Lords how to get: speak with ghoul outcast in sewers (south-west) situation: Some evil ghoul lord stole the amulet from ghoul outcast difficulty: easy solution: Kill ghoul Lord in sewers (south-east) and retrieve the amulet of power. Return this amulet to ghoul outcast. 8. Luskan: The Ruins of Illusk how to get: Go to the Docks region and touch the statue near Abandoned house situation: There are some ancient ruins under the Luskan. This ruins are cursed by immortal lich Voleron and you must destroy 3 seals in order to face Voleron and remove the curse. difficulty: hard solution: 1) The first seal: go to the abandoned house near statue and kill skull warrior. Take skull warrior's head and put it on altar near entrance. Go dowstairs to the level 1 ruins. 2) The second seal: Fight some zombies. Go south and kill Fallen Hero. Take Hero's heart and put it on altar to destroy the second seal. Go downstairs to level 2 ruins. 3) The third seal: Fight some shadows and mummies. Go north-west and kill water elemental guardian. Take blessed water and put it on nearest altar to destroy the last seal. Go downstairs to level 3 ruins. 4) Voleron the Damned: Find and kill Voleron and his undead servants. He is very tough and resistive so be careful. Collect some useful items from the chests and exit the ruins from portal. ----------------------------------------------------------------------- f)Henchmans quests 1.Daelon Red Tiger: quest: Daelon's mother was killed by some killer. The killer has notched axe. Find killer and retrieve the axe. difficulty: very hard solution: the killer is dwarf Gorkan. He is in the Mutamins Challenge dungeon: Level 3. Kill him and retrieve his axe. reward: amulet of the red tiger(STR+3, immunity: fear) 2. Boddyknock Glinckle quest: Boddyknock is searching for rare seeds of flower 'prism blossom'. difficulty: very hard solution: go to the Creator Ruins Level 1 and search the crate for seeds (near exit to the caves). reward: Lantanese ring (CHA+3, regeneration +1) 3. Linu La'neral quest: Linu lost his husband. Her husband is an archeologist. She seeks some clues about husband. difficulty: very hard solution: go to the Troll caves Level 1 and search the corpse (north-west area) for journal of Synth La'neral. reward:pendant of the elf(DEX +3, darkvision) 4. Sharwyn quest: She seeks the nymph's hair difficulty: hard solution: Go to the Nymph's house and search south-east room for the lock of Nymph's hair. reward:Belt of the perfomer(CHA+3,perform+2,persuade+2) 5. Tony Undergallows quest: Tony wants to retrieve the famous ruby "Star of Calimshan". difficulty: hard solution: Search one of the chest(middle chest) in the Wanev's bugbear barracks (Wanev's tower: Main floor in the centre) reward: ring of the rogue(DEX+3,disable trap+2, open lock+2) 6. Grimgnow quest: He seeks some special corpse hand to free his followers from the lich's curse. difficulty: hard solution: go to the Arcane Brotherhood Tomb (North Road: Green Griffon Inn) and search the chest (north from exit) for corpse hand. reward: amulet of the long death(CON+3,spell resistance:10) ----------------------------------------------------------------------- ======================================================================= ----------------------------------------------------------------------- 4)Chapter 3 a)Beorunna's Well main quest: Word of Power: how to get: speak with Aarin Gend situation: It seems that Maugrim is a servant of an ancient lizard queen Morag who seeks for some unique powerful artifacts called The Words of Power. Some sources said that this artifacts are somewhere near Beorunna's Well. Adventures must find this artifacts and bring them to Aarin who will transport this artifacts to the castle Never with Lord Nasher himself. difficulty: hard solution: go to the Drinking House and speak with Lillian Cambridge. She will give you the quest: The Snow Globe. This quest is a part of the main quest in Coldwood. See other sections for main quest. secondary quests: 1.Rolgan's trial how to get: speak with Neuric in the Temple of Tyr situation: Rolgan killed a man. You are a defender of Rolgan. You need to investigate what happended and defend Rolgan in the court. difficulty: medium solution: 1)speak with Edegor and Rolgan in the Temple of Tyr 2)speak with Zed (HEAL HIM with potion or spell) and Jevon in the mercenary enclave. If you are evil then you can bribe Jevon. 3)go to the drinking house and speak with Averic (you can bribr him). Then speak with Lodar and offer him a drink. Then speak with Lodar again what happened. It seemed that Rolgan couldn't control yourself while doing his crime and Lodar is your witness. 4)go to the Uthgardt settlement and speak with Palla and Vanda. 5)return to Neuric and begin trial. Answer and ask questions. Persuade people that Rolgan could't control yourself and is innocent. If everything will be ok then you win the trial. 2.Recover the Star Saphire how to get: speak with Husher Clay in the Trading post situation: The Star Saphire is a rare artifact and Husher wants this artifact. It is somewhere in Coldwood tomb. difficulty: hard solution: 1) go to the deeper Coldwood past the Wizard's circle. The entrance to the tomb is somewhere north-east in the deeper Coldwood. Enter Layenne's tomb. 2) go to the large room with 5 pedestals( south ). The central pedestal contains the star saphire but it is locked (DO NOT DESTROY PEDESTALS). You'll need to retrieve other four gems to unlock the pedestal. This gems are somewhere in the toms 3)gem of misery and gem of pain :search the sarcophagus in the north-west rooms (there are two north-west rooms). To kill golem you must destroy 4 glyph generators in the golem room. 4) gem of duty: go to the central room (more east) with some skeletons and zombies and search the sarcophagus for gems. 5) gem of honor: go to the north-east room with a lot of chests and search the sarcophagus for gem. 6) return to the room with pedestals and put the gems in pedestals in following combination: north-west pedestal: gem of honor north-east pedestal: gem of misery south-west pedestal: gem of pain south-east pedestal: gem of duty 7)take the Star Saphire from central pedestal and return to Husher Clay for reward 3.Save the supply lines: how to get: speak with Rolkid in the mercenary enclave situation: some bandits attack merchants supplies and there is a bounty for their heads. Kill two leaders: orc Vaath in Coldwood and Guzud somewhere near fort Ilkard. difficulty: hard solution: 1) go to the Coldwood and fight Vaath somewhere south-east in the Orc camp on the surface. When he surrender decide his fate. Bring his head to Rolkid. 2) go to the fort Ilkard region and enter the cave(Orc Lair) somewhere north-west from fort. Find Guzud and take his head. Bring his head to Rolkid. 3) Rolkid offer you a reward for the head of Orc King Obould Many Arrows. You can find him in the south-west orc cave in Moonwood. Bring his head to Rolkid. You can see all three heads near the entrance to mercenary enclave. 4. Investigate the Elk Tribe how to get: speak with druid Yusam near Druid Grove. situation: Suddenly the Uthgardt Elk Tribe became Neverwinter alliance's enemy. Investigate what happened. difficulty: medium solution: 1) go to the Fort Ilkard and go to the Fort Ilkard: Homesteads (west entrance). Then enter the Elk Tribe Keep (north-east entrance to Uthgardt fort). 2) find and speak with Elk tribe leader Zokan. You can kill him and return to Yusam or choose another good way: speak with Zokan about the plague cure and go to the fort Ilkard , speak with commander Damas in the Commander's lodge and buy the cure from him. Bring the cure to Zokan and return to Yusam. b) Coldwood main quest: The snow globe: Enter Coldwood and go to the Wizard's circle (somewhere north-east near the entrance to the deeper Coldwood). Fight cultists in the Wizard's circle and enter the portal to the Wizard's Dungeon. Wizard's Dungeon: There are two fire summoning chambers(north-east and south-west). You must destroy braziers with spells or weapon to interrupt the elemental's appearing from chambers. There is a wizard's room with altar in the north-east region. Search the chest for ring of Melf (Melf's acid arrow spell)if you are not an arcane spellcaster. If you are an arcane spellcaster then you can create the Staff of Command( put rakshasa eye and quartz crystal to the altar and cast Dominate person spell on altar). You can summon the greater water elemental in the Summoning pool south-west. Simply put slaang tongue to the pool and cast Melf's acid arrow spell on pool to summon the elemental. Then speak with elemental. There is a hong puzzle in the north-west room and you must solve this puzzle to unlock the door to snow globe. Go to the north-west library and find the diary page in the chest. Read this diary page because this is a solution to this puzzle. Return to the puzzle room and touch the hongs in following order: puma, dog, bear, dragon. If everything ok then the door will be opened. Search the pedestal in the unlocked room for snow globe then return to Lillian Cambridge. Drinking House: Speak with Lillian and go upstairs. Enter room with pedestal and touch pedestal. Enter the globe. Snow Globe: If you are male then dryads will be your enemies. If you are female then dwarfs will be your enemies. Arwyl is a dryad's leader and Hodd is dwarf's leader. Go to the south cave (north entrance). Speak with guardian white dragon. It seems that there is a war between dryads and dwarfs but after killing each other they respawn again. There is a legend about amulet of ages which can stop the fight. You can find this amulet in the chest. But I don't know how to stop the fight (see Note). So I simply kill the dragon and search his chest for Word of Power. Then speak with Haedraline and go to the portal. Return to Aarin. Note (by Andrew Wilson): To solve the amulet puzzle go to the globe, get the amulet, have the dryads/dwarves fix it, exit the way you came in (click on the little red thing in the center of the portal), ROTATE THE GLOBE, go back in, have the other people fix it, kill the dragon. The amulet gives you 30 cold resist and 5+ to cold saving throws. (thanks to Andrew Wilson) c) Moonwood main quest: The Word of Power: go to the Moonwood locations: west: cave( Orc Lair) north-east: deep to Moonwood go to the Moonwood deeper locations: centre: cave entrance (dragon Akulatraxas) north: spine of the world west: Giant cave entrance go to the spine of the world and fight cultists. Spine of the World: locations: south-west: cave (with dead dragon) centre(more east): cave (dragon Gorgotha) north: cave (Fire Giant Lair) go to the fire giant lair. Fire Giant Lair: locations: centre: entrance to East Fire Giant Lair north-west: entrance to North Fire Giant Lair go to the East Fire Giant Lair East Fire Giant Lair: locations: north-east: deep cave (slaad Cavern) east: deep cave (Dragon Dungeon) south-east: Klauth's Lair kill king Scrogg and search his body for pass amulet. Unlock the door and go to the Klauth's Lair. Klauth's Lair: Speak with Klauth. The word of power is in his room but this room is locked and Klauth has the key. If you want to kill Klauth then it will be a great challenge for you because Klauth is very strong (when I've played as a wizard I use chain lighting spell). There is another safe way to kill Klauth: Go to the Dragon Dungeon and search dragon sphere in the fountain. Then kill Dragon (he is not so difficult as Klauth). Then put dragon sphere to the pedestal and take full dragon sphere. Then return to Klauth and bring him the sphere to kill him. Search his body for a key. You can also take his quest for dragon eggs and after completing this quest he will give you a key. Go to the Klauth's room and search his chest for Word of Power. Speak with Haedraline and return to Aarin. secondary quests: 1. Working for Akulatraxas how to get: speak with dragon Akulatraxas in her cave situation: Hill giants wants to steal her eggs. Kill their leader. difficulty: easy solution: go to the Hill giant's Lair and clear the way through giants. Go deeper to the caves in the centre. Find and kill Hill Giant Chieftain (south-west) and take his head. Return to Akulatraxas. 2. Gorgotha the Gold Dragon: how to get: speak with dragon Gorgotha in her cave situation: dragon Klauth and his fire giants wants her eggs. difficulty: hard solution: kill Klauth (see main quest) and bring his head to Gorgotha. 3. Klauth the Ancient Red Wyrm how to get: speak with Klauth situation: Klauth wants some dragon eggs. difficulty: medium solution: Go to the Gorgotha's cave or Akultraxas's cave and kill dragon. Search the incubator for dragon egg and return to Klauth. d)Fort Ilkard main quest: The Word of Power: Go south from Beorunna's Well. Kill some elk tribe warriors and go south to the Fort Ilkard. Speak with knight to open fort gates. Fort Ilkard: Locations: north-west: Cave (Orc Lair) west: Homesteads south-east: Ruins other places in the fort: Commander's Lodge, settler's barracks, soldier's barracks, Uthgardt command post (near fort) If you want some secondary quests then speak with commander Damas. To continue the search for word of power go to the Ruins. Kill cultists and their leader and go to the cave entrance (south east). It seems that you have found some ancient creator race ruins. Creator Race Ruins: locations: centre (entrance from west): garden north-west: sun dial north-east: riddle of sound, invincible golem and another sun dial (more east and north) south-east: riddle of smoke and invincible golem south-west: riddle of light and invincible golem south: the locked gates Enter the ruins and search the corpse near exit for translation amulet. You'll need this amulet in order to understand the creator race language. Equip this amulet. The south gates (the door of three) are locked and don't try to open them. Don't try fight golem because they are invincible. Go to the garden. In the garden speak with Sapphira. She will give you Time Crystal and some seed (need for her secondary quest). It seems that you cannot kill golems and unlock south gates now. The solution must be in the past of the ruins. You must travel to the past and find solution. Return to the ruins and go to the Sun dial. Use Time Crystal on sun dial (same as Stone of Recall) to travel to the past. Creator Race Ruins : Past locations: same as in present time but the environment differs Go north-east and speak with Lokar. He is a slave leader. Retrieve his ring. You need this ring to persuade the slave workers to weak the golems. You can also persuade this workers without Lokar's ring. Go west near riddle of light and speak with slave worker (translation amulet must be equiped). Persuade him to weak the golem. Then choose golem weakness. You can choose fire, cold, blunt weapons, slashing and piercing weapon weakness. Choose it wisely because golems will be vulnerable only to the chosen weakness. For example when I played as a wizard I chose fire weakness and lately killed golems with fireball and flame arrow spells. For fighter or rogue classes fire and cold are not recommended. To unlock the south gates you'll need to solve three riddle puzzle. But you cannot solve this puzzle in the past. Search the old one defenses scroll in the riddle of light room. This scroll describes the puzzle's rules. Go to the garden and speak with young queen Morag. Unfortunately you can't kill her. So fight her lizard guards and put Sapphira's seed into Dirt weeds. Return to ruins and go north-east to the riddle of sound entrance. Speak with another slave worker and choose weakness for another golem. Then go south-east near riddle of smoke and speak with the last slave worker to choose golem weakness. Return to the sun dial and use your time crystal to return to the present. Creator Race Ruins: (present time) Riddle puzzle: Unlocking the Door of Three 1)Riddle of smoke Go to the riddle of smoke. Kill golem (golem must be vulnerable to the some kind of damage which you chose in the past from the last slave worker). Take golem key from his body and unlock the gates to the riddle of smoke. There is a smokey brazier,alchemist's apparatus and some painting. The puzzle is not difficult: Take red, blue and yellow powders from alchemist's apparatus. Put this powders in the brazier in following order: red-yellow, blue-red, yellow-blue. If everything is ok then this powders will dissapear and the riddle of smoke have been completed. Your journal must be updated after completing the riddle. 2)Riddle of sound Go north-east and kill another golem. Take his key and unlock the gates to the riddle of sound. Kill odd one bodak champion and search his body for fairy bottle. Use this bottle in the inventory to free the sprite from bottle and repeat her actions with hongs to complete the riddle of sound. There are 4 hongs in the room: North-west hong (4) North-east hong (1) South-west hong (3) South-east hong (2) The right combination is 2,1,3,4,3,1,4,2. 3)Riddle of light Go to the riddle of light and kill the last golem. Take his key and unlock the gates to the riddle of light. Take purple,orange and green gems from pool of swirling. The puzzle is easy: you must press color gem in each pool of primary colors and then put the gem from poll of swirling to the each pool of secondary colors. If the placed gem is the combination of the primary pools colors then the riddle will be solved. For example press red and blue gems in the pools of primary colors. The combination of red and blue color is a purple color. So split the purple gems in the inventory and place one purple gem in each pool of secondary colors to solve the puzzle. If all three riddles are completed then go south and unlock the door of three. Fight Balor Lord. Take his key and unlock the altar. Take the last Word of Power and speak with Haedraline. Return to Aarin and proceed to Chapter 4. secondary quests: 1.The Siege of Fort Ilkard how to get: speak with commander Damas in the commander's lodge situation: Fort Ilkard is under siege by elk tribe difficulty: medium solution: 1) first you need to destroy all catapults near fort. Simply kill some elk tribe warriors and commanders near fort then destroy 4 catapults and 2 ballistas. Return to Damas. 2) the next objective is to kill elk commander Arness. Go to the Uthgardt command post and find Arness. Kill him and bring his head to Damas. 3) and finally you need to kill Elk leader Zokan. Go to the Homesteads and enter Uthdardt Fort (Elk Tribe Keep) (north-east). Find Zokan. Kill him and return to Damas. You can also speak with Zokan and take his quests for plague cure, then return to Damas and buy the cure then bring this cure to Zokan and return to Damas to complete the quest. 2. Deliver Eckel's Note how to get: speak with Eckel in settler's barracks situation: Eckel wants you to deliver his note to his wife difficulty: easy solution: Go to the Homesteads. Go north-west and enter Eckel's homestead. Kill elk brute and speak with Galia. 3. Plant the Ulforg Tree Seeds how to get: speak with Sapphira in the creator ruins garden situation: Sapphira wants to plant some unique tree difficulty: easy solution: Go to the past and enter garden. Kill Morag guards and put the seed into Dirt weeds. Then return to Sapphira in the present time for reward (4 rubies). e) Henchman's quests 1.Daelon Red Tiger quest: Daelon wants to find ceremonial Uthgardt spear which is great Uthgardt relic. difficulty: medium solution: This spear has Elk tribe leader Zokan. Kill him or complete his quest to retrieve the plague cure. reward: amulet of Uthgardt(STR+4,immunity: fear, spell resistance: 12) 2.Boddyknock Glinckle quest: He searches some dragon scale difficulty: hard solution: Go to the Moonwood: Spine of the World. Enter south-west cave with dead dragon and search the rubble for dragon scale. reward: prophyro's ring (CHA+4, regeneration +1) 3.Linu La'neral quest: She wants to find some volcanic oak seed. difficulty: very hard solution: Go to the Fort Ilkard: Ruins and search the volcanic oak seed near the summoning Altar outside the creator race ruins (thanks to xavier for help). reward: pendant of the elf (DEX+4, immunity: mind-affecting spells) 4.Sharwyn quest: She wants the rare legendary bard Tamorlyn's love song. difficulty: hard solution: Search the sarcophagus in the east room of the Creator Race Ruins (present time). reward: belt of the performer(CHA+5, perform +4, persuade +4) 5. Tony Undergallows quest: He wants to find the ashes of the great hero difficulty: hard solution: go to the Elk Tribe Keep and search the north room for the Ashes of Running Wolf reward: Ring of the Rogue(DEX +4, disable trap +4, hide +2, move silently +2, open lock +2, pick pocket +2) 6. Grimgnow quest: He wants to complete the Final Challenge of the order. He needs some weapon with the mark of his order to face Silent Lord. difficulty: very hard solution: go to the Coldwood (Orc Camp) and search the unnamed dagger somewhere near criminal Vaath. reward: amulet of the Silent Lord (CON +4, spell resistance: 10, immunity: level/ability drain. ----------------------------------------------------------------------- ======================================================================= ----------------------------------------------------------------------- Chapter 4 Final Battle main quest: Now you are back in the Neverwinter City. Speak with Lord Nasher and Aarin Gend. It seems that Neverwinter city is under siege by Aribeth's and Maugrim's army. They occupy some Neverwinter regions exept City Core. Go downstairs to the castle prison and speak with Haedraline. She tells you about Maugrim's Word of Power and you need to retrieve this word of power from Maugrim himself in order to travel to the source stone portal where is lizard queen Morag. It seems that Morag awakened and Maugrim is her servant. So go to the City Core and enter War Zone (south-east). War Zone: There are two invicible golems in the area. You need to kill two wizards who control this golems. Enter house with shining door near catapults and kill first wizard and Balor. Then go to the big gates and unlock or destroy them. Then quickly enter another shining door, kill wizard and Balor and exit house. Now golems are dead. Go to the south-east house and exit from the other side of the house. Kill half-dragon Baalor. Enter portal to Maugrim's Sanctuary. Maugrim's Sanctuary: Fighting Aribeth: Speak with Aribeth and fight her until he surrender. Then you can speak with her and persuade her to surrender and go to the prison or kill her. If you kill her then search her body for her sword. This sword is very good but can be used only by lawful evil paladin. So if you are a paladin then you can kill some citizens in the City Core until your alignment changes to evil then equip this sword. You can also use this sword if your magic device skill is 10+. The description on this sword tells that you possessed this sword from Aribeth's corpse but I didn't kill Aribeth I simply disarmed (improve disarm feat) her with my rogue/ranger character (developers forgot this factor). Aribeth is not an easy enemy because she heals herself and can cast spells and has a good sword. When I've played as a cleric my AC was 38 and Aribeth was not a difficult opponent. Kill her as quick as possible. Fighting Maugrim: Find and speak with Maugrim Korothir. Then fight and kill him. Search his chest for Word of Power. Maugrim is more easy fight for spellcasters but he is also very tough (more than Aribeth). He casts Time Stop spell at the beginning of the fight and ressurects two flesh golems. So Greater dispel spell recommended to dispel some effects from Maugrim. He also heals himself and casts some powerful offensive level 7-9 spells such as Meteor Swarm. Beware his spells. When you kill him return to castle Never. Castle Never: Go downstairs and speak with Haedraline. Then go to the castle cavern and put the word of power on word of power pedestal. Enter source stone. Source Stone Sanctuary: Speak with Asheera and retrieve her amulet. This amulet is very good against lizards so I recommend you to equip this amulet. Fight lizards and enter the portal in the centre. Guardian lair: Kill two guardian dragons and search their bodies for guardian keys. Unlock the gates. Then before entering cave I recommend you to rest, to prepare necessary spells and take some potions because in the next area you can't rest and can't use stone of recall. Then enter caves. Inner Sanctum: Listen the dialog between Morag and lizards. Kill lizards and search the body of the one of the lizards for the key. Unlock the door and prepare for final battle with queen Morag. Speak with Morag and prepare for fight. Don't try to fight her now because she is invincible. She is protected by her followers and her followers are protected by the trap. You can't access her protectors because of a trap. First you must bash the statue near the trap to destroy the trap. Kill some powerful enemies. There are 8 Morag protectors: protector against mace (blunt weapons), sword , the lessers (ranged weapons), venom (some poison damage), frost, spear , storm and flame. Each protector is vulnerable to his kind of protection, for example the protector against fire is vulnerable to the fire damage and can be killed by some fire spells, and for example if you killed the protector against fire then queen Morag will be vulnerable to the fire. Same with the other protectors. When I have played as a cleric I killed the protector against mace with my morning star and then killed queen Morag with this weapon. Queen Morag is very powerful enemy and can cast some powerful wizard (Time Stop spell) and healing spells. Kill Morag and enter portal. Speak with Haedraline and enter portal to complete the game. Congratulations, you have beaten the game!!! ----------------------------------------------------------------------- secondary quests: 1. Neverwinter under siege how to get: speak with Tranear in the Trade of Blades situation: Neverwinter under siege difficulty: medium solution: go to the War Zone and destroy 3 catapults then kill 2 wizards (see main quest). Return to Tranear. 2. Rescue Leesa how to get: speak with Luce in the Moonstone Mask situation: Leesa is lost somewhere in the War Zone difficulty: easy solution: go to the War Zone and speak with Leesa somewhere north-east. Then return to the Luce for reward. ----------------------------------------------------------------------- *********************************************************************** ----------------------------------------------------------------------- PART 4 Credits and special thanks Firstly, I would like to thank a God because he created me and made me free. Of course, I thank Bioware for their difficult work and wish them to continue create another great and exiting games. Special thanks to www.gamefaqs.com for their game FAQs. I hope that my guide would help some people in their difficulties. Credit to Madruk for Luskan: Colmorr's Fantabulous Contraptulater quest solution. Credits to Andrew Wilson and xavier. Don't lose optimism. ----------------------------------------------------------------------- *********************************************************************** Permitted sites to post this guide www.gamefaqs.com www.neoseeker.com http://DLH.Net www.actiontrip.com www.sorcerers.net/index.shtml If you have the information about other sites with my guide then please email me. If you want my permission then email me (y_orest@yahoo.com). .......................................................................